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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!
 
In understand that you need to go back to work, but really, couldn't you elaborate even into what we are seeing? What are the stats that appear above the knan portrait in the clan management tab?

And how many clans can we have at most? Is the blood oath mechanic tied to nomads or can it be scripted to be used elsewhere? Modders have been calling for non-marriage alleances and this could just do the trick!
 
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Will some of these features be moddable? Personally, I think that the feud definitely and certain other features sound like they would work wonderfully for certain settled cultures, such as the Anglo Saxons.
 
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I suppose we will hear the announcement in 1-2 weeks?
 
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"They are without honour!"
Yes! This wouldn't be Paradox expansion without funny event option names.

There is no changelog (for expansion patch) again. Does it mean it they won't be posted anymore?
 
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I can't wait for this dlc although by the looks of it they did not add many(if any at all) provinces in Tibet... but oh well It looks beautiful I can't wait to start a game as a vassal clan.
 
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I like how people point out uighur culture.. but not the uyghur khaganate sitting right there in the first picture. Or the added parts of the tarim basin. Or that this locations is only roughly in the center of the minimap meaning we probably have all of mongolia.
 
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Will some of these features be moddable? Personally, I think that the feud definitely and certain other features sound like they would work wonderfully for certain settled cultures, such as the Anglo Saxons.

I had to think about the AGOT-Mod, where there are also noble houses in Westeros that have blood feuds with each other. They have kind of a system for it, but I don´t know how it works. However, it would be great for modding, like every single other HL-feature we already know about. :D
 
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Sorry but Blood feuds and Blood oaths are Nomad only stuff
 
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Well, regarding the second image, it seems that hordes can now be of king tier. Can also be of tier lower than kings? Which tiers are vassal clans vonsidered to be of? Can vassals clans have vassal chans of their own?

And how is it that the khan in that image have a handful of county titles, but only 1/1 demesne limit?

edit: @Groogy, do you mean "nomad only" as in "nomad government only"? Are all the features of the nomad government hardcoded to it or can it be added to other (possibly custom) governments?
 
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I had to think about the AGOT-Mod, where there are also noble houses in Westeros that have blood feuds with each other. They have kind of a system for it, but I don´t know how it works. However, it would be great for modding, like every single other HL-feature we already know about. :D
They use the system that already exists ingame. You just dont see it much as it is mostly for republics.
 
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Well, regarding the second image, it seems that hordes can now be of king tier.
Clans under a Khan are King tier

And how is it that the khan in that image have a handful of county titles, but only 1/1 demesne limit?
Because he is holding only the province/land/county title and no actual holdings.
 
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Great DD really looking forward to Horse Lords, one question though:

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.

Can you shed som light on what those expectations and demands might be?
 
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