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Awwal12

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Sorry to write it, but it is so. Development of nomadic states (including those guided by the AI) most of the time turns out not only completely ahistorical but also utterly unrealistic, and for a reason.

1. They spread through forested areas like a knife through butter, quickly eliminating entire cultures and religions (their tribal vassals seldom live long enough). Even the sight of Northern Scandiavia with Khazar flocks in it isn't uncommon at all. That essentially happens because they basically get the same population cap increase from forests as from steppes. In fact, they should be getting a reduced amount from deserts and mountains, and none at all from forests or tundra, and, of course, the nomadic AI should be discouraged from directly expanding into such areas (vassalizing or otherwise subjugating settled rules should be OK, though). Let's face the fact: the traditional nomadic economy (I don't mean nomadic hunters or tundra reindeer breeders here, which are an entirely different matter) simply cannot function in the forests. I also suppose that destroying captured settlements in forested (and probably mountainous) areas ashould be limited or entirely impossible in the first place, because by the game mechanics it technically means the change of population - but believe me, even after every city and abbey in some forested area will be devastated there still will be a more than sufficient amount of farmers hiding in the surrounding forests, while the common nomads won't settle there by their own will at all (much like you guys aren't fascinated by the perspective of growing rice in the midst of some jungles, especially considering you have no practical skills in it in the first place). There are several means to fix it, I believe.
A) The simplest and mostly self-sufficient way. As I said, one must nerf the benefits for nomads from all economically unsuitable areas (thus preventing the player from historically illogical actions) and forbid the AI from directly acquiring them. That still leaves the issue of mountains, which are partly suitable and even often desired by nomads (as yaylaks), but where the local population historically was particularly difficult to displace and where linguistic assimilation was generally dominating over repopulation.
B) Making it simply impossible to destroy holdings/certain types of holdings/the last holding (you decide) in the said areas owned by nomads is an additional measure to prevent player from making unrealistic changes. The AI restrictions should stay anyway. I wouldn't mention that as somewhat excessive, but it also may partly address the issue of mountains, with the addictional mechanic added (all nomad-owned holdings in the mountains can be destroyed, but only after the local population was assimilated in the usual way; the nomadic AI should show only limited interest in mountainous areas. It is imperfect, but nothing better has occured to me by now). It actually doesn't address tundra, where all population is quite possible to displace but steppe nomads have little reasons for doing that, since they still cannot settle there anyway (but tundra is generally addressed with A).

2. The nomadic empires appear annoyingly and ahistorically stable even under realistic settings - you very, very seldom see them succesfully splitting, they are more likely to grow (in the ugly manner described in the first article :)). In fact, I see several ways to fix it as well, ones being simple, other more sophisticated and providing better historical models.
A) Removing specific CBs against the clans which split off. As simple as you can get. But the absence of the CB may also be dependent on the size of the emire, on the cultural level (high cultural tech effectively giving more authority for the khan) and/or on the capiltals being in different de jure kingdoms (or possibly empires). Anyway, if I were the AI governing a clan I would use the relevant conditions as much as possible to my advantage.
B) One trouble is that any nomadic empire in the game is culturally homogeneous (aside of the vassals), which is a huge and pretty ahistorical simplification. In fact, it was not so typical even for early and rather small tribal unions (for instance, it seems that the union of proto-Magyars included several Bulgaric tribes), let alone the huge empires like that of the Gengis Khan or the (more primitive) First Turkic Khaganate. Why I mention that is because ethnic differences often were an important factor in fragmentation of the old khanates. Maybe the mechanics should be changed so that incorporating other nomads as clans with non-core culture should be not only possible but also an easier option than simply oasting them from their territory (and should be favoured by the AI), probably through the stage of vassalization, but then their secession should be more simple and/or likely as well. After all, even now clans can have a different religion, so why not let them have a different culture, with all the logical benefits and shortcomings?.. Still it's a matter to think over.

3. Nomads expand in a rather ahistorical manner - that is, like any feudal state would, conquering more and more land. While it was typical for those rare and huge nomadic empires mentioned above, most nomadic invasions which Europe saw were made by tribal unions oasted from somewhere else. Huns were originally escaping Han troops in the east. Proto-Magyars fled from Pechenegs to Pannonia (where they quickly started to terrorize the unprepared Europe with their raids). The Danubian Bulgars were fleeing from Khazars. The Old Turks caused proto-Magyars to move from South Siberia in the first place, and so on. As for now, the game mechanics has no means to simulate that at all. I'd propose a rather small and pretty logical change: if a nomadic entity conquers another one (and doesn't incorporate it if 2B is implemented) and the defeated side still has population but loses all the land, the remaining population is converted into troops at 1:1 or so - and continues to play without any land (if it is technically impossible for the player party, then it at least should be implemented for the AI; I think the adventurer mechanics is quite similar). The resulting host cannot/won't attack the succeeded conquerors for a very long time, but can try to take land from some other nomads (thus starting a new nomadic empire, with the starting population being equal to the surviving amount of troops) or capture some feudal/tribal land, creating a new feudal/tribal entity. I'd also give these troops some morale boost (meaning these guys really have nowhere to go - which was actually an important factor of success against early feudal states). Finally, they may directly ask some feudal ruler for some acceptable chunks of land (see p.1) to settle as vassals (although I suppose they should stay nomadic then, which is somewhat incompatible with the current machanics; anyway, the last option isn't nearly as crucial as the pretty historical conquering attempts).

Sadly, my own modding skills are practically non-existant, but I hope I've formulated everything except the 2B part clear enough. Of course, everything would also require a considerable testing, but I generally expect a certain improvement in historical realism and immersion if it is implemented. Anyway, thanks for the attention, and any criticism is welcome. :)
 
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Rags17

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I have always been annoyed at how easy it is for nomads to migrate into forests and tundra - I too HATE it when I see steppe nomads setting up house in northern Finland.

FWIW I created a total conversion mod called The Dawn of Civilization that is set in the stone age, I added one new CB called Small Migration that allows an attack into any adjacent area at a cost of some Piety, there is also a decision to Abandon Province that gains Piety back - played correctly it allows a character and his people to walk across the entire map.

I think one big change for nomads would be to eliminate 90% of all CBs and replace them with CBs to create tributaries of various sorts - my understanding of nomads is that they didn't really understand tax but they understood tribute and most of these arrangements died with the ruling khagan. This would also act to stop smaller cultures getting wiped out too.

As to nomads in the woods, since there were nomadic forest and desert peoples (eg Finnish and Sami reindeer herders, Toureag camel herders) I think that it should be possible for nomadic forest and desert cultures to arise, it should just be VERY hard to wipe them out. Thus a horse herding Khazar culture would be stumped by a reindeer herding group of Nenets peoples, but if they could manage to conquer them then it should only be as their tributees and not as their replacements.
 

Awwal12

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my understanding of nomads is that they didn't really understand tax but they understood tribute and most of these arrangements died with the ruling khagan.
It really depends. Nomadic states are a collection of pretty different realms which were administered differently. Take, for instance, the domination of Golden Horde over Russia - a case of pretty clear vassal relationships, where Russians were indeed paying the khans a fixed tax per household (also a khan might require troops, and his yarlıq was the legal basis of the de dure superiority of the great knyaz over the Russian principalities as well as of his rights as the chief tax collector).
As to nomads in the woods, since there were nomadic forest and desert peoples (eg Finnish and Sami reindeer herders, Toureag camel herders) I think that it should be possible for nomadic forest and desert cultures to arise
Desert nomads are close enough to the steppe ones, but the main trouble is that desert isn't the best area for horse breeding, while the camel is a poor replacement for the horse (let alone deserts have considerably lower biological productivity). Horses are a luxury in the desert; suffice it to say, first Muslim armies consisted mostly of camel-mounted infantry - something unimaginable for the classic steppe nomads. Anyway, I merely propose to lower the nomad population cap increase for deserts, just to reflect the lower productivity of the landscape (particularly for the purposes of horse breeding; few horses will appreciate the extreme lack of drinking water and scattered dry local flora for food).

As for tundra, reindeer herding is quite close to the steppe nomadism (again, taking the lower productivity of the landscape into account), but the trouble is it doesn't produce horses at all, exclusively reindeers. And reindeers are also a very poor replacement for horses. It is theoretically possible to ride them, but it seems they don't take the stirrup well, which pretty much nullifies them as a contemporary combat mount.

The specifics of steppe nomads and their high impact on the world history is directly related to the fact they used to breed horses in large numbers (not only as mounts but for meat and milk as well; horses endure the northern winters much better than sheep, being able to dig grass by themselves even from under the 40cm-thick layer of snow, thus allowing full nomadism even in areas with comparatively humid winters). During the time period which lasted roughly from the invention of the stirrup to the massive introduction of the infantry firearms cavalry was clearly dominating the battlefield, and the steppe nomads used that to the full extent (since basically any adult nomad was only one step from a pretty formidable cavalryman). That is exactly why the steppe nomads utilize different mechanics in CK2, as I see it (and Saami, Nenets or various Bedouins don't).
 

moscal

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BTW honor for hordes wasn't this same like a honor in feudal world. Was more acceptable for eg. familicide or tortures. Therefore nomadic AI should get eg. ai_honor = -50 (or higher). In result life should be more terrible in those empire and when central power will be weak - lead to fragmentation, civil wars etc.
 

Narvait

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Yeap, agree to the topic starter.
Like the solution to lower cap for non-steppe lands.