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Hi again folks! It's a big day today with the release of the Common Sense expansion for EUIV! Naturally, we are releasing a patch for CKII in tandem, in order to keep the save game converter up-to-date.

Patch Notes here:
- Updated government calculation to be up to date with EU4 1.12
- Fixed the localisation issues on Mac and Linux with country names
- Ibadi is now its own main religion like it should be

NOTE: We are aware of an issue on Mac and Linux caused by EU4's recent engine upgrade, which broke EU4's ability to find the exported games from CK2. For now, you have to manually copy the exported save from eu4_export/mod to EU4's mod folder but this will be fixed ASAP by the EU4 team.

Now then, this time I thought I'd talk about the internal dynamics of the nomadic hordes. As I mentioned last time, Nomads use population and manpower rather than relying on levies and taxes from Holdings, so they tend to have a lot fewer normal vassals than other realms. To compensate for this, Nomad hordes rely on a variable number of member Clans instead. The Clans are similar to regular vassals in some respects, except that they also employ Manpower and Population (oh, and you are allowed to play as a vassal Clan too, of course), and each Clan has a special opinion called Clan Sentiment of the other Clans, separate from that of its chief. As a horde grows, it will be encouraged to increase the number of member Clans. Likewise, you can have too many Clans for the amount of available land.

Crusader Kings II - Clan Management.jpg


Effective management of the Clans takes some effort due to their infighting and Sentiments. We have added a new screen to give you a proper overview of the situation. Red lines between the Clans indicate an ongoing "Blood Feud" and green lines a "Blood Oath". A Clan can only have one "blood brother" Clan, but many feuds. Feuds are started either by simple declaration, or by raiding one of the other Clans in the realm... Yes, even though you might all be serving same Khan, nothing stops you from raiding a fellow Clan's land! Blood Oaths are similar to marriage alliances; they last as long as both of the Clan Chiefs are alive, but they are only type of alliance that allows you to call another Clan to war in internal wars (and that includes the Khan!) Blood Feuds are much more persistent and can only be settled with a payment of blood money... or by the other Clan's extinction.

Another twist to the Oath and Feud status is that actions taken against one Clan will affect the Sentiment of its enemy or blood brother, as appropriate. For example, an oath-bound Clan will also become hostile to whomever is raiding you, and will dislike any clans you are in Feud with for as long as the Oath lasts. Feuding parties are allowed to freely declare outright wars against each other, fighting over the grazing lands in a single county.

Crusader Kings II - Feud.jpg


Clans can be a bit tricky to manage, not just because of their own infighting but also because they don't follow any system of laws like the Feudal realms do; they are more about frankly expecting and demanding things from their Khan. If they view the Khan as weak and pathetic they are quite prone to attempt to have him replaced with another Clan chief (usually through membership in a special Faction.)

Apart from proposing Blood Oaths and declaring Feuds, the Khan also has access to a number of special actions against the other Clans. He can demand that they split in order to maintain balance within the tribe, or even absorb them; unless they refuse, of course! Clans are also free to adopt the religion of another Clan, should they like it better for some reason (steppe nomads are fairly open-minded about religious matters.)

I am sure there is more I should mention about Clan management, but since I really need to get back to work, I'll leave you with this. :) Next time; Tributaries, Nomad succession and dynamic mercenaries!
 
Uyghur? This means that maybe we'll see tibetan people? We could finally have the buddhist triad of the silk road!!! Theravada from the south, mahayana from the east, vajrayana from the north :p
 
Gonna be another person to chuck in that if you're going to update the hordes, you should probably refine Manachaeism like you did the Ibadi faith in earlier DLCs and the like. It was a popular choice in the east for nomads, and it was different enough from its contemporaries to where it should be its own Mazdan faith. Heck, ask the person who made Heretic_Pride on the workshop to use some of his assets for it if you guys want to be quick; he did make the Leader of the Manichaean Church (as the head of the Manachaeism was known as in the title, although if you want to make it sound better, it's term in Parthian was Yamag) as well as the Bema feast they were known for. Then the only other thing you'd need is to code a new Mazdan branch and sprite out a new symbol based on the Gnostic circle/cross. It'd be something that you guys'd be pretty familiar with and it would add some extra interest to the DLC. Besides, you guys created the Cult of Zun, a regional one off for Charlemagne, I don't think adding in a revised Manichaeism is asking too much.
 
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Gonna be another person to chuck in that if you're going to update the hordes, you should probably refine Manachaeism like you did the Ibadi faith in earlier DLCs and the like. It was a popular choice in the east for nomads, and it was different enough from its contemporaries to where it should be its own Mazdan faith. Heck, ask the person who made Heretic_Pride on the workshop to use some of his assets for it if you guys want to be quick; he did make the Leader of the Manichaean Church (as the head of the Manachaeism was known as in the title, although if you want to make it sound better, it's term in Parthian was Yamag) as well as the Bema feast they were known for. Then the only other thing you'd need is to code a new Mazdan branch and sprite out a new symbol based on the Gnostic circle/cross. It'd be something that you guys'd be pretty familiar with and it would add some extra interest to the DLC. Besides, you guys created the Cult of Zun, a regional one off for Charlemagne, I don't think adding in a revised Manichaeism is asking too much.

Yeah, it would take less than 10 min to copy and paste from the files they already have to add it. As for creating the religious icon, probably the same time. A circle with a cross isn't that hard to make surely.
 
Is it possible/practical to choose colours other than red and green to differentiate the between blood feuds and blood oaths? I know there aren't hordes of color-blind players, but that color selection is simply the worst for those of us who do have such a condition.

I can work around the tool-tips through hard won understanding of the game mechanics. Alas, this seems to be a very important visual depiction of relations that the player will need to monitor to properly intervene. Misreading the colour seems like it could greatly hamper the gaming experience.
 
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I'm wondering, now with ck2 I can play the mongols. Will this feature be behind a paywall after the upcoming DLC? Asking since EU4 has gone this route.
No, but you will only play a normal tribe not a horde. You will be able to play the same realms as today, but not gain any new or unique features.
 
I'm wondering, now with ck2 I can play the mongols. Will this feature be behind a paywall after the upcoming DLC? Asking since EU4 has gone this route.

What did EU4 do?

And no. As groogy explained... without the expansion the steppes will be tribal and not nomadic. You don't get nomads in your game without the DLC.
 
I wonder what those two Islamic (or Zoroastrian) states under the Yabguids are, or do they represent some sort of Sogdians with their trade route cities.

Given we have an abandon province option now, I wonder will they rework Norse prepared invasions?

Edit: Sorry, was looking at an old map. Bamanids and Taid.
 
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A while ago I had an idea around mercenaries, that instead of just being able to hire them they would be independent armies that roam around the map, generally in the direction of conflict so they can earn money. While a mercenary band is in a province they loot the province and cause instability but they can also be hired by the province owner directly, paid to fight a particular enemy, or paid to leave. Also, new mercenary bands should spawn in conflict areas and they should't replenish so they can be destroyed.

I'd be interested to see what form the dynamic mercenaries take.
 
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This looks really cool, will this nomadic system be extended to non-central Asian nomadic people? There are a lot of peoples where this system would work really well, in East Africa (Somali, Afar, Beja, Ababda) West Africa / Sahara (Toubou, Tuareg/Berbers, Fulani), Iran/India (Balochs) and Arabia (Bedouin Arabs)
I have my doubts the system will be implemented for other peoples than Eurasian Steppe Nomads, since Paradox don't want to lock too many parts of the map behind a new DLC. However I'm sure several mods will implement the nomad mechanics for other nomadic peoples.
 
I have my doubts the system will be implemented for other peoples than Eurasian Steppe Nomads, since Paradox don't want to lock too many parts of the map behind a new DLC. However I'm sure several mods will implement the nomad mechanics for other nomadic peoples.
It won't lock anything, if you don't have the DLC the steppe nomad govtype won't appear at all.
 
I have my doubts the system will be implemented for other peoples than Eurasian Steppe Nomads, since Paradox don't want to lock too many parts of the map behind a new DLC. However I'm sure several mods will implement the nomad mechanics for other nomadic peoples.
IIRC one of the Devs already stated that Berbers and Arabs wont get nomad mechanics.
 
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I'm kind of curious on which groups will get them. You'd think that the Alans should've gotten it as an opportunity, as well as the steppe peoples that showed up in earlier games too. Kind of curious to see if it's just a cultural group thing to be honest.

And to reiterate like a broken record: I'd much like to see a revamp of Manichaeism for this DLC as it has a lot to do with where you're expanding and adding to, and the coding is rather simple honestly.
 
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I'm kind of curious on which groups will get them. You'd think that the Alans should've gotten it as an opportunity, as well as the steppe peoples that showed up in earlier games too. Kind of curious to see if it's just a cultural group thing to be honest.

They already said that it is not tied to culture or religion. Everyone can be a Horde as long as the province has no holdings.
 
It looks from the first map that the Alans won't be getting them either.
Wait what map? The Alans should be nomadic in the earlier start dates at the very least, they are the last iranic nomads on the steppes.