Suggestion/Idea for improving nomads and natives

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mcmanusaur

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From the "Westernized horde" thread:
I just want to bring another point. Nomads are NEVER done right in any game so far, including EU4. Face it, the Hordes as depicted in EU4 are just regular territorial states with different bonuses and penalties. You don't just roam around; you sit in your capital, you conduct diplomacy, you send a nice declaration of war before invading (even if the CB is "Horde")... Basically they do everything the settlers do. And that might be unfortunate but you can't change it unless you overhaul the game entirely and have a completely different mechanics for the nomads. In other words, it doesn't matter if westernized horde is an oxymoron or not. What matters is whether that is waaay too OP and needs to be further nerfed.

I've long had an idea about how EU IV could really be improved in this regard, and it also addresses the colonial game which feels more than a bit empty to me.

What EU IV desperately needs is a better representation of non-state societies, as well as both the hordes and the generic "natives" in the colonies. This could be achieved by giving each province an urbanization percentage (which would be nicely complemented by more dedicated population tracking instead of just assigning each province a flat "base tax", but that's not totally necessary for this purpose). All of the non-urbanized provinces have a culture group (whether Sami, Tartar, Inuit, or Great Plains Native American) so that those societies are actually acknowledged more than in vanilla, as well as being able to be "occupied" by a state society until it is urbanized. Thus Sweden would be "occupying" Lappland at the 1444 start, and "occupied" urbanizing provinces would be differentiated from provinces occupied during war by having the appropriate-color hatched pattern over the grey/beige "blank province" color. At a certain level of urbanization the province could either fold into the greater cultural area of the state society occupying it, or it might attempt to form a (Sami, Inuit, Sioux, etc.) nation.

A horde country might only have a single urbanized province- their capital- surrounded by a bunch of "occupied" cores, whhich would require settling in much the same way as colonies (or maybe not, I'm no expert on the degree to which the steppe had urban centers historically). Certain things like westernization might be contingent on already being completely sedentary, or maybe urbanization would gradually occur during the process of westernization (transitioning to having less "occupied" and more "administrated" provinces). But essentially I'd like to see there be a unified mechanic that applies to nomadic hordes, colonial natives, and any other non-state societies in the game.

This would exponentially improve the game in my opinion, as in its current form colonization falls a bit flat and the game's representation of non-state societies is rather deficient in my opinion, even for a largely Euro-centrically-minded game. Thoughts?

As a side note, I find it very strange that the game makes no attempt to simulate population growth (as I hint at above), since that should have a very significant effect on many things in the game.
 
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unmerged(804580)

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Just a few thoughts I've been having. I don't like the way Mongols and Huns build cities in Civ series, and I can't say I like the way Hordes collect tax, sit in the cities and hire mercs. I'm pretty sure nobody will take anything serious here, but hell, let me just vent out a few words and waste my time, your time and the precious non-renewable resource called your bandwidth.

1. Tax is buillshit. A province does not have the same value for nomads and settlers alike. The "tax" value should be recalculated based on the terrain information already present in the game: plains and hills should be valuable Lebensraum for nomads; forests, tundra, high mountains and deserts not, and certainly not one-province small islands. This would mean that some base-tax 1 province in Siberia should be much more attractive for the Hordes compared to the Russians, and this should give the Hordes more incentive to actively seek them. If you're a steppe nomad herding your flock, you would prefer a central Asian plain province compared to, say, Barcelona... though you might certainly want to loot Barcelona. (More on it later)

2. Hordes don't recruit; they mobilize. Every adult male herder is essentially a trained horseman. The recruitment time and the maintenance for the Hordes should be dramatically reduced compared to the settlers, who need to recruit, equip and train them. The Horde recruitment would be equivalent to hiring mercs, time-wise.

3. However, nomad population grows much more slowly compared to the settlers. Horde manpower growth (whose maximum should be calculated according to the Horde standard) should reflect that; 50% slower manpower recovery sounds O.K. to me. Since their whole male non-elderly adult population would be potential horsemen, the 50% larger maximum (as it currently is) might be kept intact but the recovery should be far slower, so the manpower actually becomes more precious. Nomads didn't lose because they got weaker; there are just so many, so many, so many more farmers as time went that they couldn't win anymore.

4. "We've been in peace too long" - this shouldn't be mechanically triggered after a certain number of years. Why do the Hordes go to war? Nomadic lifestyle cannot support as much population density, and it is the population pressure which drives them to seek more land to herd their flock. Let's say, if a Horde nation has more than 70% of their manpower reserve, the "Khan is pussy" event should trigger with higher and higher frequency, since now they would be in conflict with each other over limited pastoral lands. That is, a depleted Horde shouldn't be getting these events since there are lands to go around; an overpopulated Horde would be forced into war.

5. Cores. What does it mean for a province to be a core territory of a nomadic tribe? It's not just about forging documents and taking over the administration, as it would be for the settlers. If the settlers still have farms around, it's going to be very inconvenient for them and as victors they'd certainly want to get rid of that - that's the whole purpose of Horde conquest, beside looting and population control. A Horde nation would suffer, say, 150% of normal ADM cost plus the equal number of MIL points, and it should take even longer than usual to core a province... This would imply that not only the province has changed owner, a large portion of population itself is displaced. Instead, the vacated settler territory would be Horde pastureland, so the culture and religion change to that of the Horde. This would also make the settler core to disappear sooner, since the culture changed.

6. Then, what if a settler nation decides to conquer a Horde territory and core it? It should take longer since the area needs to be basically repopulated and you'd be building hell lot of new farms (even if there is a surviving city, in EU4 time frame most of the world was still agrarian), but it would cost them the normal coring cost. And since the nomads are gone and every farmland is reclaimed by then, the culture and religion also follows the conquerer's, be it Persian or Russian or Chinese.

7. What about the Timurids with huge Persian territories, etc? Much of the Central Asia has a rich history of city states and trade routes, and what happens to them if a Horde takes control? Timurids would not have them cored. A player (or the AI) should make a decision whether force-coring the mountainous Persian territory is worth the trouble or not. Instead, a Horde can choose to sack its non-cored territory at a regular interval (while fighting the rebels of course). When a piece of province is no longer valuable and is more of a liability than an asset, a Horde can simply abandon it. This would spawn/flip to whatever core-holding nation with the highest revolt risk.

This would mean that a Horde nation can either choose to continue pillaging everything down to nothing and leave for a new prey; or, if they eventually find a suitable terrain, they would choose to "settle" there and eliminate settlers. (They would "core" it.) As they continue pillaging settler provinces, these non-cored provinces are essentially their life support, so should provide a normal manpower (for the Hordes) but the max manpower and manpower recovery rate should eventually fall down, as the province exhaustion rises higher. That way, Timurids would not try to stabilize Persia as the AIs (and human players) do; they would rush out somewhere else when the Persian / Khorasani provinces become depleted.

8. "Horde" CB should allow cheaper vassalization, perhaps 100% should always enable vassalization. However, that needs to come with a penalty as well: being a vassal to a "Horde" government should permanently set a significant malus (say... -50? is that too much or too little?) and the AI should seek harder to use their "Independence" CB if the overlord is a despicable barbarian. (Or a successful pretender or revolutionary rebellions should break the vassalage) And while the Hordes collect tributes, their tribute income does not increase their force limit nor contribute anything to their manpower. Normal vassalization rules would be in place between Hordes; and if a settler vassalizes a Horde, then the settler will not expect money but the comparable force limit increase.

In addition, a Horde should not be able to annex a settler vassal. Instead, in a truly Horde fashion, it should break vassalage (without stab hit) and go for conquest once again. (You might think this would be exploited, so a tiny vassal could be attacked and attacked... no, that'd be useless because that would not solve the overpopulation (reserve manpower reaching their 10-year maximum) which would trigger "our Khan sucks" events.

9. I partially agree that it doesn't suit Hordes to be building universities and research techs. Okay, fine. Let's make the Hordes completely unable to research anything at all. Instead, a Horde with an amicable relationship with a settler nation (if it is possible) OR a Horde with a settler core in its own territory (probably more likely, and that settler nation probably must also exist) can buy technology only if the seller has a higher tech. Say, if Kazan conquers a Muscovite province, and Kazan is 3/3/3 Muscovy is 4/4/4. Kazan can spend both monarch points AND the extra money they collected from looting to find a treasonous Muscovite from the territory to transfer technology.. (and Kazan would still remain Nomad group with the associated tech costs and units) Westernization, then, will now mean they're just buying a different kind of technology through a different kind of source, and what pisses off the Hordes would be they'd be using unfamiliar weapons instead of what they take pride in. However, this should probably be compensated with an extra horde bonus. Say, army tradition loss -50% or something like that. Eventually, when they cannot pay for the new tech anymore, they'll collapse, and fast, just as many of the historical Hordes did when they couldn't conquer anymore.

10. Hordes should be able to "siege" enemy province without infantry. This would mean that the Horde cavalry unit would pillage everything in sight every siege phase, and this should give them a small income every siege phase, until the defending garrison simply runs out of any potential supply route. But a 100% cavalry burn-everything-make-everything-waste-until-they-starve should take noticeably longer to complete... which you might want to delay for the sake of loot income in the mean time. However, repeating this action should accumulate not only the AE, but another kind of malus.. say, -5 "uncivilized brutes" per province looted in a war.

So, if you play the Oirat Horde and you want to run over Ming, lay complete waste of every province and vassalize Ming in one go, you should be able to do it. But you should also pay the huge AE (for vassalizing Ming) and something like -150 "uncivilized brutes" if you sacked every single one of them. You deal with the coalition, of course and you shouldn't complain if everyone including your vassal Ming comes to kick you out of your pasture land and build farms there.

11. You can't hire mercs. That's for the pussies who can't ride horses and shoot arrows. You can hire mercs if you reform your government to a my-ass-is-too-heavy-to-move government.

Number details don't really matter. That's balancing. But the antagonism between nomadic and sedantary lifestyles have been a very significant part of Eurasian history and the Hordes deserve a more tailored playstyle which suits them better. And if properly balanced, I think the AI Hordes will shrink to insignificance by 1821 with these mechanics, as the Russians, Persians and Chinese will kick them out of their lands and if they still exist, it'd be because their lands are not valuable to the settlers (tax-wise). Which is also historically what happened.
 
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mcmanusaur

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Just a few thoughts I've been having. I don't like the way Mongols and Huns build cities in Civ series, and I can't say I like the way Hordes collect tax, sit in the cities and hire mercs. I'm pretty sure nobody will take anything serious here, but hell, let me just vent out a few words and waste my time, your time and the precious non-renewable resource called your bandwidth.

-snip-

Number details don't really matter. That's balancing. But the antagonism between nomadic and sedantary lifestyles have been a very significant part of Eurasian history and the Hordes deserve a more tailored playstyle which suits them better. And if properly balanced, I think the AI Hordes will shrink to insignificance by 1821 with these mechanics, as the Russians, Persians and Chinese will kick them out of their lands and if they still exist, it'd be because their lands are not valuable to the settlers (tax-wise). Which is also historically what happened.

This is a long but nevertheless great post, so I'm going to break my reply up into multiple posts.
 

Novacat

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Without some way to extend military viability of hordes past the first 100 years of the game, since horde units are completely obsolete past miltech 12 (1557) and doing any form of reform or westernization removes the horde status, doing a complete mechanics overhaul on hordes is a complete waste of time and resources.

If thats addressed, than I can consider the above ideas a bit more seriously.
 

mcmanusaur

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1. Tax is buillshit. A province does not have the same value for nomads and settlers alike. The "tax" value should be recalculated based on the terrain information already present in the game: plains and hills should be valuable Lebensraum for nomads; forests, tundra, high mountains and deserts not, and certainly not one-province small islands. This would mean that some base-tax 1 province in Siberia should be much more attractive for the Hordes compared to the Russians, and this should give the Hordes more incentive to actively seek them. If you're a steppe nomad herding your flock, you would prefer a central Asian plain province compared to, say, Barcelona... though you might certainly want to loot Barcelona. (More on it later)

On one hand I agree that hordes shouldn't get full base tax from urban provinces, but at the same time nomads are very resourceful survivalists with a higher tolerance for harsh terrain than settled folk... At any rate, I think my that my "urbanization" mechanic described in the OP may provide a better solution than adjusting values purely based on the terrain. Hordes should have lower tax efficiency in more "urbanized" provinces (apart from their capital), but get a large production bonus in less "urbanized" provinces (and hordes of course wouldn't be able to urbanize provinces themselves).

5. Cores. What does it mean for a province to be a core territory of a nomadic tribe? It's not just about forging documents and taking over the administration, as it would be for the settlers. If the settlers still have farms around, it's going to be very inconvenient for them and as victors they'd certainly want to get rid of that - that's the whole purpose of Horde conquest, beside looting and population control. A Horde nation would suffer, say, 150% of normal ADM cost plus the equal number of MIL points, and it should take even longer than usual to core a province... This would imply that not only the province has changed owner, a large portion of population itself is displaced. Instead, the vacated settler territory would be Horde pastureland, so the culture and religion change to that of the Horde. This would also make the settler core to disappear sooner, since the culture changed.

I guess I sort of see the "coring" process different from you- for me it's less about the province adopting your administrative methods and more about you being considered a rightful owner of the province in the public eye. Anyway, I guess one disadvantage of my "urbanization" mechanic in its current form is that it's largely one-way, unlike what you describe, but that could be adjusted (and would also lead to unsuccessful colonies being abandoned since the mechanic is universal). To some extent I agree that it should be possible for provinces to slip back into being non-urbanized but I don't think that this should correspond to hordes coring territory; that should maybe happen after several decades of being under horde rule.

6. Then, what if a settler nation decides to conquer a Horde territory and core it? It should take longer since the area needs to be basically repopulated and you'd be building hell lot of new farms (even if there is a surviving city, in EU4 time frame most of the world was still agrarian), but it would cost them the normal coring cost. And since the nomads are gone and every farmland is reclaimed by then, the culture and religion also follows the conquerer's, be it Persian or Russian or Chinese.

In my vision where a horde coring territory wouldn't immediately "de-urbanize" it if it was already urbanized, they could just reclaim the core, but if it was a province that had never been urbanized, in my system it would be treated the same as any other colony and the settled society would need to urbanize the province before coring it.
 

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Without some way to extend military viability of hordes past the first 100 years of the game, since horde units are completely obsolete past miltech 12 (1557) and doing any form of reform or westernization removes the horde status, doing a complete mechanics overhaul on hordes is a complete waste of time and resources.

If thats addressed, than I can consider the above ideas a bit more seriously.

i disagree. thats like 1/3 of the game IIRC. and hordes(and natives) really do need to be properly represented. while this is europa universlais, thats no excuse to amke anything but europe horribly wrongly represented. while i dont think i saw an option coming around thats perfect, most of them are still an large improvement over the current system.

i'd personally like to see an form where plains and the like are much more valuable for hordes, and giving them some sort fo way to conquer things without suffering OE, at the cost of instability if your nation is weak and risking those territories breaking away. also, i'd liek hordes to be basicly permanently in an state of war with their neighbours UNLESS specified that theyre not, without the AI seeing or fighting it as an normal war. on top of this, give them an way to take provinces during these wars if they can take them and that way expand instead of warring and then making the lands pass hands though treaty.
 

mcmanusaur

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9. I partially agree that it doesn't suit Hordes to be building universities and research techs. Okay, fine. Let's make the Hordes completely unable to research anything at all. Instead, a Horde with an amicable relationship with a settler nation (if it is possible) OR a Horde with a settler core in its own territory (probably more likely, and that settler nation probably must also exist) can buy technology only if the seller has a higher tech. Say, if Kazan conquers a Muscovite province, and Kazan is 3/3/3 Muscovy is 4/4/4. Kazan can spend both monarch points AND the extra money they collected from looting to find a treasonous Muscovite from the territory to transfer technology.. (and Kazan would still remain Nomad group with the associated tech costs and units) Westernization, then, will now mean they're just buying a different kind of technology through a different kind of source, and what pisses off the Hordes would be they'd be using unfamiliar weapons instead of what they take pride in. However, this should probably be compensated with an extra horde bonus. Say, army tradition loss -50% or something like that. Eventually, when they cannot pay for the new tech anymore, they'll collapse, and fast, just as many of the historical Hordes did when they couldn't conquer anymore.

At first glance this seemed a bit extreme, but on second thought I actually like the idea of hordes not being to research tech themselves. I think this would work well with the "modernization" mechanic (which replaces Westernization) that I suggested in the other thread:

A new mechanic of "modernization" should replace [Westernization], and it should be able to be used by any country (Western or otherwise) who has contact with significantly more advanced countries. A country should be able to modernize as many times as needed, but it should only be able to be begin modernizing once it falls behind a certain minimum number of tech levels, and the modernization process should entail the same penalties as "Westernization" does currently. Countries should start at 1444 with different tech levels based on history, but otherwise techs should cost the same for all countries, and the first time that a horde or tribe modernizes its government should switch.

Obviously, your idea of hordes gaining technology through wars is essential if players wish to remain as hordes, however. That said, I'd say that it probably shouldn't have to be bought; it should either be an automatic consequence of going to war with more advanced neighbors or it should be a part of the warscore.
 

mcmanusaur

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i'd personally like to see an form where plains and the like are much more valuable for hordes, and giving them some sort fo way to conquer things without suffering OE, at the cost of instability if your nation is weak and risking those territories breaking away. also, i'd liek hordes to be basicly permanently in an state of war with their neighbours UNLESS specified that theyre not, without the AI seeing or fighting it as an normal war. on top of this, give them an way to take provinces during these wars if they can take them and that way expand instead of warring and then making the lands pass hands though treaty.

Over-extension is a good point that I hadn't considered. Perhaps- given that manpower should arguably replace overextension as the main factor regarding warfare for hordes as Karavinka suggested- hordes should simply receive no over-extension for conquering non-urbanized provinces (urbanized provinces would obviously be a different story).
 

mcmanusaur

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2. Hordes don't recruit; they mobilize. Every adult male herder is essentially a trained horseman. The recruitment time and the maintenance for the Hordes should be dramatically reduced compared to the settlers, who need to recruit, equip and train them. The Horde recruitment would be equivalent to hiring mercs, time-wise.

3. However, nomad population grows much more slowly compared to the settlers. Horde manpower growth (whose maximum should be calculated according to the Horde standard) should reflect that; 50% slower manpower recovery sounds O.K. to me. Since their whole male non-elderly adult population would be potential horsemen, the 50% larger maximum (as it currently is) might be kept intact but the recovery should be far slower, so the manpower actually becomes more precious. Nomads didn't lose because they got weaker; there are just so many, so many, so many more farmers as time went that they couldn't win anymore.

4. "We've been in peace too long" - this shouldn't be mechanically triggered after a certain number of years. Why do the Hordes go to war? Nomadic lifestyle cannot support as much population density, and it is the population pressure which drives them to seek more land to herd their flock. Let's say, if a Horde nation has more than 70% of their manpower reserve, the "Khan is pussy" event should trigger with higher and higher frequency, since now they would be in conflict with each other over limited pastoral lands. That is, a depleted Horde shouldn't be getting these events since there are lands to go around; an overpopulated Horde would be forced into war.

8. "Horde" CB should allow cheaper vassalization, perhaps 100% should always enable vassalization. However, that needs to come with a penalty as well: being a vassal to a "Horde" government should permanently set a significant malus (say... -50? is that too much or too little?) and the AI should seek harder to use their "Independence" CB if the overlord is a despicable barbarian. (Or a successful pretender or revolutionary rebellions should break the vassalage) And while the Hordes collect tributes, their tribute income does not increase their force limit nor contribute anything to their manpower. Normal vassalization rules would be in place between Hordes; and if a settler vassalizes a Horde, then the settler will not expect money but the comparable force limit increase.

In addition, a Horde should not be able to annex a settler vassal. Instead, in a truly Horde fashion, it should break vassalage (without stab hit) and go for conquest once again. (You might think this would be exploited, so a tiny vassal could be attacked and attacked... no, that'd be useless because that would not solve the overpopulation (reserve manpower reaching their 10-year maximum) which would trigger "our Khan sucks" events.

10. Hordes should be able to "siege" enemy province without infantry. This would mean that the Horde cavalry unit would pillage everything in sight every siege phase, and this should give them a small income every siege phase, until the defending garrison simply runs out of any potential supply route. But a 100% cavalry burn-everything-make-everything-waste-until-they-starve should take noticeably longer to complete... which you might want to delay for the sake of loot income in the mean time. However, repeating this action should accumulate not only the AE, but another kind of malus.. say, -5 "uncivilized brutes" per province looted in a war.

So, if you play the Oirat Horde and you want to run over Ming, lay complete waste of every province and vassalize Ming in one go, you should be able to do it. But you should also pay the huge AE (for vassalizing Ming) and something like -150 "uncivilized brutes" if you sacked every single one of them. You deal with the coalition, of course and you shouldn't complain if everyone including your vassal Ming comes to kick you out of your pasture land and build farms there.

11. You can't hire mercs. That's for the pussies who can't ride horses and shoot arrows. You can hire mercs if you reform your government to a my-ass-is-too-heavy-to-move government.

I don't have a whole lot to add other than saying that I agree with pretty much of all of the changes to horde warfare that you suggest above; it would do a lot for making the horde experience more unique. Well, the one thing is that you've made me realize how glaring the absence of pillaging in EU IV is in general, for hordes and other countries alike.

7. What about the Timurids with huge Persian territories, etc? Much of the Central Asia has a rich history of city states and trade routes, and what happens to them if a Horde takes control? Timurids would not have them cored. A player (or the AI) should make a decision whether force-coring the mountainous Persian territory is worth the trouble or not. Instead, a Horde can choose to sack its non-cored territory at a regular interval (while fighting the rebels of course). When a piece of province is no longer valuable and is more of a liability than an asset, a Horde can simply abandon it. This would spawn/flip to whatever core-holding nation with the highest revolt risk.

This would mean that a Horde nation can either choose to continue pillaging everything down to nothing and leave for a new prey; or, if they eventually find a suitable terrain, they would choose to "settle" there and eliminate settlers. (They would "core" it.) As they continue pillaging settler provinces, these non-cored provinces are essentially their life support, so should provide a normal manpower (for the Hordes) but the max manpower and manpower recovery rate should eventually fall down, as the province exhaustion rises higher. That way, Timurids would not try to stabilize Persia as the AIs (and human players) do; they would rush out somewhere else when the Persian / Khorasani provinces become depleted.

This is a nice example of where the "urbanization" and "modernization" mechanics I have described would interact. The way I see it, the Timurids (a horde that starts off with mostly urbanized provinces) have two choices; they can either forsake their way of life by modernizing and becoming better able to administrate their domain, or they can seek out less urbanized territory more conducive to their horde government as you suggest. That is the kind of decision that I think more successful hordes should be faced with.
 

Novacat

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i disagree. thats like 1/3 of the game IIRC. and hordes(and natives) really do need to be properly represented. while this is europa universlais, thats no excuse to amke anything but europe horribly wrongly represented. while i dont think i saw an option coming around thats perfect, most of them are still an large improvement over the current system.

1/4, game lasts 376 years, and saying that Horde units are obsolete at miltech 12 is generious, let me give you a breakdown.

Their infantry has 4 pips, 1 offensive/defensive morale, and 1 offensive/defensive shock
Their cavalry has 7 pips, 2 offensive/defensive morale, 2 offensive shock and 1 defensive shock.

Infantry: Surpassed by Western, Indian, Eastern, Ottoman, Muslim by miltech 5, Surpassed by Chinese group by miltech 6
Cavalry: Surpassed by Ottoman by miltech 8, Surpassed by Muslim by miltech 9, Surpassed by Eastern/Western by miltech 10, Surpassed by Chinese by miltech 11

Even New World/African tech groups get upgrades around miltech ~10 that surpass the best Horde units.

Horde units are great in the first 50 years or so but they get matched past that, and when I say 'completely obsolete', I mean 50k Hordes can go up against 10k of other tech levels and still lose. The point of parity is much, much earlier than that.

This is why I hate people talking about horde mechanics when they make it abundantly clear they have never, ever played a horde before. Theres a reason why virtually all viable Horde strategies can be summed up as 'Westernise or die'.
 

Novacat

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Maybe that's not desirable.

Maybe its not, but nobody has even attempted to address the problems hordes have, and spending hundreds of work-hours building overengineered mechanics for a faction group thats going to either be forced to westernise/reform (which, as of 1.3, will erase those unique mechanics) or get erased off the map is a complete waste of Paradox's time and resources. As for the above suggestions, they have enormous problems of their own but its not even worth addressing those until if/then the elephant in the room is addressed.
 

Riidi

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Maybe its not, but nobody has even attempted to address the problems hordes have, and spending hundreds of work-hours building overengineered mechanics for a faction group thats going to either be forced to westernise/reform (which, as of 1.3, will erase those unique mechanics) or get erased off the map is a complete waste of Paradox's time and resources.
I think people have repeatedly addressed the problems hordes have: They're a damn joke that aren't threatening to the settled nations, don't encourage any particularly historic or fun playstyle either with or against them, and the sole piece of balancing paradox appears to intend to do is to remove their government bonuses on Westernization.
 

Novacat

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...and I currently do not see how any of the above suggestions are going to change that at all. If anything its going to make Hordes eating their own even more desirable because urban, highly populated provinces will be toxic to the horde.
 

Riidi

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...and I currently do not see how any of the above suggestions are going to change that at all. If anything its going to make Hordes eating their own even more desirable because urban, highly populated provinces will be toxic to the horde.
I think - I hope - the idea is that they would give them extremely great wealth, allowing them to tech up and support lrager armies.
 

mcmanusaur

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Maybe its not, but nobody has even attempted to address the problems hordes have, and spending hundreds of work-hours building overengineered mechanics for a faction group thats going to either be forced to westernise/reform (which, as of 1.3, will erase those unique mechanics) or get erased off the map is a complete waste of Paradox's time and resources. As for the above suggestions, they have enormous problems of their own but its not even worth addressing those until if/then the elephant in the room is addressed.
Well, unless you're planning to (1) offer meaningful feedback about the above suggestions that you so vaguely dismiss, (2) suggest a viable alternative of your own, or (3) refrain from dragging the thread off-topic, then you can feel free to kindly excuse yourself from this thread. This thread is about making the experience of playing hordes more unique and authentic, not about balancing them; there's already the other thread for that discussion.
 

unmerged(804580)

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Sorry, I wrote most of it in one go (other than fixing typos and unclear sentences...) that I didn't mention it. But regarding the units, I'm genuinely divided.

Westernize or die is basically just what happens, and I do quite early as my top priority before the units go completely obsolete. Maybe I should have stayed as a nomad-tech horde for a longer time to truly see that failing. However... The peak of the Horde terror is actually over, and they are meant to be in decline... As I mentioned, the AI hordes should probably be marginalized in late game into insignificance and the player should go for westernization. I mean, Westernization is such a basic and crucial part for every sucky tech nation that I must confess I never played a nomad tech very late. (nor Chinese or Indian or Muslim) Thanks for bringing up a good point, though.

And regarding that unofficial announcement regarding 1.3... I think that truly sucks and it kills the Hordes as an interestingoption even to play as. However, I ranted about it in another thread already...
 
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unmerged(804580)

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...and I currently do not see how any of the above suggestions are going to change that at all. If anything its going to make Hordes eating their own even more desirable because urban, highly populated provinces will be toxic to the horde.

No... They won't be toxic to the horde, they'd be like your national Aztec bank conveniently in your border, or so was my point. The provinces would gradually offer less and less loots as you go on and you seek new victims, while amassing wealth to fund a large horde army as well as new tech. That was essentially the idea.
 

Novacat

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Well, unless you're planning to (1) offer meaningful feedback about the above suggestions that you so vaguely dismiss, (2) suggest a viable alternative of your own, or (3) refrain from dragging the thread off-topic, then you can feel free to kindly excuse yourself from this thread. This thread is about making the experience of playing hordes more unique and authentic, not about balancing them; there's already the other thread for that discussion.

Except the point I am bringing up is why bother making hordes more unique and authentic when they are forced to westernize/reform by 1500 or die, unless they are allowed to upgrade to western tech without losing the horde mechanics. As someone else said, Hordes are supposed to be a terror but with the changes Paradox is making, they are going to end up being on the same level as subsaharan africa and native america, pretty much sitting around until the Europeans (Mostly Russians, British in the case of the Mughals) liberate them of their land. Since that is the direction Paradox is currently going, I consider any 'overhaul' of horde mechanics to be a complete waste of time.
 

fridabina

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I still don't understand why hordes are not allowed better unit types, it's not like the Horse archers and such where suddenly useless. They stayed a formidable foe well into the 1700s and often Hired as Mercs all over Eastern europe. Meanwhile in Central europe, the Shaybanid Dynasty(Uzbeks) get their own cavalry type.... in the muslim group? I just find a little bit odd.
Further to the east Manchu has been added to the Nomad group and are now expected to be able to conquer China with the same unit type for the whole game unless they somehow manage to reform the government.