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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!
 
Clans under a Khan are King tier


Because he is holding only the province/land/county title and no actual holdings.

So, both clan leaders and horde leaders are called Khans? That's a bit confusing. Anyway, can you clarify if the "hordes are empire titles" is unmoddable? Can we assign the nomad government to titles of a different tiler?

Also, can someone build a fort if a province whose title controls, even if he would not have any holding on it?
 
Well, regarding the second image, it seems that hordes can now be of king tier.
No, the player's character in the images id a Emperor-tier Khan (Khagan ?)

In understand that you need to go back to work, but really, couldn't you elaborate even into what we are seeing? What are the stats that appear above the knan portrait in the clan management tab?
My guess is, from left to right : Total population (you + all the clans), Clan number limit (there are 4 clans, hence the 4/4) and something I cannot make sense off.
 
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Does the introduction of blood oaths mean that we will be able to mod in non-marriage alliances, or establish alliances via event?
 
So, both clan leaders and horde leaders are called Khans?
Sorry no the top khan is called Khagan, they are all Khans/Clan-Chiefs. Its a cultural thing I believe.

Also the tier is not moddable.
 
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My guess is, from left to right : Total population (you + all the clans), Clan number limit (there are 4 clans, hence the 4/4) and something I cannot make sense off.

Correct, the last one is how much land the Clans demand from their Khagan for them to be satisfied.
 
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yess but what about empire breaking mechanics!!! revolts ? rebellions? i imagine creating a massive blob with the khanet will be done alot.. so what steps are being taken to break huge blobs such a abbasids byzies ummayads etc...game gets quite boring seeing the same blob or 300 years
 
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Correct, the last one is how much land the Clans demand from their Khagan for them to be satisfied.
Is that the land the Khagan's personal clan demands, or his and all subsidiary clans?
 
Liking the sound of this. I assume the clans will be less likely to tolerate the situation we currently often get where the Mongol Khagan dies and is succeeded by a 2 year old.
 
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Liking the sound of this. I assume the clans will be less likely to tolerate the situation we currently often get where the Mongol Khagan dies and is succeeded by a 2 year old.
Nomad succession is the topic of the next dev diary. :)
 
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Any new stuff for Manicheasm and Tengrism groogy?
Not anything particular comes to mind, this expansion focus mostly on the lifestyle/governance of nomadism.
 
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Liking the sound of this. I assume the clans will be less likely to tolerate the situation we currently often get where the Mongol Khagan dies and is succeeded by a 2 year old.
We will talk about this in the next dev diary but in general yes that's really bad.
 
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Liking the sound of this. I assume the clans will be less likely to tolerate the situation we currently often get where the Mongol Khagan dies and is succeeded by a 2 year old.
I guess the 2 year-old will now be trampled under the hooves of the Khans' horses... :D
 
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Not anything particular comes to mind, this expansion focus mostly on the lifestyle/governance of nomadism.
one figures there should be more for those two faiths in Vanilia due to the fact that they were the most prominit faiths of the Nomdic tribes.
 
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@Groogy - I may be jumping the gun here, but since it's possible for the horde to destroy holdings as they sweep through territory, would it also be possible for the culture's who've been ravaged by the hordes to adopt the nomadic government & lifestyle (i.e. the Holy Roman Horde)?

Will these new rules affect the Aztec invaders of Sunset Invasion in any way?
 
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"Dynamic mercenaries"? :O

Interesting.
 
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