I hope everyone has been enjoying 1.0, and thanks to everyone who has given feedback and bug reports, it is really helpful.
Ever since the Horse Lords DLC was released, some have been wondering what we are doing with the nomad mechanics, and why they weren't utilised in the 1.0 release. We do intend to use them for the Dothraki, as they are pretty much made for them! However, currently the nomads are only active if the DLC is turned on, leaving them to be normal tribal rulers if not. This is not good for us as it means we would have to maintain both the old system for those without the DLC and the nomad system for those with it.
For the next vanilla patch however, Paradox will be kindly adding a modding option allowing us to make the nomads active even if the DLC is not present (of course making them still unplayable). So we have been busy integrating the nomad mechanics ready for the next patch:
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The mechanics are pretty much the same as they are in vanilla. Each Khalasar is divided into clans which compete for power within the Khalasar. Each has a population and manpower which allows it to expands its armies, which function much like vanilla 'retinues'. Here is an example of a Khalasar which has taken over the whole Dothraki Sea:
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Here you can see the many internal feuds and blood oaths that have formed
One major change we have made is the fact clans, as well a significant chunk of their own clan, will not hesitate to abandon a weak Khal when they inherit:
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The casus belli system is also similar to what we had before. Dothraki can raid their neighbours and defeat rival Khals, but only those who unite the Dothraki Sea can invade beyond:

The Jogos Nhai have also been integrated with the nomad mechanics. Their main unique feature is the fact they are forbidden to make war on eachother, as their gods forbid them to shed the blood of their own people. Instead they can either claim grazing lands in minor raids, or diplomatically expand:

This will all be in the next update once the next vanilla patch is with us. In the meantime if you want to learn more of the nomad mechanics you can read the vanilla dev diaries here: https://forum.paradoxplaza.com/foru...nt-diary-archive-may-12th-and-onwards.857027/
Here are some bonus screenshots, showing a couple of other small things that we have been working on:
And merry christmas to all!:
Ever since the Horse Lords DLC was released, some have been wondering what we are doing with the nomad mechanics, and why they weren't utilised in the 1.0 release. We do intend to use them for the Dothraki, as they are pretty much made for them! However, currently the nomads are only active if the DLC is turned on, leaving them to be normal tribal rulers if not. This is not good for us as it means we would have to maintain both the old system for those without the DLC and the nomad system for those with it.
For the next vanilla patch however, Paradox will be kindly adding a modding option allowing us to make the nomads active even if the DLC is not present (of course making them still unplayable). So we have been busy integrating the nomad mechanics ready for the next patch:

The mechanics are pretty much the same as they are in vanilla. Each Khalasar is divided into clans which compete for power within the Khalasar. Each has a population and manpower which allows it to expands its armies, which function much like vanilla 'retinues'. Here is an example of a Khalasar which has taken over the whole Dothraki Sea:

Here you can see the many internal feuds and blood oaths that have formed
One major change we have made is the fact clans, as well a significant chunk of their own clan, will not hesitate to abandon a weak Khal when they inherit:

The casus belli system is also similar to what we had before. Dothraki can raid their neighbours and defeat rival Khals, but only those who unite the Dothraki Sea can invade beyond:

The Jogos Nhai have also been integrated with the nomad mechanics. Their main unique feature is the fact they are forbidden to make war on eachother, as their gods forbid them to shed the blood of their own people. Instead they can either claim grazing lands in minor raids, or diplomatically expand:

This will all be in the next update once the next vanilla patch is with us. In the meantime if you want to learn more of the nomad mechanics you can read the vanilla dev diaries here: https://forum.paradoxplaza.com/foru...nt-diary-archive-may-12th-and-onwards.857027/
Here are some bonus screenshots, showing a couple of other small things that we have been working on:
And merry christmas to all!:
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