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Dev Diary #169 - Echoes of the Steppe

Hello everyone! Today's dev diary is written by two separate authors, and covers the art and music of Khans of the Steppe. There's a good bit to cover, so let's dive right into it.



Art & References

Salve,
Lucas Ribeiro here, 2D Art Lead at CKIII. I’m here to share with you our efforts to bring to life the beautiful open splendor of the steppes and the blood-stained battlefields of the east through our humble artwork.

Loading Screen

To start off, let’s talk about our new loading screen. We began by sketching out some ideas and running them through the team to get impressions. There was not much debate on what the theme was here, mostly how to represent it.

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From these 4, we picked the one with the charging band of warriors against the stormy sky. We felt that this composition had a lot of dynamism and looked unique compared to the other loading screens we’ve created so far. The juxtaposition of the riding band of warriors against the stormy skies suggests the strong connection between nature and the lifestyle of the steppe nomads.

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As a second step, we created a few different color sketches. We opted for the one where we could see a stormy sky against a calmer golden haze. This served two purposes: To correlate the riders with the encroaching tempest and to show the gameplay feature of the changing seasons.

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For our nomad dynastic legacy we thought we could use the opportunity of a horizontal layout to display a big migrating wave, stretching towards the horizon.

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Event Backgrounds

While we had a few steppe themed event backgrounds, we made sure to cover every sort of event theme with new and appropriate steppe backgrounds. Amongst these are Oovos, A camp at night and day, the inside of a nomadic tent, Karakorum, Hunt, Throne Room, An eastern village (and their burning version), different versions of a steppe background and many more.

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We also have new holding illustrations for nomadic and herder governments:

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Activity Types
We have added 2 unique activity types for Mongols. A new type of feast, the Tsagaan Sar. And a new type of hunt, the Nerge.

For the Tsagaan Sar, we wanted to show the participants wearing white, as is customary. The plentifulness of food is represented by the bowls and baskets of treats. And the tradition of bringing the Khan gifts is also present in the image.

In the Nerge hunt, riders would work together to round up animals from all across the region for their ultimate slaughter once surrounded by a veritable army of hunters. We tried to represent this encirclement by how the characters occupy the composition. The animals are seen in desperate flight, while the men are positioned on both sides of them.

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Men-at-Arms
The nomad experience is closely associated with warfare, as such, we knew we had to give them a significant variety of men-at-arms. We also have many different steppe cultures and the men-at-arms gave us the opportunity to make them a bit more unique.

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Character Art
While we fortunately had some Mongol culture clothes and headgear in the game, the variety was quite small. With Khans of the Steppe we had the chance to greatly expand this repertoire.

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As with every expansion, we dedicated a significant amount of time to collect references, preferably accounts or representations closer to our time period. When references are a bit fuzzy on the details or a bit too abstract, we take to the drawing board and come up with some concepts that help solidify these ideas. Here are a few examples:

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[Mongol imperial Clothes]

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[Steppe Feathered Hat]

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[Yuan Style Mongol Armor]

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Animation
Our original animations for travelling characters and marching armies felt quite insufficient when depicting peoples that spent so much of their time on the saddle. To remedy this we have given nomadic travelling characters and military units a horse and animations to go with it. Your armies will now siege enemy holdings while still astride their steeds.

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[Chasing enemies]

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[Celebrating victory]

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[Rearing up]

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[Galloping]

We also have a unique model for when you migrate your nomadic camp. Your people are represented by a wheeled yurt being pulled by oxen.

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The Map
As might’ve been touched on in previous development diaries, the steppe regions include seasons, a mechanic with significant gameplay implications. We felt that it was necessary to clearly reflect these changes on the map, so that the player could tell something has changed. So, whenever a White Zud hits, you will see the landscape covered in thick white snow. When a season has an Everlasting Summer, vivid green patches will creep even amongst formerly dry terrain.

Steppe nomads now have their own holding graphics. Yurts with colorful roofs surround the magnificent tent of the Khan. On Tengri temple holdings, ovoos are decorated with colorful flags. We came to a dilemma, though, regarding holding walls. While it would make sense to not display any walls, specially beyond the level of palisades, on most nomad holdings, this would conflict with the necessity to show the player that they still need to siege a nomad holding (even though, they’re normally easier to siege than a fortified castle). To try and thread this ludonarrative dissonance, we have opted to have yurts both inside and outside the protective walls, this way, it shows the player that a siege must happen, but the nomadic holding doesn’t have a appear as constrained as other holdings types.

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On the easternmost part of the map, we have added the Burkhan Khaldun, a magnificent mountain group that carries much significance to the local steppe people.

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Throne Room
The grandiose yurt of a leader of the steppe people is also present in Khans of the Steppe. With the diligent and precise work of El Tyranos, we have constructed a throne room worthy of Genghis Khan. The throne has different versions depending on your grandeur level. Uniquely, your Coat-of-Arms is present as a huge banner draped over yourself and behind your throne.

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Hud Skin

When you play the game as a nomadic character, your HUD will adopt a style inspired by Mongol patterns, carvings and art. Nomadic government characters also have a unique widget that concentrates all the most important functions that their unique playstyle requires.

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We have also, for the first time, created a skinned version of the paper-like interfaces in the game (for example, contracts or letters). The wax seal is substituted for an ink stamp, and instead of the western ornament on the edges of the letter, a delicate eastern style of plant arrangement decorates the character portrait. We are hoping to introduce more and more thematic UI elements as we move towards All Under Heaven.

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As it is done for other government types, nomad and herder governments also get a unique coat-of-arms banner shape. We found a striking design amongst those that the steppe people have flown, with a triangular layout and organic dents along the edges.

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We have created a new pattern variation for COA’s that work better with this new layout, giving the dented edges a different color from the rest of the COA.

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As for the Herders, their COA shape is somewhat inspired by the Nomad one, as it is triangular as well. But, it is a bit smaller, frayed, and doesn’t have the dented design or the secondary color on the edge.

Bookmarks
For our new bookmarks, we have decided to utilize a new paper map style, the eastern Asian one. This already reflects the new map theme you can switch between that will be arriving with the All Under Heaven expansion.

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Domicile Screen
Much like the adventurer camps and administrative estates in Roads to Power, nomads have their own domiciles. With the prospect of All Under Heaven coming up, we decided that it’d be better to take this opportunity and make this domicile art in a somewhat new style. Instead of using western artwork as inspiration, we went for an asian inspired style, with more fluid and loose ink strokes.

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I will now hand the Dev Diary over to Ernesto Lopez, our Audio Director to tell us more on the audio work for Khans of the Steppe.




Audio & Music


In Khans of the Steppe, our goal was to authentically capture the vastness and spirit of the Mongol Empire through sound. To achieve this, we collaborated with esteemed composer Philip Wareborn, known for his work on Stellaris and Crusader Kings III, and the talented Tuvergen Band, a Chicago-based folk-fusion trio specializing in Mongolian and Tuvan musical traditions.

Central to Tuvergen Band’s unique sound is Tamir Hargana, an award-winning throat singer from Hulunbuir, Inner Mongolia. Tamir brings mastery of the morin khuur (horsehead fiddle) and traditional throat singing techniques, enriching the game’s musical landscape.

This collaboration has resulted in six evocative tracks that immerse players in the Mongolian steppes. Compositions such as Call of Gobi, Nomad’s Journey, and The Khan’s Glory not only accompany your conquests but also embody the essence of Mongol culture and landscapes.


Beyond music, we’ve enhanced the game’s ambient audio to reflect life on the steppe. Mongol-themed events now feature unique atmospheric sounds, and units are accompanied by realistic horse animations and animal noises, bringing the environment to life. Whether it’s the distant call of an eagle or the rhythmic gallop of hooves, these details ensure that the Mongol experience is both seen and heard.

Through these auditory enhancements, Khans of the Steppe offers a deeply immersive journey into the heart of the Mongol Empire.



That's all we have for this week! Join us next Tuesday for the final dev diary for Khans of the Steppe: The changelog itself.
 
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No Khitan crowns and art? They're Mongolic people's too.
I have a feeling some of that might be coming in All Under Heaven.
As for this stuff, I really appreciate the huge amount of work and research that clearly went into everything.
 
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Arts Dev Diary is possibly the most relevant dev diary we'll get for this, will the looks of different Turkic Ethnicities finally get an update? Not all of them are black haired with monolid eyes as PDX chooses to depict them.
 
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This picture and model still incorrectly references a type of armor from the Manchu-Qing Empire (a Japanese museum also incorrectly labeled it as armor from the Mongol Empire). This style could not have appeared before the late 16th century. Among the many reference pictures, you can also notice that the armor on the right is different from the Mongolian armor in the illustrations of Rashid al-Din's Jāmiʿ al-Tawārīkh[a] (lit. 'The Compendium of Chronicles').

There are two biggest differences:

1. The armor of Rashid's era does not have metal dots on it (in fact, these are nails to fix the cloth)

2. The armor of Rashid's era does not have a row of buttons on the front, but is directly fixed with a belt
 
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This relates to art, but regarding the map, the change of its projection, and the addition of permafrost, can we please have more provinces added to Northern Siberia? CK2 had a lot more provinces up there and they were very much liveable.
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For what it's worth I made a post on this eons ago. It's not how I would implement it today but I would be willing to help with the setup.
I decided to make this it's own dedicated thread on this forum. Copied straight from the historical accuracy suggestion thread:

I think Vychegda Perm should be added to the game. The region was settled at the time era of the game and connected Bjarmia to Perm. The region was first inhabited by the Vanvizdin culture from 4th to 10th centuries and the Vym culture from 10th to 14th centuries. I think they should be represented by the Permian culture in the game. The Vym culture was more concentrated around Vym river and middle Vychegda while Vanvizdin was present in Pechora and over all at a wider range.

Here's my suggestions for how to implement it to CK3

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Duchy of Mezen - A little less populated at the time period, but some settlements did exist at the time, connected to both Vym and Vanvizdin cultures. Exist largely for gameplay purposes to connect to Bjarmia alongside the lower Vychegda duchy
Mezen (capital)
1 - Smolokurnya
2 - Usogorsk (capital)
Upper Mezen
3 - Shesty (capital)
4 - Pizhma

Duchy of Vym - The main concentration of settlements during the Vym culture but also settled during the Vanvizdin culture, should perhaps have a couple temples after 1066 to represent the population growing there.
Izhma
5 - Cherno-Borskoe (capital)
6 - Izhma
Vym (capital)
7 - Evda
8 - Karuvshorskoe
9 - Ust-Vym (capital)
Petkoisky
10 - Kedvavymsky
11 - Kichilkosky
12 - Petkoisky (capital)

Duchy of Lower Vychegda - Very unpopulated but also for gameplay and historical purposes, as this was the way from which Permians were conquered by Novgorod and Stepen of Perm started to preach for the Komi people.
Lensky (capital)
13 - Lensky (capital)
14 - Kotlas - Pyras for Finno-Ugric characters
Karybyvskoe
15 - Chervinsky
16 - Karybyvskoe (capital)

Duchy of Ust-Sysol - The centre and heart of the Vychegda Perm and the following Komi Republic. Has some connecting provinces to Perm that are a bit unsettled historically but there's enough to warrant it from a gameplay standpoint.
Vanvizdin
17 - Ozyag
18 - Shoinaty
19 - Vanvizdin (capital)
Donty - Should probably be under the rule of Perm de facto as the baronies here are largely based on Rodanovo (Permyak) culture settlements, maybe should even be part of Perm? If so then split off Donty to Ust-Sysol and move Plesensky and Pokchinskoe to their own county as a part of Perm
20 - Donty (capital)
21 - Plesensky
22 - Pokchinskoe
Ust-Sysol (capital) also Kingdom capital
23 - Ust-Sysol (capital)
24 - Vis
25 - Votchinsky

Duchy of Pechora - This region was largely inhabited by the Vanvizdin culture even at the start of the game, not by Vym culture. Vym culture is actually a mixture of Rodanovo and a local middle Vychegda variant of Vanvizdin culture, but the Pechora and upper Vychegda variants continued on well to the 13th century. I don't think they need their own culture but I guess it could be interesting as one. Pretty populated during the Vanvizdin culture and the largest duchy by far.
Kuz-Vomyn
26 - Kuz-Vomyn (capital)
27 - Yagkodzhky
28 - Pasa-Shor
Upper Pechora
29 - Yagtydin (capital)
30 - Kaninskaya
Kodach (capital)
31 - Yagtydin
32 - Kodach (capital)
Bichvink
33 - Pechora
34 - Bichvink (capital)
35 - Kozhva
Peschanka
36 - Lyzha
37 - Peschanka (capital)
38 - Shelyabozh
All counties should be capital only besides maybe Vym with a few temples at 1066. Perhaps one temple in Pechora too at 867 to represent the high population of Vanvizdin culture there.
As for Kingdoms I think there should be a kingdom of Vychegda and it should be a part of Russia, as it was historically conquered by Novgorod and christianized before Perm. Although an empire of Perm would work I think it would make forming Russia too easy. However it is worth entertaining I suppose, perhaps you could form it if you completely control Bjarmia, Vychegda and Perm and are either Bjarmian or Permian.

I sincerely hope to reach out to Paradox because I believe this territory of Russia would unite Perm and the Northern Europe further. Perhaps by making the Vychegda and Pechora major rivers would help with this a lot, as there's evidence of trade between Europe and the Near East in Vychegda Perm.

Sources
Page 118 has a map of all Vanvizdin culture sites and page 123 has a map of all Vym culture sites, although there are a couple that are not mapped out especially on the middle Vychegda

I am open to any criticism and additional information if anybody has any more information for the region
 
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I hope that in the steppe region there will be a lot of cool sound visuals like "Children of the Otter" by V. Martynov. The theme of the Gobi desert is enchanting. I am a composer myself, and I would like to try to do something similar for, for example, the Eastern European region, if possible.
 
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What about Turkic flavor? Or this DLC will be focused only on mongols?
In eu4, all "steppe horde" content was mongol focused. Like, kazakhstan and bashkiria have the option to restore MONGOL empire for some reason.
In ck2 i think it was better than this dlc regarding mongol-centrism.
However, seeing how much different turkic cultures we got at the release of ck3 ( turkic culture group is the largest in game), i had higher expectations. I am disappointed.
 
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In eu4, all "steppe horde" content was mongol focused. Like, kazakhstan and bashkiria have the option to restore MONGOL empire for some reason.
In ck2 i think it was better than this dlc regarding mongol-centrism.
However, seeing how much different turkic cultures we got at the release of ck3 ( turkic culture group is the largest in game), i had higher expectations. I am disappointed.
Now now, everyone knows there is no such thing as Turkic, they are all Mongolians that decided not to speak Mongolian and oh they are all blackhaired and brown eyed with monolid eyes too. And Genghis' armies were mostly made up of Turkic peoples, sorry I meant made up of Mongols who decided not to speak Mongol. Especially Cuman/Kipchak Mongols. Who are all black haired, brown monolid eyed. You can bet your ass (preferrably kulan) that there are no descendants of them today that have blonde or red hair or even any brunettes. Just to give one example, this girl and her family are definitely not Tatars and definitely not redhaired.
 
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I get what you're doing but after a certain point it becomes annoying. Yes its a Mongol DLC can we just live with it? I think Paradox gets the message that we want a Turkic DLC too at this point.
I sincerely hope that the Turkic people will get a separate DLC on its own with its unique stuffs, but you gotta remember that CK3 DLCs are mostly focused on one culture at any point, not to mention the Devs Q&A section saying that they have only considered Mongol contents.

As much as I wish to object this information, it is to be noted that Mongols are the endgame boss of this game and thus it will receive special attention and everyone else will get some skeleton content for the time being. There is simply too much about the Turkic history that they may be willing to put in a big DLC about them in the coming years as it is about maintaining the Silk Road before the Mongols. Hell, the Devs stream shown prior had them playing a start-upnation that highlights steppe nations beyond the Mongols, which gives me hope that they are willing to work on it further, which I am looking forward into.

As of now, I will be indulging in the Mongol playthrough, but however most else is uneventful about the rest of the Nomadic group, there will be something that will fill in that we are currently unavailable to know, as they are continuing to add more mechanical features than anything. I will be waiting patiently till the time comes then.

Although it is silly that they have one culture concerned, again I ask all of you to not look at it like a "pop culture reference" (again, the real threat of this game is the Mongols) but as a framework that they will add more flavour in the near future, which I would be as equally exciting as most of you would (as I will be masttering the Nomadic mechanics by then).

Thus my two dirhams about this topic.
 
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I would like to ask if the actual map has any changes or additions (terrain changes, added provinces...) because I have a mod which adds a lot of provinces and I'm currently adding more provinces but if the expansion has some map changes it might be better for me to wait until it is released otherwise I might have to do things twice.
 
I love DDs with lots of illustrations.

A nice CoA for Nomad was added, but I'm sad that it will be lost in the quartering so soon.
I hope that these CoA will be improved before the Chinese Empire arrives.

Also, a suggestion: please change the crown on the CoA depending on the culture and religion. Whether it's Muslim or Chinese, having a western crown on top of it makes it a bit less immersive.
 
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About the paper skin interface, would we receive the default wax sealed western style message if we were to receive a message from an european and the new Ink stamped eastern style if we received one from the mongols?
 
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IF Khans of the Steppe can only manage one culture, what the hell is this Eastern DLC gunna bring? Its a valid question, im sorry guys. But are you biting off more than you can chew? How can you convince me All Under Heaven will somehow have time to do half a dozen unique cultures when Khans of the Steppe can only manage 1 apparently and force the whole region into a monoculture.
 
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I sincerely hope that the Turkic people will get a separate DLC on its own with its unique stuffs, but you gotta remember that CK3 DLCs are mostly focused on one culture at any point, not to mention the Devs Q&A section saying that they have only considered Mongol contents.

As much as I wish to object this information, it is to be noted that Mongols are the endgame boss of this game and thus it will receive special attention and everyone else will get some skeleton content for the time being. There is simply too much about the Turkic history that they may be willing to put in a big DLC about them in the coming years as it is about maintaining the Silk Road before the Mongols. Hell, the Devs stream shown prior had them playing a start-upnation that highlights steppe nations beyond the Mongols, which gives me hope that they are willing to work on it further, which I am looking forward into.

As of now, I will be indulging in the Mongol playthrough, but however most else is uneventful about the rest of the Nomadic group, there will be something that will fill in that we are currently unavailable to know, as they are continuing to add more mechanical features than anything. I will be waiting patiently till the time comes then.

Although it is silly that they have one culture concerned, again I ask all of you to not look at it like a "pop culture reference" (again, the real threat of this game is the Mongols) but as a framework that they will add more flavour in the near future, which I would be as equally exciting as most of you would (as I will be masttering the Nomadic mechanics by then).

Thus my two dirhams about this topic.

And how do they plan to introduce turks ? They had the opportunity at LoP, RtP and this dlc. And failed all times. Like, for some reason, they made qaba, which they took the inspiration from seljuk era arts, only available to iranians. Oh, they also added two funny looking hats.

Not even a muslim-focused dlc can introduce turks -as unlike eu4 they are non-muslim and has a great chance to remain so-

Imagine making legacy of persia an arab focused dlc because arabs conquered persia for a short amount of time. This wluld be ridiculous and would not make sense - as persians are mlre populous and relevant to the iran.
Same thing with turks, before mongolian empire they were more relevant and populous,and even after the mongol invasion they turkified successor states.

Also, an eastern european count + a middle eastern emir won't contact with any mongol until half of the game passed. So, its trashy pop-culture content.
 
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I love DDs with lots of illustrations.

A nice CoA for Nomad was added, but I'm sad that it will be lost in the quartering so soon.
I hope that these CoA will be improved before the Chinese Empire arrives.

Also, a suggestion: please change the crown on the CoA depending on the culture and religion. Whether it's Muslim or Chinese, having a western crown on top of it makes it a bit less immersive.
We are making some changes for CoA's in All Under Heaven and trying to bring in new cultural triggers for COA shapes (both for title and houses) , to bring in some more variety.

Regarding the crowns headers, it is a UX concern that the title ranks are distinguishable at first glance. If we add many cultural variations of the crown, they'll become really hard to understand. "Is this character Duke-level or Kingdom-level?" etc. But we might revisit that, let's see!


Do nomadic settlements have buildings?
No, they'll only have the main building that represents the camp. And then the camp domicile itself has many buildings in it.


This relates to art, but regarding the map, the change of its projection, and the addition of permafrost, can we please have more provinces added to Northern Siberia? CK2 had a lot more provinces up there and they were very much liveable.
View attachment 1281459View attachment 1281460
If we do make any further changes on the map, they'll have to be for All Under Heaven. The way that our map works, it'd be impossible to make extra changes on the province setup for Khans of the Steppe without having huge merge problems with the next expansion. Also, If I had to hazard a guess, it'll be better to make more accurate and granular province setup for the Asia expansion than to add new provinces in the West. More provinces mean more characters and thus more performance requirements. So, we are being very AWARE of where this performance goes, despite our current efforts to optimize the game.

Will there be any more UI QoL changes in patches during this new chapter? It would be nice to have some sort of vassal screen or UI, maybe the screen where you see titles within a title you could add the portraits of the leaders to the left of the country title list?
The Realm tab has been almost entirely reworked. In my opinion, the new layout is a lot better and the lists look less cramped.


So pretty. I once again must say that the domicile screen is one of the better things to come from roads to power, so pretty and so much immersive and eaiser to understand IMO. The clothes and event scenes are also pretty. All that said some questions. :)

1.) Do non-mongols use these graphics? So would the western nomads like the Mogyres, Khazars, Penchengs, and all the various turkic tribes use these graphics?
1.b) if not, what do they use instead.
2.) Is the Nerge and Tsagaan Sar activities just for Mongolians? or do other nomadic cultures have access or not.
I can answer regarding the graphics. We have unlocked some of the Turkic assets we have created for Legacy of Persia for players that have Khans of the Steppe. So Turkic characters should wear some of the base game steppe assets and LoP assets. There are a few new assets that are shared between mongolic and turkic, like some crowns for example. Some turkic cultures also get the metal facemask attached to their war headgear.

Regarding 2D assets, yeah, we used as much as we could that overlapped between the two cultures when it comes to event backgrounds etc.


Are we not getting any unit models this time around either? Or am I mistaking said models for the Old generic Turkic model?
There are no new unit models. We have horses for units and new animations for nomadic units so that they'll ride those horses. We have a mongol yurt-on-wheels when you are migrating (instead of the original camp-moving cart from RTP)

Just on horse traveling animation for units? What about on horse combat animation?
Units will dismount to fight when they encounter each other. This is because all our battle animations are built to support two combatants on foot wielding a one-handed-weapon and a shield. We do plan to look into adding more variety and combinations for All Under Heaven, this is not a promise though!
 
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