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durbal

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Since the new DLC will be out in a month or two, I figured now's a good time to discuss the Nomadic government type in terms of gameplay in order to improve it and balance it and -- most of all -- force it to actually play by the rules of the game. I'm not really looking for a total overhaul, but more a shift of numbers to make them more interesting to play as and against.

1. Double opinions.

In the Nomadic government type, there's an opinion called Clan Sentiment. This encompasses availability of grazing space, feuds, blood pacts, etc. It also includes Prestige as a modifier. Yet in the general opinion (the one all government types use), there is also a modifier for Prestige. This means that Prestige counts twice for Nomads, making the usual +20 modifier for 2000 Prestige effectively into a +40 modifier. The end result is that only at the beginning of a Khan's rule do other clans ever really have less than +100 opinion of the leading Khan.

I would argue that only Clan Sentiment should matter when deciding to usurp Khanates or join the Khan in wars or not. And regardless, the double prestige buff needs to be eliminated.

2. Pillaging.

Pillaging represents are nearly endless supply of gold as it is now. A single province with, say, an upgraded barony, church, and city that could be raided for 200 gold is able to be pillaged for more than 5x that much, all in relative safety without using any standing army. The increase in revolt risk is pointless since the revolts tend to be pitifully weak, especially as the province is pillaged more and the development of the buildings deteriorates. Finally, when the province it totally pillaged, all that stacked revolt risk that would take 20 years or so to fade away is no longer an issue -- when no holdings remain, there can be no rebellion whatsoever.

Suggested changes:

Reduce gold from pillaging upgraded baronies, churches, etc. from 50 to 20 gold. Tribal buildings and such can stay at 10 gold. Pillaging generates way too much money. A single subjugation of a large kingdom can easily yield 10K+ gold. There is nothing else in the game that compares to that and it breaks the economic function of the game when rulers have infinite money, especially with almost zero risk. A petty Khan can generate income in a way that makes a grand Doge look like a serf. Yes, pillaging was a source of income for Khans. Many of them became rich from it. They can still be rich -- but they shouldn't have endless wealth 20 years into the campaign.

Secondly, alter the rebellion risk from pillaging so that it increases at twice the rate it does now but has half the half-life. It's too easy to have pillaged a province down to almost nothing before a revolt happens, and by then the revolts are so weak they become nothing but prestige farms.

3. Vassal opinions and levy modifiers.

Simply put, vassal opinion should determine levy size. The current mechanic that forces even -100 opinion vassals to provide max levy (80%) is broken. It makes rebellions of even the largest subjugated empires incredibly weak and rare. They can be defeated or dissuaded from rebelling just by the size of the levies they give to the Khan! Oh, and if you're tired of trouncing them? Just revoke titles -- it doesn't matter, since there's no effect from it. Levies should follow opinion modifiers just like every other government type.

4. Subjugation CB.

This functions like the Prepared Invasion CB, yet for some reason doesn't allow neighbors to assist in defense and it has no limitation on existing size of the realm and has no prestige cost. Yet the other Nomad CB, Subordination, has a cost and allows nearby same-faith rulers to defend against it. It's inconsistent, and more importantly since it disallows neighbors from assisting in the defense it makes conquering even the largest empires way too easy. Nearby neighbors need to be able to provide assistance and -- at least for consistency -- it should have a Prestige cost.

5. Head Khans can hold too much land.

The demesne limit from other governments is replaced by a land-sharing mechanic with Nomadic government. I like the way this works, but the numbers are way off. In the beginning, having one or two more provinces than fellow Khans will anger them. Yet when many provinces are held, Khans seem to no longer really care about the head Khan holding too much land compared to them. Combined with the double prestige counter, this means Khans will never try to usurp your title. It's a cool mechanic that sadly most players will never see after the first 10-20 years. There needs to be more equality in land held and a more restrictive limit based on population size. This is wrong:

iLwwtfv

https://imgur.com/iLwwtfv

6. Reinforcement speed and manpower.

These need to be cut by half or more. Both manpower and troops reinforce too fast. Fighting with and against endless stacks of light cavalry and horse archers that are always using the best tactics due to their uniformity would be like fighting the HRE if its troops consisted entirely of Knights Templar. I don't mind that cavalry is the only unit, mind you -- I just mind the numbers. It's very odd to have thousands of horses killed in a battle and they magically come back a month later.

----------------------------------------

Feel free to add more and discuss. I'll add more issues as I remember/find them. The goal of this is to make Nomads more fun to play with and against and to increase the character of their government type.
 
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Secret Master

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I also think nomads are overpowered, but I'd like to see some different changes than the ones you are requesting.

1) Clans should value land based on empty holding slots and not counties. I understand why they value land in terms of counties, but even if you cut the number of counties the khan can hold in relation to subordinate clans, the ability of the khan to keep all the 5-7 holding counties and hand out the 2-3 holding counties to subordinate clans makes the khagan much stronger in the long run. The subordinate clans don't even realize just how badly they are being screwed by the allocation of grazing land after wars.

2) Harsher population hits from reinforcing your horde. Nomads should feel the pinch when they take heavy losses, even if they win the war. They do take some losses, but I'd be okay if they took more.

3) Prestige is a problem. Nomads should get reduced or even no prestige from holding titles. Or the prestige hordes need a rework. The problem is simple: titles generate tons of prestige, so smart nomads burn gold on title creation first. Then you hoard your titles (pun achievement unlocked) to generate enough prestige to make prestige-based hordes super easy to run. It also increases clan sentiment. But why would a bunch of nomads give a crap about your duchy and king level titles? It's silly. If the duchy and kingdom titles has no connection to actual lands that have holdings, they are meaningless. Feudal and tribal characters generally hold land attached to those titles (or they lose the titles in question to usurpation), so they get prestige from being the person with those titles.

Furthermore, the khagan can allocate counties (and indeed, should be) in such a way that only the khagan can create the titles in question due to patchwork nomad county allocation. So all that prestige pools at the level of the Khagan, and there's not a lot subordinate clans can or will do about it.

4) I'm hoping that with the Conclave DLC, we'll see some more fragmented politics in nomads in general. Even at low power levels, they tend to become monolithic political entities fairly quickly. It might take one civil war to purge the relevant clans and replace them with smaller clans beholden to you. Unlike vassals where the liege has a personal relationship with the vassal, I think clans should be more impersonal. The clan should not even care about the same things as a vassal. I know that clan sentiment is different from relations with a clan leader, but I'd take it further. I'd also remove some of the positive modifiers to clan sentiment that exist now. Make clans hungrier for political and economic power and keep them that way.

5) Make it more likely that large nomad realms disintegrate into smaller independent clans. Currently, nomads are more likely to settle than just break apart.
 
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daird

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I agree wholeheartedly that nomads need nerfing. A couple proposals I have:

If the new Khagan has prestige below a certain level upon succession (not sure what), vassal khans can choose to become independent without a war. Think what goes on in unreformed tribes.

In addition, if you have a nomad with one of these teeny-tiny mercenary bands, they get three prestige per month from starting one, and they and everybody in the immediate family gets a further three prestige- and a good amount of manpower, too! Now, I have no beef with the prestige boost- nomads are all about prestige, and you need some method of manipulating succession, just like everyone else. But the manpower boost needs to go. Ditto the automatic adventurer trait, which gives an even bigger boost to manpower.

It's just wrong to have the Khazars and their vassals out numbering a united Francia by 785. If there was a chance for those on the border to win a fight, they could strengthen their own provinces and have a chance to contain the horsemen. As it is, it's just slaughter and blob, and I'm not sure even coalitions will do anything to slow them down. In fact, I welcome coalitions specifically because they provide an obstacle to nomads, and when one of the main perks of an expansion is providing a brake to the AI, something has gone very wrong.
 
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durbal

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Another thing: I'm not a fan of the mechanic of using prestige for creating new units. Prestige accumulates extremely fast and allowing Nomadics to reinforce armies by using Prestige essentially allows them two resources to bolster their armies while Feudals, Iqta, and (aside from the 'Raise Tribal Army' decision) Tribals only have one which is much more valuable -- gold for mercenaries. Perhaps this is a side-effect of having essentially unlimited population, though, since it's nearly impossible to chew through a Nomadic population.
 

Jia Xu

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I'm hesitant about nerfing nomads because they're only overpowered in the hands of the player. Any nerf you put on them would absolutely cripple AI nomadic hordes. The truth is that since the horse archer nerf, AI nomads are easily obliterated by players and I really don't want to see them get weaker again.

I'm thinking it might be best to sit on this issue for a while because conclave might radically change how stable they are. A lot of issues people have with them right now might be solved by a fractious council of malcontented khans causing trouble for the khagan.
 
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Ranjid

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I'm hesitant about nerfing nomads because they're only overpowered in the hands of the player. Any nerf you put on them would absolutely cripple AI nomadic hordes. The truth is that since the horse archer nerf, AI nomads are easily obliterated by players and I really don't want to see them get weaker again.

I'm thinking it might be best to sit on this issue for a while because conclave might radically change how stable they are. A lot of issues people have with them right now might be solved by a fractious council of malcontented khans causing trouble for the khagan.

Yeah, but what about people who bought the DLC to actually play nomads? In its current state it's just a map painting simulator. There's no challenging gameplay involved. And honestly: I couldn't care less about unsuccessful AI nomads. They don't add anything to the game in their current form. Usually they just sit in their steppes, which is boring enough. And if they don't do that, it's the other extreme: Conquering the ERE or Arabia in a single war. Which is way worse than them just sitting around.
 
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3. Vassal opinions and levy modifiers.

Simply put, vassal opinion should determine levy size. The current mechanic that forces even -100 opinion vassals to provide max levy (80%) is broken. It makes rebellions of even the largest subjugated empires incredibly weak and rare. They can be defeated or dissuaded from rebelling just by the size of the levies they give to the Khan! Oh, and if you're tired of trouncing them? Just revoke titles -- it doesn't matter, since there's no effect from it. Levies should follow opinion modifiers just like every other government type.
I tend to agree with you, but how does this change still retain use for that levy law? Seems like either they like you and you have a low law, and then you raise the law and they dislike you either just enough to provide the same amount as before or even less.
 

n00bypl4y3r

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I feel that nomad realms should be limited in size, instead having to rely on tributaries.

The Khazar Qaganate, in real life, only ever got around this big:
Khazar_map1.PNG

Blue inner line is actual control at their peak, while light blue outer line is their area of indirect control, either tributaries (mainly tributaries) or areas of minor Khazar control.

The Khazars were indisputably the masters of the steppe at the time, defeating the Umayyad Caliphate (pre Abassids) in open war once and seriously wounding them a second time, though still losing. They were pretty much the largest Turkic steppe kingdom that wasn't some sort of confederation, but they still were fairly small in actual controlled territory.

If tributaries didn't pass away with rulers, they would be far more useful and better represent actual expansion of the Khazars and other steppe tribes. I limit myself to playing Khazar realms around this size in game, and it actually represents them quite well. Able to field armies slightly smaller than the Byzantines and Abassids, it correctly shows them as the third major power of the region, not the super power as so often happens with Khazaria in game.
 
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I did?

Reading whole posts is useful.
I did read that. The problem is that's not necessarily better, rather it sounds overpowered. What's stopping you from subjugating everyone as tributary over the centuries and nibbling away at them? Thinking of solutions to that, that's improving a mechanic.
 

Jia Xu

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Yeah, but what about people who bought the DLC to actually play nomads? In its current state it's just a map painting simulator. There's no challenging gameplay involved. And honestly: I couldn't care less about unsuccessful AI nomads. They don't add anything to the game in their current form. Usually they just sit in their steppes, which is boring enough. And if they don't do that, it's the other extreme: Conquering the ERE or Arabia in a single war. Which is way worse than them just sitting around.
It's a map painting simulator anyway. It's not like it wasn't really easy for the player to annihilate Byzantium as Khazaria before Horse Lords was released. It was. One war for Anatolia, one war for Greece, and you're pretty much done.

You can claim that you don't care about them, but the developers obviously do considering that they gave nomads an entire DLC themed around them. Balancing AIs is important because your complaints about non-challenging gameplay would multiplied by several times if there aren't any strong AIs to compete with. The only real challenge I've ever had in a PDS game as a mega-blob was fighting the Mongols back when the game launched. This was also the most fun war I had in any PDS game.
 

n00bypl4y3r

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I did read that. The problem is that's not necessarily better, rather it sounds overpowered. What's stopping you from subjugating everyone as tributary over the centuries and nibbling away at them? Thinking of solutions to that, that's improving a mechanic.
Actual mechanics for tributaries would help, for a start. Worse relations with tributaries lead to organized revolts, foreign support of tributary support like what the Byzantines did in real life could lead to revolts, etc. The Khazars spent most of their time putting down tributary revolts and asserting their dominance, and as Qagan Joseph said in the Khazar Correspondence, they had around 20 tribes tributary by 950.

I'm sorry I didn't think of new game mechanics for a simple suggestion.
 

durbal

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I tend to agree with you, but how does this change still retain use for that levy law? Seems like either they like you and you have a low law, and then you raise the law and they dislike you either just enough to provide the same amount as before or even less.

That's how it works for all kingdoms and the tradeoffs need to be considered when changing the laws.

In HL, there's no reason to even bother with the law. That's just wrong and is an example of how Nomadic breaks basic game rules. It's like EU4 armies teleported into CK2 on horseback with none of the stability issues from EU4.
 

Pokonic

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My main grip with Nomads is that, by default, the main title is a Empire-tier one.

While I understand the general reasoning (they should be able to vassalize nearly anything that comes under their control and being unable to be vassalized by non-nomads), I personally find that faulty. The very large nomadic confederations during the period, such as the Mongols and the Ilkhanate? I have no issue with them being Empire-tier, because they genuinely controlled large chunks of the planet. However, a one-county horde being Empire-tier irks me, to a extent. Even if Horde governments main title was changed to a King-tier one, that would be preferable to having about a dozen 'Empires' on the map that have less then three counties, total.

At the moment, becoming the Khan of Khan doesn't feel like much of an achievement, because it's just a name change and a new empire title that doesn't actually mean anything, gameplay-wise. A Empire-tier Khanate on the steppes should be a large confederation of tribes that could field several thousand cavalry, after all.
 
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tsf4

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I totally agree and having so many empires on the map was probably the main dislike I had of HL. Especially since I like to follow what happens in the world and having 5-7 empires in the steppe area makes it hard to see how truly powerful those nations are.
 
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AchedTeacher

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That's how it works for all kingdoms and the tradeoffs need to be considered when changing the laws.

In HL, there's no reason to even bother with the law. That's just wrong and is an example of how Nomadic breaks basic game rules. It's like EU4 armies teleported into CK2 on horseback with none of the stability issues from EU4.
I think Paradox' logic was, the higher you manage to get it, the more troops you get, but the more vassal revolts you get. That last part got kind of drowned out, maybe that's where they need to focus instead.
 

PG908

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What seemed to mess things up in part was how the number of clans caps at nine, but the number of counties each one demands increases as if there were no clan cap.
 

The Great Bear

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To the devs:
I am working on a mod to alter much of the games and I wish to share that for nomads I think that their 'Pressure [to] from minor Clans to form another Major Clan' should be raised to:
Code:
 # Multiplied by the number counties held above the required proportion (see define MIN_CLAN_LAND_PROPORTION)
nomad_ruling_clan_too_powerful = {
    local_revolt_risk = 0.05
}

From their base

Code:
# Nomads: Pressure from minor Clans to form another Major Clan
# Multiplied by the number counties held above the required proportion (see define MIN_CLAN_LAND_PROPORTION)
nomad_ruling_clan_too_powerful = {
    local_revolt_risk = 0.04
}

In static_modifiers.txt
I believe this small change makes the Nomads cut throat enough on one another, the AI showed a reasonable propensity to try to install themselves as the Khagan in my observed game test.
I believe this to be more historic

ADDED:
On another note, I believe that Nomads should outright not be allowed the subjugation CB, they have invasions, county CBs, and the option of making a tributary, that's all that they need in my opinion.
 
Last edited:

DàbiànLājīdàrén

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None of this really matters if pure unit types still remain op since by default the player will always roflstomp the AI due to better army compositions.
 
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