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Aardvark Bellay

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Aardvark Bellay

Lord Wuffington of Grumpytown by the barks
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Thanks, I think I'll skip that one for now then :)

Err....what ? Then your earlier question made no sense. *confused*

Anyway, you're welcome.
 

Aardvark Bellay

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He wanted to know if he needed to have Way of Life in order to play Horse Lords. Made sense to me.


Sure, but then he responded in saying that he'll "skip that one for now then", asking earlier "Can I get this..".
Which implied to me he means to skip Horse-Lords and not Way-of-Life.

If Way-of-Life was meant with skipping "that one" then, yes, then it makes sense.

Anyway, misunderstanding without any effect, so no need to argue about it.
I speak a proper language in real life. ;)
 
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Vesanius

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I'm addicted to buy all the games, expansions and DLC's released by Paradox so I bought this one too. I just don't know when I get the time to play it. Oh well thanks for the most likely awesome content as always!
 
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Siddyus

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Sold! and I just spent about 40 bucks buying the collection and the rest of the DLCs. I can't believe I was hesitating on buying this game for a long time now.

I can't wait for the next sale so that I can buy the rest of the cosmetic DLCs.
 

Dogukan91

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gonna brainstrom here for future references:

1) seperate turkmen and turkish cultures. let turkmen be the original central asian nomads, and as they settle and mix with iranic and levantines, let them turn Turkish like norse or anglo-saxons change
have seperate sprites and portraits for Turkish culture(more like the Anatolian Turks).

2) Ability for altaics to re-migrate. the settled area they leave behind reverts back to previous culture in some cases and not in other cases so as to represent random Turkification in the middle east. A feudal kingdom can continue under one of the family members that is left behind. Pretty much how there were seljukids from iran, iraq to anatolia.

3) Have flavor events for the rise of Turko-Persian culture,underline this interaction in-game through various events and artwork.

4) Make sure the ghulam issues are represented. Create a possible event chain for Levantine states to raise ghulam retinues(in the intrigue screen). These can be powerful, but as a downside, there should be an event possibility that causes them to overthrow.
Use this to weaken the abbasid blob as it did historically.

5) Get rid of the silly one-culture nomads. Allow nomads to subjugate other "clans", maybe a special casus belli to absorb a clan. This way, clans can be migrated all over the place and represent the mixed stuff they got into. So a turkmen can can also control karluk, cuman or mongol tribes, better reprsenting the cluster they were, creating a more colorful game experience with unique outcomes.

6) Make Sufism a thing. Since conversion of nomadics involved sufi influences( combo of Islam with manicheanism, buddhism...etc) make new heresies with their event chains such as Alevism that was common among nomads.

*learn to mod :(
 
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Wakizashi

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gonna brainstrom here for future references:


5) Get rid of the silly one-culture nomads. Allow nomads to subjugate other "clans", maybe a special casus belli to absorb a clan. This way, clans can be migrated all over the place and represent the mixed stuff they got into. So a turkmen can can also control karluk, cuman or mongol tribes, better reprsenting the cluster they were, creating a more colorful game experience with unique outcomes.

6) Make Sufism a thing. Since conversion of nomadics involved sufi influences( combo of Islam with manicheanism, buddhism...etc) make new heresies with their event chains such as Alevism that was common among nomads.

I agree with this wholeheartedly. The nomadic tribes of the steppes were arguably the most tolerant societies in existance during the medieval times. The vassal malus the game gives to vassals of different cultures and especially of different religions should not be there for the steppe peoples.
 
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Wakizashi

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It took me about five attempts before I realised how the nomadic way actually works, but now that I finally seem to have grasped it, I must say it is a great addition to the game indeed.
 

TheDungen

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5) Get rid of the silly one-culture nomads. Allow nomads to subjugate other "clans", maybe a special casus belli to absorb a clan. This way, clans can be migrated all over the place and represent the mixed stuff they got into. So a turkmen can can also control karluk, cuman or mongol tribes, better reprsenting the cluster they were, creating a more colorful game experience with unique outcomes.
This. so much this. The subordination cb should not taget de jure duchies they should target clans inside of the horde and make them vassals of the attacking hordes instead. If the leading clan is subordinated then the most powerful remaining clan takes over. Also they should decrease population growth, you find yourself at 90% requiring more land way too fast.
 
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Wakizashi

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One little question I have though: while playing as a nomadic realm and conquering provinces that are feudal in government type, what's generally speaking the b est course of action? Vassalizing them into your own culture and religion feudal vassals, or pillaging all of the holdings?
 

TheDungen

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One little question I have though: while playing as a nomadic realm and conquering provinces that are feudal in government type, what's generally speaking the b est course of action? Vassalizing them into your own culture and religion feudal vassals, or pillaging all of the holdings?
As I understand it pillaging is better if you need population and manpower, vassalising them is better if you need cash.