• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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
 
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?
 
  • 12
  • 1
Reactions:
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?
If they did implement this in the game it would be interesting, you had to look after your army much more if you have big expansion plans in the near future :p
 
  • 3
Reactions:
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?

Only hordes, and yes its a Manichean Horde
 
  • 20
  • 5
  • 1
Reactions:
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?
Could be Manichean.
 
  • 1
Reactions:
Wierd it seems zoroastrian yet the border on that empire flag is tengri.
 
With the expansion of the map in the steppes in general and with the earlier start date of 769 in particular, will we see the Kara Kitai and the Tang in game in some way?
 
Ok -- take my money.
 
  • 11
Reactions:
Only hordes, and yes its a Manichean Horde
damn, I have felt like this game really needs a mechanic to put defeated empires and kingdoms in there grave, since as it stands now, nations only have to wait a few months to regain military strength unlike say EU4 or Vicky 3 where if a nation loses all its manpower they often easily get dog piled and partitioned, but in CK2 levies, especially vassal levies seem to come back way too quick, makes it near impossible for rebels or hosts in win since even if they can win a battle or two, the ruler can just come back with another army in a year or so and the host doesn't get to replenish they have to suffer siege attrition instead
 
  • 20
  • 1
Reactions:
Only hordes, and yes its a Manichean Horde

Yay! The Uyghurs are around!

I'm hyped! Although I think the name should be improved. Something like "Khan of Khans" or "The Great Hordes" or something like that would be better.

Also, my Catholic Golden Horde Campaign will have to be restarted...
 
  • 1
Reactions:
POPULATION MECHANICS

YAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
  • 7
Reactions: