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Imo thats more of a problem with Nomads in CK2 in generel, than just with the Beastmen. But a little more flavour wouldnt hurt either.
The issue is that since you guys wanted to really follow the lore, the Beastmen were way too weak to do anything interesting due to how the Horse Lords mechanics work (they rely on buildings), but i's been a while since i played them so maybe i'm mistaken.
 
This is amazing, I'm a bit late to the news since I haven't been keeping up with the mod since 3.0's release pretty much but I just want to say thank you guys, sincerely, for keeping the best mod for CK2 going.

I can't think of any other CK2 mod team who would dare undertake a massive overhaul like this so far into their mod's life spam, simply incredible.

We will wait patiently as always, keep up the great work!
 
Tbh i think the high king would put your names in the book of grudges for making the dwarves in the 3rd milrstone but the high king appreciates that the dwarves are before the arogant elves beacuse everyone knows that dwarves are the greater of the ancient races
 
The issue is that since you guys wanted to really follow the lore, the Beastmen were way too weak to do anything interesting due to how the Horse Lords mechanics work (they rely on buildings), but i's been a while since i played them so maybe i'm mistaken.

The key to using Beastmen is to use the special action on their steward as much as possible. It creates permanent event troops in addition to the province modifier.