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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
 
I still want to know if you can subjugate other hordes and make them part of yours (like clans?).
If they are a different culture, no

Is the amount of clans hardcoded as with republics? (ie a clan forming its horde will immediately generate a new vassal clan for the Khan left with just two vassal clans).

Are nomads supposed to be strong and viable until the end game, or are they supposed to adapt to stay competitive (in a similar vein than tribals)?
You can play nomad to the end if you want I believe. And yes there is a hard coded(in defines.lua) upper limit of clans but the actual amount can fluctuate depending on what's happening.
 
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I really am looking forward to the migration aspects of this dlc ... I'd love to take the Magyars to Persia or the Cumans to Holland :) The Mongols might migrate to Ehypt in one of my playthroughs and the Turks will one day reach Britain ... Khan Arther getting his composite bow from the Lady of the Lake! Yes.
 
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With this new expansion won't the game run slower?? or if you managed to fix why the game has been so slow lately, won't this add up to the problem or make a new slow game??

Groogy have been saying lately that the game will run faster than it did back when it was released. So i don't think you need to worry
 
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I know but strangely I was pointing out people were misspelling his name and now I am accused heresy by the looks of it but yours looks well justified.

Exterminatus spares no filth touched by the taint of heretical minds.
 
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This is wonderful. No more hordes just appearing via event? It looks like they grow organically from expansion, and turn into an avalanche now.
 
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Looks nice, like the new emperor ring,

Manpower? What? Is this a Steppe Horde thing only? Or are we actually putting in a mechanic that will stop empires from bleeding there army dry in a war, demobilizing for about 2 years and being back to full strength?

Also is that a Zoroastrian Steppe Horde?
 
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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!

...

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.

Awesome!

Now questions:
1. Can you continue to raise new "regiments" if you lose your last province? Is there a base population figure that is not dependent on provinces, or will manpower drop to zero on losing the last province?

2. Do nomadic regiments replenish as retinue do?

3. I assume that it is possible to declare war while these not-retinue retinue regiments are raised, essentially as you can now without levies raised. So, nomads are all about the provincial bum-rush (which is, frankly, historically accurate)?

4. Will we have other war goals linked to tribute? Some of the Mongolian expeditions were not motivated by an attempt to seize more land (see: Jebe & Subutai vs. Caucuses, Rus, Cuman, etc et al).

And again: Yay!

--Khanwulf

PS. You are literally working down my wish list. Next up: inland trade!
 
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Well to be honest i was not really happy when they announced The Old Gods but yeah that was perhaps the best expansion, i think that they are forcing quantity over quality . While the Mongols and other hordes helped shape the world that we know today and that the nomad culture itself is amazing it shouldnt be a priority for Paradox .

To provide good gameplay for what they already have made playable on the map should always be a priority imo.
 
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they make claims about the game running better every patch, I don't think they lie about it its just that they also add more stuff so its balances out

That is actually not true at all. The only other time they've really spent time on claiming that their opimitization was really gonna make a difference was back when RoI was introduced and people was really freaking out about the possible performance hit
 
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I was not really happy when they announced The Old Gods but yeah that was perhaps the best expansion, i think that they are forcing quantity over quality . While the Mongols and other hordes helped shape the world that we know today and that the nomad culture itself is amazing it shouldnt be a priority for Paradox .
I disagree simply because it is one of the few things that have been asked for constantly for the past two years.
 
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I like the mention of tribes moving to new lands if they lose everything. Should make it easier to move into Europe as a tribe that typically gets wiped out.
 
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Ok -- take my money.
 
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Here goes the hype train... BTW, these "clans" must be dynamic, I really hope you also apply that to the mercenaries and holy orders so instead of a generic set of mercenary companies that have a stable increase in manpower, rich 8th sons of a long forgotten duke can simply start his own company, and they rise and fall as they get succsessful contracts or wiped out in battles. For the holy orders this mechanics could represent their way of things, they dont hold any major land exept Teutonic order, and how many baronies they controll influences their strengh.
 
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