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Hi again folks! It's a big day today with the release of the Common Sense expansion for EUIV! Naturally, we are releasing a patch for CKII in tandem, in order to keep the save game converter up-to-date.

Patch Notes here:
- Updated government calculation to be up to date with EU4 1.12
- Fixed the localisation issues on Mac and Linux with country names
- Ibadi is now its own main religion like it should be

NOTE: We are aware of an issue on Mac and Linux caused by EU4's recent engine upgrade, which broke EU4's ability to find the exported games from CK2. For now, you have to manually copy the exported save from eu4_export/mod to EU4's mod folder but this will be fixed ASAP by the EU4 team.

Now then, this time I thought I'd talk about the internal dynamics of the nomadic hordes. As I mentioned last time, Nomads use population and manpower rather than relying on levies and taxes from Holdings, so they tend to have a lot fewer normal vassals than other realms. To compensate for this, Nomad hordes rely on a variable number of member Clans instead. The Clans are similar to regular vassals in some respects, except that they also employ Manpower and Population (oh, and you are allowed to play as a vassal Clan too, of course), and each Clan has a special opinion called Clan Sentiment of the other Clans, separate from that of its chief. As a horde grows, it will be encouraged to increase the number of member Clans. Likewise, you can have too many Clans for the amount of available land.

Crusader Kings II - Clan Management.jpg


Effective management of the Clans takes some effort due to their infighting and Sentiments. We have added a new screen to give you a proper overview of the situation. Red lines between the Clans indicate an ongoing "Blood Feud" and green lines a "Blood Oath". A Clan can only have one "blood brother" Clan, but many feuds. Feuds are started either by simple declaration, or by raiding one of the other Clans in the realm... Yes, even though you might all be serving same Khan, nothing stops you from raiding a fellow Clan's land! Blood Oaths are similar to marriage alliances; they last as long as both of the Clan Chiefs are alive, but they are only type of alliance that allows you to call another Clan to war in internal wars (and that includes the Khan!) Blood Feuds are much more persistent and can only be settled with a payment of blood money... or by the other Clan's extinction.

Another twist to the Oath and Feud status is that actions taken against one Clan will affect the Sentiment of its enemy or blood brother, as appropriate. For example, an oath-bound Clan will also become hostile to whomever is raiding you, and will dislike any clans you are in Feud with for as long as the Oath lasts. Feuding parties are allowed to freely declare outright wars against each other, fighting over the grazing lands in a single county.

Crusader Kings II - Feud.jpg


Clans can be a bit tricky to manage, not just because of their own infighting but also because they don't follow any system of laws like the Feudal realms do; they are more about frankly expecting and demanding things from their Khan. If they view the Khan as weak and pathetic they are quite prone to attempt to have him replaced with another Clan chief (usually through membership in a special Faction.)

Apart from proposing Blood Oaths and declaring Feuds, the Khan also has access to a number of special actions against the other Clans. He can demand that they split in order to maintain balance within the tribe, or even absorb them; unless they refuse, of course! Clans are also free to adopt the religion of another Clan, should they like it better for some reason (steppe nomads are fairly open-minded about religious matters.)

I am sure there is more I should mention about Clan management, but since I really need to get back to work, I'll leave you with this. :) Next time; Tributaries, Nomad succession and dynamic mercenaries!
 
This might allow for a Theocracy DLC later.
 
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Wheres the patch notes tease? The ones listed in this entry are for EU4 converter only. Every other DD had snippets of patch notes in them at the end this one doesn't.
 
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Hrm... If hordes can destroy holdings they raid/conquer, what does that mean for holy sites? Will it be possible to destroy those, and if so, what happens?
 
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Hrm... If hordes can destroy holdings they raid/conquer, what does that mean for holy sites? Will it be possible to destroy those, and if so, what happens?

My very thoughts, indeed. Maybe the holy sites are protected from razing?
 
Hrm... If hordes can destroy holdings they raid/conquer, what does that mean for holy sites? Will it be possible to destroy those, and if so, what happens?

It's possible! :) If a Holy Site is destroyed, the county TITLE will count as the Holy Site until a new temple is built in the same province. When a new temple is built, that holding will become the Holy Site.

Not having Holy Site holdings will affect the Moral Authority of that religion.
 
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I hope they make playing a King or Emperor harder....with vassals that are much harder to control like in 1.06 and 1.07. Because once you have content and same culture vassals(which is pretty easy to accomplish once your King) even Successions with PATHETIC New Kings are trivial occurrences. Game becomes all about waiting for claims to conquer with.
 
How, exactly? Using the clan mechanics in a sort of dynastic, theocratic power struggle?

Something like that, yeah.
 
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That's a good reason to turn Manicheism into it's own proper religion, whether as another branch of the Zoroastrian religious group or in a new religious group altogether. Manicheism is the only world religion that has gone extinct, and is really the only large religious group that's still treated as a heresy (per CKII's definition) in-game.

That said, not all or even a majority of the nomads were Manichean, of course (though certain nomad groups were, at certain times, such as the Uighurs before the 11th or 12th centuries before they shifted to Buddhism) given that the nomads followed a plethora of rleigions.

Agreed. It would be weird to have Manichaeism win out as a heresy all they time and flip the system. With the uber-Abbasid blob at the start its unlikely that Zoroastrianism proper will ever win out over the Manichaeism of the few horde tribes.
 
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Was actually a thing that happened when we were tweaking the AI, QA came and complained that they were being raided by Hindu elephants that had traveled to Arabia by boat to raid.
Whiners. They should have just learned to deal with their new elephantine overlords. :p
 
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I'm a little bit concerned that this doesn't seem to allow representation of perhaps the most notable Clan system in western culture - Scotland and Ireland. Unless it does and we're just not seeing it. That said, I love the look of the clan system and I hope at some point it's adjusted to better fit non-nomads as well, such as the aforementioned Scots/Irish and Arab/Berber and so on.
 
I'm a little bit concerned that this doesn't seem to allow representation of perhaps the most notable Clan system in western culture - Scotland and Ireland. Unless it does and we're just not seeing it. That said, I love the look of the clan system and I hope at some point it's adjusted to better fit non-nomads as well, such as the aforementioned Scots/Irish and Arab/Berber and so on.
With the new possibility to create new goverment types using bits of existing ones, it might be possible to mod in a "Celtic Tribalism" that would use the clan system.
 
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I don't think Seljuks will use Nomad system in Horse Lords. Like Ghaznavids, they were settled Turko-Persian Islamic states.

Cuman Khanate (Kipchaks), Kara-Khitan Khanate, Golden Horde will use new mechanics in HL, I think?


The early seljuks were certainly nomadic Turks. Unless you were talking about the 1066 start, in which case I agree.