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Greetings, fellow gamers! Today's Horse Lords dev diary is about Tributary states, Succession in Nomad realms and Dynamic Mercenaries... but let us start with Tributary states!

The Crusader Kings vassalage system has served us fairly well, but in our design discussions, we often return to the problem of "degree"; that is, what are the terms of the contract, exactly? How tight should the contract be in non-Feudal realms, etc. Various improvements have been suggested, such as a "vassalage strength" value (a bit similar to Crown Authority, but for each vassal.) However, most of these ideas stumble on their complexity and the required amount of micro-management. When we were talking about the Nomads of the steppes, though, we really needed a looser type of subordination than outright vassalage. That is why we decided to introduce the concept of Tributaries (which we originally conceived of as a Nomad-only power, but soon chose to make available to all rulers as long as you have the expansion.)

Crusader Kings II - Tributaries.jpg


In Horse Lords, there are two new Casus Bellis related to Tributaries; "Make Tributary" and "Free Tributary" (doing exactly what they sound like.) On the map, the names of Tributary states are no longer shown, though they retain their own colors in the Realms map mode. Tributaries pay a monthly tax to their suzerain and cannot refuse the suzerain's call to wars. However, the suzerain is also expected to protect their tributaries. Apart from this, tributaries are still autonomous. A tributary can only have one suzerain (though the suzerain can be a regular vassal of another ruler's.) The tributary status ends on the death of either ruler, and tributaries can declare wars to free themselves, of course...

Now, let us return to the steppes and talk a bit about their unique form of succession... In reality, this was a complex matter that could be represented in many different ways, but since we already have various elective forms of succession, we decided to make it a bit less direct and more distinct (and no, it is not the horrible Ultimogeniture.:)) In short, among Nomads, the most prestigious son or brother inherits. Minors can inherit Clan rule, but not the tribal Khaganate. Prestige, you say? But isn't that a bit boring? Yes, the player should get some control over the choice of heir. That's why we are introducing the concept of Dynamic Mercenaries.

Crusader Kings II - Make me Proud.jpg


What you do, as a Nomad ruler, is send out your most promising sons and brothers to prove their mettle in the wide world. They will then take some of your Manpower and appear as a Mercenary Band, available for hire by rulers in the general region. As they earn money, the size of their regiment will increase. There are various new events for them as they experience adventures in the court of their employer, on distant battlefields, etc. You will receive notifications about the more significant escapades, and if you happen to be their employer, you are also likely to get some fascinating interactions. In general, dynamic mercenaries tend to increase their skills and gain Prestige, but it is, of course, also a dangerous life... The idea is to foster a strong heir by letting them prove their worth and gain enough Prestige to succeed you.

Crusader Kings II - Dynamic Mercs.jpg


The system with dynamic mercenaries is currently locked to Nomads only, but it is very easy to mod and we are likely to expand on it in future expansions. That's all for now folks. Next week; the Silk Road and Raiding Adventurers!
 
What's the notification with a mountain and an exclamation mark?
This "mountain" icon (minus the exclamation mark) is present in the clan screen and indicates the amount of land the clans desire from their overlord for them to be satisfied.
So I guess this notification indicates that the clans currently don't have enough land (and might probably become rebellous).
 
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I just destroy him with the console.
Nah he's suposed to be a great man, but not that kind of man. Sigurd Ring basically created the kingdom of svithjod (note that unlike in game that isn't the same as the kingdom of sweden sweden is the union of svithjod (svealand) and götaland). the problem is it doesn't take a super great character to unite the lands that he did in reality. All it takes is one or two subjugation wars.
Sigurd Ring isn't the problem, the ease to create kingdoms in tribal scandinavia is. The obvious solution would be to have swedens de jure territory split into three de jure kingdoms (svealand götaland and norrland) in the early start dates. With the ability to merge svealand and götaland to sweden if you hold the crowns of both (norrland should be no more de jure sweden than finnland, in any but the latest start dates.)
 
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Please Magyar and Alan portraits...

Additional: Magyar and Alan is part of the steppe.
 
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Niiice.

Couple questions though:

Do tributaries count towards the vassal limit of the suzerain?

Can tributaries be equal tier of higher tier than the auzerain?

How does the "gaining more money and troops" part of dynamic mercenaries? Do mercenaries use manpower like hordes do?

Can I use the create_tirle command to create a dynamic mercenary?

Is there a command to make a state the tributary of another?

Is there any way in the political mapmode or another mspmode to see at First glance who is tributary of who? If I see a realm without ñame in the map, I know it is tributary of someone, but how do I know who is its suzerain?
 
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you didn't really explain what is the difference between a normal vassal and tributary
It is a little confusing.

Tributaries lose their tributary status upon their current ruler or their liege's death.

Both normal vassals and tributaries have to pay their liege a monthly tax.

Unlike regular vassals, tributaries do not owe their liege a portion of their levy. Instead they are called to war like tribal vassals. Unlike tribal vassals, a tributary cannot refuse his liege's call to war.

Tributaries are completely independant. If you declare war on a tributary you do not declare war on their liege. Instead, they must call their liege into the war like an ally.

There is no penalty when a tributary does not have the same goverment type as his liege.

Characters of any rank can own tributaries. Presumably even barons.
 
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The contract ends on the death of one of the parties.

This and the fact that tributaries must pay a tribute; not just provide troops.
 
And regular vassals pay tax, so....

Depends on laws. For tribals typically, high tribal organization is sub optimal and just a transition to feudalism.
 
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If they've got the Silk Road, let's bring on the Sogdians as a new culture!

Are nomads still playable even with all there land gone?

Not sure. I'm wondering if a nomad leader might be able to settle down; in case I wanted to pull a Kublai Khan but in Europe, or make like the Mughals a few hundred years early. Hope so; I think losing your old land should be a reason to settle down. Lots of nomads decided to settle over the years; Magyars, some Tibetans, the various Turkic tribes that eventually became the Ottoman Empire, the list goes on. I'd like to see my Karluk leader still be able to build a nice new empire in Europe or the Middle East or reform Zoroastrianism.
 
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Great. I am really hyped for this expansion.

Now only thing we need associated with the dynamic mercenary feature, is ability to play as mercenaries and roam around as bands with family and court, with an off-map 'camp' building serving as the characters' house (similar to patricians' villas in merchant republics). And serve under various lords, pillage their lands (that's what mercenaries really did) for lack of pay. Or roam around as bandits pillaging and looting lands for money. Also asking famous people like princes to join your band, or ask for a king to give you patronage or give you a castle to serve as permanent vassals. And at the same time managing your mercenary band, it's leaders and number of soldiers (depending on money and prestige). :D

And of course when an opportunity presents, simply invade, attack and completely take over the weak lands and become feudal-style military warlords. Mamluks did this. Also this would be a huge step in unlocking monastic orders/theocracies.

How about this, dear devs? Even if as unofficial mods? :D

Mercenary bands that took over control of realms, like the Mamluks, still acted in a much more dynastic way than Monastic Orders ever did. And even more so than Theocracies in general
 
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Not sure how I feel about tributary relationships resetting upon death. Shouldn't that only apply if, say, the new ruler hates the suzerain's guts?
 
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Devs should add a Silk Road ending point in Bengal, in Tamralipti county. That will make it an important capture location. :D

Historically the Silk Road entered India from northern Indus plain from Purushapura in Punjab, it continued on the India's oldest Imperial highway (today known as Grand-Trunk Road, a huge motorway these days) passing through all the major cities and Imperial capitals of the Indo-Gangetic plain. I have to research more on appropriate locations, but what I do know for sure is that the Silk Road eventually terminated in the city of Tamralipti which was a major seaport.

From there on it actually didn't end but instead turned into a sea trade route that went to southern India (especially Madurai), through south-east Asia and eventually ended up back in coast of southern and central China. It was this route that Indian merchants, sailors and priests eventually used to colonize SE Asia.
 
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