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It's time for the weekly dev diary and this time it's a biggie, as we proudly announce Horse Lords, the new Crusader Kings II expansion! So what makes the proud rulers of the endless steppes unique? Well, in short, their relative lack of permanent settlements. This expansion gives the nomadic peoples of the steppes a unique type of gameplay which is not centered around Castles, Temples and Cities at all. Playing as a Nomad, you are allowed to conquer and even own normal Holdings, but they are worth little to you except as vassal cash cows. What you really care about is more grazing land for your sheep and horses. Thus, nomad hordes simply have a total population, which grows relative to how many empty Holding slots exist in your provinces (steppe provinces are best, but some other terrain types are also acceptable).

Crusader Kings II - Nomad Population.jpg


A large fraction of your total Population counts as your Manpower, which is used to raise your regiments (much like the Retinue system.) Of course, if all your fighting men are dead, it will be a while before your Manpower replenishes! War on the steppes is fast and fluid; you only occupy an empty province for as long as one of your armies is standing there, or if you build a fort there to lock it down... and even then, you do not get much war score from the open wastes.

Crusader Kings II - The Empty Steppe.jpg


This brings us to the one Holding that actually means a lot to the hordes; their capital. Each nomad clan can only one of this special holding type, but there are more upgrades for it than any of the regular types, and these improvements have more unique effects too... To really defeat a nomad horde, you need to occupy their capital (or decisively beat them in battle, of course.) However, Nomads are allowed to move their capital around often; and that means they actually pull up stakes, 'buildings' and all, and move the whole thing to another location!

Crusader Kings II - Raising Hordes.jpg


Another special twist to the nomadic hordes is that even in defeat, they are still dangerous. Should a horde lose its last province, the tribe will still exist, and may use its remaining armies to conquer another land in which to settle. Naturally, nomads can choose to settle on a more permanent basis, by completely switching over to a Feudal, Tribal or Republican lifestyle. This is done by special decision, reminiscent of how Tribes work.

Now, as the astute among you might have wondered, Crusader Kings is largely about managing your turbulent vassals, so what replaces that important gameplay aspect for the Nomads? The answer to that, my friends, is the Clans, and that will be the subject of next week's dev diary! Until then...


Khaaaan.jpg
 

TheDungen

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Which culture groups will be able to have hordes? I'm guessing magyar and altaic only? What about finno-ugric? They're nomads but not hordes (and they didn't ride as far as I remember).

Will we be able to use the character creator to place any culture at the head of a horde. Say create a norse germanic pagan horde?
 
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Which culture groups will be able to have hordes? I'm guessing magyar and altaic only? What about finno-ugric? They're nomads but not hordes (and they didn't ride as far as I remember).

Will we be able to use the character creator to place any culture at the head of a horde. Say create a norse germanic pagan horde?

Since Horde is a form of Government I guess that it's not tied to culture at all. For example, if you play as a Khazar and then end up with a Russian heir, a game over or forced settling wouldn't make much sense.
 
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Since Horde is a form of Government I guess that it's not tied to culture at all. For example, if you play as a Khazar and then end up with a Russian heir, a game over or forced settling wouldn't make much sense.
Well they could give you a pentatly for being a non altaic horde I guess?

Though the horde system opens up some intresting options if they don't. having the finnougric as foot hordes with forest (and arctic) as their prefered terrain instead of steppes.
 
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Well they could give you a pentatly for being a non altaic horde I guess?

Though the horde system opens up some intresting options if they don't. having the finnougric as foot hordes with forest as their prefered terrain instead of steppes.

I would very much like to see the Khanty running amok in the forests around the Urals.
 

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I would very much like to see the Khanty running amok in the forests around the Urals.
Ugric forest people related to the Khanty intermarrying with equestrians and adopting nomadism as the climate changed and the steppe expanded north was probably how Hungarians came about.
 
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Ugric forest people related to the Khanty intermarrying with equestrians and adopting nomadism as the climate changed and the steppe expanded north was probably how Hungarians came about.

Thus the Khanty must take up the horse themselves and travel to Hungary to "remind" the Magyars of their past.
 
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Thus the Khanty must take up the horse themselves and travel to Hungary to "remind" the Magyars of their past.
On that note, I would be overjoyed if Horse Lords with the new mechanics included a start date with the civil war between Koppany (Tengri) and Istvan (Christian). It was 998, but that could be fudged to work with a "New Millenium" start date.
 
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On that note, I would be overjoyed if Horse Lords with the new mechanics included a start date with the civil war between Koppany (Tengri) and Istvan (Christian). It was 998, but that could be fudged to work with a "New Millenium" start date.

A bookmark in the 10th century with the ability to scroll between it and 1066 would be my preference. It's long overdue, and hopefully not too difficult to achieve.
 
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Oh my! Pops, and nomads, my 2 most liked part of paradox games! I will go, and lay waste to europe with my hungarians now. That was unexpected.

Hope we will be able to move far inside western europe.

A pop mod someone?
 

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Does this mean Kara-Khitan? I hope it means Kara-Khitan.
 
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Thus the Khanty must take up the horse themselves and travel to Hungary to "remind" the Magyars of their past.
Not horse, Fenno-ugrics fight on foot, in snow, shooting their enemies before they even see them. "You're in the arrows way the white deaths prey, say goodbye"
 

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There should be an achievments for leading an alan horde to settle in the brittish isles (alans are almost sarmatians).
 

Ols

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Not horse, Fenno-ugrics fight on foot, in snow, shooting their enemies before they even see them. "You're in the arrows way the white deaths prey, say goodbye"

Perhaps they should fight on top of bears instead?
 
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Ols

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There should be an achievments for leading an alan horde to settle in the brittish isles (alans are almost sarmatians).

France would be a more reasonable goal, especially since the Alans actually settled there.
 
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