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It's time for the weekly dev diary and this time it's a biggie, as we proudly announce Horse Lords, the new Crusader Kings II expansion! So what makes the proud rulers of the endless steppes unique? Well, in short, their relative lack of permanent settlements. This expansion gives the nomadic peoples of the steppes a unique type of gameplay which is not centered around Castles, Temples and Cities at all. Playing as a Nomad, you are allowed to conquer and even own normal Holdings, but they are worth little to you except as vassal cash cows. What you really care about is more grazing land for your sheep and horses. Thus, nomad hordes simply have a total population, which grows relative to how many empty Holding slots exist in your provinces (steppe provinces are best, but some other terrain types are also acceptable).

Crusader Kings II - Nomad Population.jpg


A large fraction of your total Population counts as your Manpower, which is used to raise your regiments (much like the Retinue system.) Of course, if all your fighting men are dead, it will be a while before your Manpower replenishes! War on the steppes is fast and fluid; you only occupy an empty province for as long as one of your armies is standing there, or if you build a fort there to lock it down... and even then, you do not get much war score from the open wastes.

Crusader Kings II - The Empty Steppe.jpg


This brings us to the one Holding that actually means a lot to the hordes; their capital. Each nomad clan can only one of this special holding type, but there are more upgrades for it than any of the regular types, and these improvements have more unique effects too... To really defeat a nomad horde, you need to occupy their capital (or decisively beat them in battle, of course.) However, Nomads are allowed to move their capital around often; and that means they actually pull up stakes, 'buildings' and all, and move the whole thing to another location!

Crusader Kings II - Raising Hordes.jpg


Another special twist to the nomadic hordes is that even in defeat, they are still dangerous. Should a horde lose its last province, the tribe will still exist, and may use its remaining armies to conquer another land in which to settle. Naturally, nomads can choose to settle on a more permanent basis, by completely switching over to a Feudal, Tribal or Republican lifestyle. This is done by special decision, reminiscent of how Tribes work.

Now, as the astute among you might have wondered, Crusader Kings is largely about managing your turbulent vassals, so what replaces that important gameplay aspect for the Nomads? The answer to that, my friends, is the Clans, and that will be the subject of next week's dev diary! Until then...


Khaaaan.jpg
 
*sigh* Every expansion pack I promise myself I won't get hyped, and every expansion pack I break that promise. :) At least it's almost always worth breaking.

Hugely hoping that those population mechanics are moddable as there seems to be so much potential there. I love the idea as-is too, it's just that I'm also massively interested in what the modding community might do with explicitly drainable manpower. At the very least it seems like there'd be a way for plagues to really screw people beyond killing the odd strategic heir/vassal.
 
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What is the reasoning behind making hordes empire level? Does that just mean that they can vassalise kings and below, usurp/destroy empires, and cannot be vassalised themselves? Can clans usurp the horde or declare independence to form their own horde?
 
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Actually I just realised that since there will be a map expansion into asia with this dlc does that mean the Kara-khitans and Tarim basin will be implemented? They're important to the silk road aspect of the dlc after all!

Also all the Nomads are either Pagan, Jewish, or sometimes Sunni. Does that mean one of the DLC unlocking that religion is required to play this DLC? Will Vanilla players no longer be allowed to play as Steppe Nomads?
 
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Just looking at the military units, the hordes are going to be incredibly powerful since they can have pure calvary armies, I wonder if other government types are going to get their military overhauled as I don't know how they are going to be able to stop the Hordes.
 
Doomdark: Is the new DLC going have improved mechanics or AI for being a vassal of the hordes? Living under the mongol yoke was a time period of considerable significance for much of Eastern Europe, but not a time that eradicated the culture and religion of the subject nations. Are we going to try to model this in the new DLC?
 
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Where did you see it said that there will be a map expansion?

In the official announcement one of the bullet points mention a map expansion into Central Asia. I'm assuming that there will probably be a few new provinces in the Tarim Basin and in the areas to the east of the Kirgiz.
 
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That mustache could win a war by himself.

I hope Groggy and his minions deliver the promised optimization so i can play this.
 
IMPORTANT DLC-interplay question: How are owners of The Old Gods affected by this DLC? Will mongols without the DLC be playable tribals? Unplayable at all? If you don't have the DLC active, will the AI still have the new mechanics?

And some modding questions:

-Is the horde mechanics (population, empty provinces, etc) related to government? If so, can be added to other government, independently of the DLC (like modded religions can have looting without The Old Gods?). Is the capital+buildings movements handled by script (events) or hardcoded? Can it be added to other governments?

And a gameplay question: Can, say, a feudal conquer a province with no holdings? What happens if it does? Is a castle auto-build or something?
 
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