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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!
 
Sounds great. A feature I'd like to see is the possibility to be released from tributary status in exchange for a large lump sum, say if my overlord is sunk in crippling debt or wants to entertain expensive ventures. (Historical example - Richard I of England released William I of Scotland from his overlordship for 10000 marks in order to fund his crusading)
 
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I have to say, this is definitely shaping up to be the most innovative DLC for CKII in a long time. However, I do have some questions about the dynamic mercenary system:
1. Do rulers get a discount if they hire their son/brother as a mercenary?
2. Is their a cap on the number of family members you can have serve as mercenaries?
The reason I ask is because the dynamic mercenary system seems like it could be the highlight of this DLC. However, it also seems like it could be easily abused by nomad characters with large families to get "free" money, prestiege, and/or troops wthout really having to do anything. That said, Horse Lords is still looking great. Keep up the good work!

P.S. Please don't get mad if I just did/said something stupid. I just joined yesterday!
 
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One issue I have is that dynamic company is pathetically small, so small that there is little point for a player to actually use them.
Hire many small companies, as long as they don't cost more per soldier I don't see the problem.
 
The option of sending your heir off as an adventurer should certainly be added to cultures such as the normans and pretty much every single tribal culture. It just seems lazy to have us mod it in order to have for no reason(and disable achievements). I hope devs realize that adding new features to all cultures will increase sales greatly. I assume there are many players with no interest in playing hordes and nomads.

Moddability of this feature this sound very exciting though. Knights errant from the high medieval period finally a possibility?
 
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The option of sending your heir off as an adventurer should certainly be added to cultures such as the normans and pretty much every single tribal culture. It just seems lazy to have us mod it in order to have for no reason(and disable achievements). I hope devs realize that adding new features to all cultures will increase sales greatly. I assume there are many players with no interest in playing hordes and nomads.

Perhaps, rather than just mercenary service, you could set an heir up as an adventurer, for a cost and some of your retinue manpower, in order to exclude him from the line of succession.
 
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Perhaps, rather than just mercenary service, you could set an heir up as an adventurer, for a cost and some of your retinue manpower, in order to exclude him from the line of succession.

Great idea actually. Adventurers are already in the game after all, it should be little work from the devs to add that option. Send your younger sons off to conquer land of their own. I think that is also historically accurate for the nomads.

I'm not sure about removing them from the line of sucession though. Normans did it without that(Bohemond of Taranto's participation in the first crusade was pretty much an adventure for making a norman state in the east, and not the first one that the Hauteviles undertook).
 
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Great idea actually. Adventurers are already in the game after all, it should be little work from the devs to add that option. Send your younger sons off to conquer land of their own. I think that is also historically accurate for the nomads.

I'm not sure about removing them from the line of sucession though. Normans did it without that(Bohemond of Taranto's participation in the first crusade was pretty much an adventure for making a norman state in the east, and not the first one that the Hauteviles undertook).

I mean more so in the case of gavelkind succession, to console him for not being landed.
 
Northern Iran really could use non-persian aryan cultures, like Sogdian or Tajik.
Alans seem to have been turned into horde as well (but remained Christian, if shields are of any indication).
 
And this is why I am willing to spend another $100 dollars + on this game years later.
 
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The reason I ask is because the dynamic mercenary system seems like it could be the highlight of this DLC. However, it also seems like it could be easily abused by nomad characters with large families to get "free" money, prestiege, and/or troops wthout really having to do anything. That said, Horse Lords is still looking great. Keep up the good work!
You are right.
Dynamic mercenaries + Seduction could be a potential exploit......
 
The tributary status ends on the death of either ruler, and tributaries can declare wars to free themselves, of course...

Will the tributaries breaking off after ruler death be modable? I'm really excited for the new tributary system and think it would fit well into the mod I'm currently helping with but it wont work unless tributaries can be inherited. Is it possible to have an option in the defines to for tributary_status_ends_after_death = no?
 
A few questions:
-How do you get the "Make Tributary" CB? Is it always available for neighbors, or are there more stringent conditions?
-Presumably a mercenary band disbands when/if the leader inherits a real title. Do the troops just disappear if they are currently employed by someone else?