This are the peculiarities of to the "Steppe Horde" form of government:
These characteristics are lost when the government changes. In the mod the last two items were changed. There also are modifiers which affect hordes, in vanilla they were:
The two modifiers affecting badboy are pointless: hordes conquer provinces without acquiring badboy. Wars against other hordes would provoke an infamy increase, the bonuses though would cover more than one can chew. Vassalising victims also increases badboy (4). Vanilla's decreases quickly lead to zero infamy, which stops being a relevant variable.
The manpower modifier provides an excessive advantage throughout the grand campaign, compared to hordes neighbours. The Golden Horde would gain more manpower from owning Moscow than the Muscovite would. It's unlikely either force limits or manpower would prove to be limiting factors — maintenance costs are. By curtailing the manpower and force limits bonus, national ideas like "National Conscripts" and "Grand Army" become possible candidates. The strong disparity between the Golden Horde or the Timurids and their neighbours, Muscowy and the Ottoman Empire for instance, is lessened — the concomitance of a horde player and a human neighbour in multiplayer campaigns should be possible.
The general +50% technological cost sits on top of nomads base research speed —
10% that of Western countries! It's quite simple: there are
no reasons to invest in technology once the slow limit is reached (6). Despite their proximity to China or the West, steppe hordes feature
slower progress than the Zapotecs. The possibility to advance in technological terms is one that enriches strategical choices; nomad's government doesn't inflict +50% technological costs in the mod. There still is a considerable difference between the progress speed of nomads and the more advanced Eastern countries.
There isn't room for hordes regiments discount. In vanilla it's actually possible to reach 1.5 ducats per
infantry regiment, or 0.04 ducats per month. When maintenance costs become so low, force limits lose their relevance. Once again hordes can't smother their neighbours as easily as they could before, for the risk is bankruptcy and the inability to wage war.
Lastly, the global revolt risk increase was removed. The constant popping up of small rebel stacks proved to be a nuisance more than a challenge: new dynamics pertaining to succession crises were introduced. Rebels are more likely to appear when specific circumstances occur, or as a result of other players espionage efforts.
These are the new modifiers that characterise "Steppe Hordes":
The force limits and manpower boosts are twice as important as those tied to "Feudal Monarchy". Along with beta and mod changes to attrition gained in hostile provinces, they are sufficient to support offensives. In vanilla every horde featured unusually low values on their land slider — generally a mere -1. In the mod hordes start with their land slider to its leftmost position. So while the initial manpower and force limits are slightly lower than vanilla, the potential for the astonishing vanilla values is markedly attenuated. If you want more manpower you need to conquer provinces.
"Steppe Hordes" will lose three legitimacy points every year. When the latter goes below a critical value a triggered modifier will kick in, named "Apprehension over Succession":
The value (70) was chosen because the engine labels any claim above it as "strong". Unlike vanilla when revolt risk is always high for hordes — it will only kick in when legitimacy is low in the mod. The war exhaustion increase won't be a problem
unless the player is entangled in challenging wars — it though prevents raising war taxes.
If a monarch dies when there's "apprehension over the succession" then a "succession crisis" will be triggered. In the unmodded game, "succession crises" are automatic whenever the monarch dies. Rebels will make their appearance, sometimes in great quantities: while their numbers depend on the size of the realm in the mod, the vanilla event invariably summons two stacks.
To avoid these catastrophic events the player therefore needs to maintain the ruler's legitimacy high enough. This post describes what affects legitimacy. A few additional remarks would be useful though:
Whenever hordes gain control over enemies provinces they obtain legitimacy. While that's a flat +1 in vanilla, it depends on the horde's size in the mod. Smaller ones have fewer opportunities to siege provinces, yet their legitimacy loss is the same -3 per year, so the rewards for sacking one province are bigger. Here's a simple table:
- +2 legitimacy (large hordes)
- +3 legitimacy (modest hordes)
- +5 legitimacy (small hordes)
Please note that hordes can't hire
Grand Marshals to increase legitimacy. Their
war exhaustion problems are overall less threatening to legitimacy, seeing as hordes benefit from the "peace" modifier when they avoid wars against other hordes. Given that every war that is automatically started is considered as
offensive, conceding defeat results in -20 legitimacy, it's therefore essential to avoid these settlements. Yet another change: pretenders are a big threat to hordes, every time they occupy a province they decrease the owner's legitimacy by three.
Last come two considerations:
While in vanilla hordes have an administrative multiplier of 1.3, it's distinctively less effective in the mod, as it's a plain 2. This change implies two things: a) it takes longer to move the national focus and sliders and b) the larger one grows, the more time it's going to take to perform those two actions.
In vanilla, hordes' minimum policy must be lower than two notches towards decentralisation and lower than one notch towards narrow-mindedness. In "Omnium Contra Omnes", that's -3 free subjects at most and +3 decentralisation at least: sliders which positively affect income were basically associated with higher revolt risk, so to make a change of government desirable even for technological purposes.