• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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!
 
Since you can have your heir go and start a mercenary company, I imagine they will change it so they can marry or atleast have concubines.

As merc companies are ducal tier titles they need at least 3 consorts to avoid taking the penalty. They need to change the rules for Muslim merc leaders (or at least Muslim horde members) so the entire mechanic isn't ruined for one religion.
 
  • 1
Reactions:
And this is why I am willing to spend another $100 dollars + on this game years later.
Money well spent. Thank heavens for VISA debit cards (all the benefits of a credit card but you spend your OWN money and avoid that nasty credit debt).
 
  • 1
Reactions:
Aw, yeah, awesome! My bets are on an Old Gods 2.0 (a mostly specific, yet awesome expansion).

EDIT: Although... tributaries ending on ruler death, not so cool. Maybe something like Elective Gavelkind where you can declare independence without automatic war?
 
Last edited:
"The system with dynamic mercenaries is currently locked to Nomads only"

wasnt this also the north thing? Also, isn't varangian guard kind of similar to this? And it consisted of germanic and anglo-saxon peoples.
 
"The system with dynamic mercenaries is currently locked to Nomads only"

wasnt this also the north thing? Also, isn't varangian guard kind of similar to this? And it consisted of germanic and anglo-saxon peoples.

Well the Varangian Guard is currently unlocked by a decision.

And as Doomdark continue to say in the DD, Dynamic Mercenaries will most likely be extended in future DLCs
 
  • 1
Reactions:
I think they want to limit it for now because they need to figure out all the ramifications.

After all this system means
-you can hire the family members of people you don't like and send them to disease infested provinces or into combat to try to eliminate them
-you can imprison them (run out of gold, get them to revolt and win)
-you can have a slew of more raiders on the map (just what everyone loves- more micro involving pillaging)
-you get more gold and prestige pumped into the system (making new rulers more likely to survive the transition)
-marshal education becomes even more important (if less than level four, it can be upgraded by their combat and increases their ability to be a good general which is what they will be doing since they presumably can't be councilers)
-The individuals are more likely to have the war focus, which means more dueling and a higher mortality for their personal enemies.
 
  • 7
  • 2
Reactions:
Upon the arrival of the mongol hordes and the subjugation of kievan rus and various other russian minors there were all kinds of rulers , some will want to rezist tribute and gain independence others will want to avoid bloodshed and choose to keep their titles awaiting more calm waters for regaining independence , i believe the new tributary sistem should be based on the overlord relations with various tributaries (this will bring one more use to the chancellor too) so when the overlord dies the tributary state gets an event in witch he can continue the tribute or raise banners refusing/accepting the tribute renewal should be based on rulers opinions of each other , the tributary ruler traits (a brave and zealous ruler will want to fight but a craven and weak one will want to stay home) and last but not least the power of the new Khan.
 
Last edited:
  • 2
  • 1
Reactions:
There's a lot of mechanics that nomads have that could be very useful for mercenaries.

Perhaps in a future patch we could have a mercenary camp that settles in one of the free holdings of its employers, for a discount. The problem is they consume the country, angrying the people and your vassals. So you have to decide whether you prefer their sellswordry or quieter vassals, if it's the latter, you have to make war on them to drive them out. Should you lose, however, they may want the country for themselves.
 
Why not make women with 10 or higher military a disguised commander (Mulan). Or send your daughter as a mercenary if her military skills are so strong. Turn to a disguised mercenary.
 
Why not make women with 10 or higher military a disguised commander (Mulan). Or send your daughter as a mercenary if her military skills are so strong. Turn to a disguised mercenary.
and when she pays certain amount of prestige she gets the trait accepted female commander.
It seems we can just forget about this as far as I can tell. They still haven't fixed tribals either so to be honest I wouldn't count on this one -ever-.
 
  • 1
  • 1
Reactions:
"The system with dynamic mercenaries is currently locked to Nomads only"

wasnt this also the north thing? Also, isn't varangian guard kind of similar to this? And it consisted of germanic and anglo-saxon peoples.

I, too, was thinking about the Varangian case, though rather from another angle - namely, that implementing dynamic mercenaries for Scandinavians (and Anglo-Saxons) could lead to a dearth of younger sons that end up in the Varangian guard, which would be a pity. It has been a nice dynamism so far.

Of course, the nicest thing to see would be a possibility for Scandinavian dynamic mercenaries to end up in the Varangian guard nonetheless - perhaps via an event chain.
 
I make suggestions, if I find them later it is good if I don't the game will still be awesome
That much is true. Its just sad that I have to use cheats to end the tribal government ASAP to fix this particular problem when playing as a norse ruler(which as far as I never were not Agnatic Only, but I could be mistaken). Which sucks because I genuinely enjoy playing tribal for a bit, but absolutely -loathe- being locked into Agnatic with zero options to change it without cheating and switching to feudalism.
 
  • 1
Reactions:
That much is true. Its just sad that I have to use cheats to end the tribal government ASAP to fix this particular problem when playing as a norse ruler(which as far as I never were not Agnatic Only, but I could be mistaken). Which sucks because I genuinely enjoy playing tribal for a bit, but absolutely -loathe- being locked into Agnatic with zero options to change it without cheating and switching to feudalism.
If they do something with the nomads. Things can improve for excellent and talented female characters. I just find it stupid that Jean of Arch does not fight. I played as Phillip August. I somehow triggered the event of her appearance but her talent is wasted outside the battlefield.