Tribes should be difficult to hold on to for non-tribes

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Tuo

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Tribal lands should be hard to exert centralized authority over - but in CK2, it's a common sight to see HRE and ERE conquer vast tracks of tribal lands soon after game start and hold it to the end of the game. This is both a problem for game balance, as the tribal states are very weak compared to the powerful empires, and it makes little sense historically for lands with no infrastructure and scattered population to be so quickly, easily and permanently subjugated. I've seen it suggested before that non-tribals shouldn't be allowed to declare wars for land against tribes, but that's a clunky solution that brings problems of its own. So, onto how to resolve this.

My suggested method would be to have tribal counties whose holders don't have the same culture as the county automatically secede on liege death, with the heir gaining strong claims on those titles, and tribal vassals with a different culture group than their liege being always willing to create and join independence factions, regardless of de jure titles. This would make it possible for feudal and clan realms to expand to tribal lands, but holding on to that land is difficult if the locals see you as too foreign to their customs. An easier, but more limited way to exert authority over that land would be to make the tribal ruler a tributary.
 
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Cyhort

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Make it a game option if they break away on succession. Otherwise it's like a more annoying gavelkind with even less you can do to fix it and I can imagine I'm not the only one who wouldn't want to deal with that in every game.
 
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Tuo

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Make it a game option if they break away on succession. Otherwise it's like a more annoying gavelkind with even less you can do to fix it and I can imagine I'm not the only one who wouldn't want to deal with that in every game.
A way to address that without a game rule would be to have a late-game cultural innovation that lets you block that secession, enabling developments such as the territorial growth of Grand Duchy of Moscow into Perm region towards the endgame.

Regardless, it wouldn't be something you'd be forced to deal with unless you deliberately sought out to conquer tribal lands outside your own culture group, and even then you have a councilor task to convert the culture of a province to your own. The very point would be to make the tribal lands and their culture groups a soft barrier for expansion in that direction.
 
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DreadLindwyrm

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My suggested method would be to have tribal counties whose holders don't have the same culture as the county automatically secede on liege death,
So.

As a Norman I conquer part of Ireland and install a Norman count to rule over an Irish tribal county.
On my death, my Norman count secedes,

On the other hand, if as a Norman I conquer part of Ireland and install an Irish count over that same Irish tribal county, on my death it wouldn't secede?

That seems backwards.
 
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Pointyearedgit

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Tribal lands should be hard to exert centralized authority over - but in CK2, it's a common sight to see HRE and ERE conquer vast tracks of tribal lands soon after game start and hold it to the end of the game. This is both a problem for game balance, as the tribal states are very weak compared to the powerful empires, and it makes little sense historically for lands with no infrastructure and scattered population to be so quickly, easily and permanently subjugated. I've seen it suggested before that non-tribals shouldn't be allowed to declare wars for land against tribes, but that's a clunky solution that brings problems of its own. So, onto how to resolve this.

My suggested method would be to have tribal counties whose holders don't have the same culture as the county automatically secede on liege death, with the heir gaining strong claims on those titles, and tribal vassals with a different culture group than their liege being always willing to create and join independence factions, regardless of de jure titles. This would make it possible for feudal and clan realms to expand to tribal lands, but holding on to that land is difficult if the locals see you as too foreign to their customs. An easier, but more limited way to exert authority over that land would be to make the tribal ruler a tributary.

Why not just what the devs have done so far, give tribes effective prestige based MAA and lots of levies with little cash? Feudal territories could also be hard to hold onto historically, why do we need special solutions for tribal holdings? For the steppe, I kind of get this, but they already have a terrain-based flat penalty to development and nomads are just a rough approximation right now.

This whole inheritance thing just seems equally clunky to me. My guess is, you will need to convert the county to your culture to make it worth it to hold and protect, but now you are hampered by the terrible development dragging down your average development and occupying your steward's time that should be spent getting you buildings and money.
 

Tuo

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So.

As a Norman I conquer part of Ireland and install a Norman count to rule over an Irish tribal county.
On my death, my Norman count secedes,

On the other hand, if as a Norman I conquer part of Ireland and install an Irish count over that same Irish tribal county, on my death it wouldn't secede?

That seems backwards.
I was thinking more along the lines that the Irish tribe kicks out the Norman count, or perhaps more intuitively, appoints one of their own to lead them instead of the count's own successor when the count dies. I do agree that it seems a little odd that if governed by an Irish tribal chief, the tribe would have a harder time breaking away (needing to revolt via faction), but I'm not sure how to bridge that gap.
Why not just what the devs have done so far, give tribes effective prestige based MAA and lots of levies with little cash? Feudal territories could also be hard to hold onto historically, why do we need special solutions for tribal holdings? For the steppe, I kind of get this, but they already have a terrain-based flat penalty to development and nomads are just a rough approximation right now.

This whole inheritance thing just seems equally clunky to me. My guess is, you will need to convert the county to your culture to make it worth it to hold and protect, but now you are hampered by the terrible development dragging down your average development and occupying your steward's time that should be spent getting you buildings and money.
Why? Because historically, controlling such territories beyond culture borders meant displacing the locals (converting culture) or making the land such that it can be more effectively controlled (making it not tribal), and to my knowledge, in northern Europe and Asia, this isn't something that happened before 13th century (if I'm mistaken, do please correct me). With little to no infrastructure and scarce and decentralized population, exerting authority would have been very difficult.

As to how to avoid those tribes simply denying your authority, you would have the tribe have their own chief, and either deal with the independence factions, or have the tribes be vassals to a feudal vassal of yours who shares culture group with them (assuming you're at least king level) and deal with the opinion penalty - or you slowly work to displace the local culture with your own. The key point would be that tribes want their chief to be of their own culture, and tribal chiefs want their liege to be of the same culture group. The challenges involved in managing these demands are the soft barrier limiting, but not preventing, the expansion of foreign feudal realms into tribal lands that I was talking about. It's not that all the tribes are strong enough to resist even the most powerful feudal realms, but that there's very little to grasp on to with an iron fist, and doing that means sending your armies there whenever they no longer recognize your authority.
 
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Pointyearedgit

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Why? Because historically, controlling such territories beyond culture borders meant displacing the locals (converting culture) or making the land such that it can be more effectively controlled (making it not tribal), and to my knowledge, in northern Europe and Asia, this isn't something that happened before 13th century (if I'm mistaken, do please correct me). With little to no infrastructure and scarce and decentralized population, exerting authority would have been very difficult.

As to how to avoid those tribes simply denying your authority, you would have the tribe have their own chief, and either deal with the independence factions, or have the tribes be vassals to a feudal vassal of yours who shares culture group with them (assuming you're at least king level) and deal with the opinion penalty - or you slowly work to displace the local culture with your own. The key point would be that tribes want their chief to be of their own culture, and tribal chiefs want their liege to be of the same culture group. The challenges involved in managing these demands are the soft barrier limiting, but not preventing, the expansion of foreign feudal realms into tribal lands that I was talking about. It's not that all the tribes are strong enough to resist even the most powerful feudal realms, but that there's very little to grasp on to with an iron fist, and doing that means sending your armies there whenever they no longer recognize your authority.
Ok so basically you are saying that feudal areas are *easier* for foreigners to control vs tribal areas. I don’t think there is sufficient evidence to back this up.

(TL;DR for this section, using historical evidence for tribal vs feudal governance doesn’t make much sense in this context, given the simplistic nature of these classifiers.)
First of all, it is certainly debatable whether Northern Europe was feudal for a long time, But let’s be honest here, that is a discussion across the map and thus a can of worms beyond the scope of this thread. Now, if you are implying that “Northern Europe” is entirely *tribal* up to the 13th century, ummm no. In fact, it’s even more messy than that as, for example, Northern Europeans formed many of the towns in an England that was dominated by smaller agrarian groups during the so-called ‘dark ages’. Even the idea that “tribal” areas are inherently less advanced than feudal ones (as CK defines them) is problematic. Part of this is the necessarily simplistic system used in CK to simplify gameplay.

Secondly, included in your second paragraph, all of this stuff already exists for feudal regions, we don’t need new special ones for tribes (IMO). Popular opinion is a thing, populist revolts are a thing, this is covered (or at least the necessary game mechanics exist). Controlling feudal regions wasn’t trivial, remember the Normans *added* keeps in England to establish control, that is the equivalent of converting a feudal region to ... feudal using your explanation. So I don’t think tribes should get or even need special extra mechanics here.

So adding this inheritance thing doesn’t add any value as far as I’m concerned. If tribals are militarily viable until high and late feudal eras, isn’t that a better solution?
 
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Duditsfireguy

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I was thinking more along the lines that the Irish tribe kicks out the Norman count, or perhaps more intuitively, appoints one of their own to lead them instead of the count's own successor when the count dies. I do agree that it seems a little odd that if governed by an Irish tribal chief, the tribe would have a harder time breaking away (needing to revolt via faction), but I'm not sure how to bridge that gap.

Why? Because historically, controlling such territories beyond culture borders meant displacing the locals (converting culture) or making the land such that it can be more effectively controlled (making it not tribal), and to my knowledge, in northern Europe and Asia, this isn't something that happened before 13th century (if I'm mistaken, do please correct me). With little to no infrastructure and scarce and decentralized population, exerting authority would have been very difficult.

As to how to avoid those tribes simply denying your authority, you would have the tribe have their own chief, and either deal with the independence factions, or have the tribes be vassals to a feudal vassal of yours who shares culture group with them (assuming you're at least king level) and deal with the opinion penalty - or you slowly work to displace the local culture with your own. The key point would be that tribes want their chief to be of their own culture, and tribal chiefs want their liege to be of the same culture group. The challenges involved in managing these demands are the soft barrier limiting, but not preventing, the expansion of foreign feudal realms into tribal lands that I was talking about. It's not that all the tribes are strong enough to resist even the most powerful feudal realms, but that there's very little to grasp on to with an iron fist, and doing that means sending your armies there whenever they no longer recognize your authority.
What you're suggesting doesn't sound fun at all and will just make it a grind to convert tribes to your culture. there comes a time when it's gameplay vs historical accuracy and gameplay should be put first,
 
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Tuo

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Ok so basically you are saying that feudal areas are *easier* for foreigners to control vs tribal areas. I don’t think there is sufficient evidence to back this up.

(TL;DR for this section, using historical evidence for tribal vs feudal governance doesn’t make much sense in this context, given the simplistic nature of these classifiers.)
First of all, it is certainly debatable whether Northern Europe was feudal for a long time, But let’s be honest here, that is a discussion across the map and thus a can of worms beyond the scope of this thread. Now, if you are implying that “Northern Europe” is entirely *tribal* up to the 13th century, ummm no. In fact, it’s even more messy than that as, for example, Northern Europeans formed many of the towns in an England that was dominated by smaller agrarian groups during the so-called ‘dark ages’. Even the idea that “tribal” areas are inherently less advanced than feudal ones (as CK defines them) is problematic. Part of this is the necessarily simplistic system used in CK to simplify gameplay.

Secondly, included in your second paragraph, all of this stuff already exists for feudal regions, we don’t need new special ones for tribes (IMO). Popular opinion is a thing, populist revolts are a thing, this is covered (or at least the necessary game mechanics exist). Controlling feudal regions wasn’t trivial, remember the Normans *added* keeps in England to establish control, that is the equivalent of converting a feudal region to ... feudal using your explanation. So I don’t think tribes should get or even need special extra mechanics here.

So adding this inheritance thing doesn’t add any value as far as I’m concerned. If tribals are militarily viable until high and late feudal eras, isn’t that a better solution?
I'm saying utilizing existing infrastructure and tradition of rule is easier than exerting authority over peoples that live in scarce small villages, many of them semi-permanent, in vast, hard-to-traverse lands.

Also, I'll gladly focus more on gameplay implications as well, as as you said, the distinction between tribal and feudal is largely a gameplay abstraction. That said, I wasn't implying all of North Europe was tribal, what I said was that in Northern Europe, it wasn't until quite late in the game's timeframe that these scarcely populated tribal lands were conquered and held from thereon by foreign realms - within the region there definitely was development, and this suggestion would not prevent the spread of more organized realms from within (such as the Scandinavian kingdoms).

In a manner, this stuff exists for feudal realms, yes (which kinda goes to your point of controlling feudal regions not being trivial), but not as harsh - and as such, adopting a more organized government form would help a formerly tribal realm expand beyond culture group borders. The difference is that while a county held by a ruler with wrong culture may participate in a populist revolt, a tribe ruled by an outsider directly would, due to the effective remoteness of the tribe, simply replace the foreigner with one of their own and in doing that, deny the authority of the liege. A tribal chief that is a vassal to a liege of a different culture group would conspire for independence regardless of the de jure titles of the liege, which feudal vassals don't do.

My position is such as that a soft, dynamic barrier would help make the interactions between feudal (and clan, in southern side of the map) and tribal realms feel different from interactions within a government type group, and that that difference, that slow moving border between the feudal and the tribal worlds with its associated struggles, would ultimately be to the benefit of enjoyable gameplay - tribal realms, from how they have been described to work so far, are very volatile in their strength, and I would not like to see all of the tribal realms west of Ural conquered by more powerful feudal realms within 100 years of game start. Perhaps this is an unfounded fear, hopefully it is, but even if it is, I still believe that the additional layer of challenges presented by newly conquered tribal lands would make the game more fun, both as a feudal ruler bordering tribes, and as a tribal ruler.

Feudal realms and tribal realms are different and play different. No, I don't think making them symmetric is a better solution.
 

Tryvenyal

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I suggested something simelar for CK2 once but I think it´s valid fror CK3 asw.
  • Double unrest for wrong culture and wrong religion in tribal counties
  • New provincial duchy- tier revolt type - Barabarian uprising or something simelar. They pillage all cities and castles and churches whose priest is not of their religion. The leader is a skilled warrior and a real savage.
Peasant revolts should only happen in tribal lands if ruler has same culture and religion as the revolting county, and if all lieges are tribal. Othervize it´s a "barbarian uprising".

This should fix 2 big tribal CK2 issues: Tibal blobbing and tribal subjugation.
 
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Battlex

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Tribal lands should be hard to exert centralized authority over - but in CK2, it's a common sight to see HRE and ERE conquer vast tracks of tribal lands soon after game start and hold it to the end of the game. This is both a problem for game balance, as the tribal states are very weak compared to the powerful empires, and it makes little sense historically for lands with no infrastructure and scattered population to be so quickly, easily and permanently subjugated. I've seen it suggested before that non-tribals shouldn't be allowed to declare wars for land against tribes, but that's a clunky solution that brings problems of its own. So, onto how to resolve this.

My suggested method would be to have tribal counties whose holders don't have the same culture as the county automatically secede on liege death, with the heir gaining strong claims on those titles, and tribal vassals with a different culture group than their liege being always willing to create and join independence factions, regardless of de jure titles. This would make it possible for feudal and clan realms to expand to tribal lands, but holding on to that land is difficult if the locals see you as too foreign to their customs. An easier, but more limited way to exert authority over that land would be to make the tribal ruler a tributary.
Just make it like nomad holdings in ck2 would break off if conquered by a feudal or merchant Republic. Tribal contracts to a feudal liege could also be so weak that they're better than the tribe being independent
 
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Tryvenyal

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Just make it like nomad holdings in ck2 would break off if conquered by a feudal or merchant Republic. Tribal contracts to a feudal liege could also be so weak that they're better than the tribe being independent

Sounds very unfun, honestly, as is the nomad solution in CK2. Make them a posssible spark of civil war instead during succession, them just breaking free as nomads, destroying my pending city foundation is really frustrating and unfun.

Nobody should ever break free without an ability for the liege to react upon it.
EDIT: The exception in CK2 I accept is when liege looses a decadence war.
 
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Tuo

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Sounds very unfun, honestly, as is the nomad solution in CK2. Make them a posssible spark of civil war instead during succession, them just breaking free as nomads, destroying my pending city foundation is really frustrating and unfun.

Nobody should ever break free without an ability for the liege to react upon it.
EDIT: The exception in CK2 I accept is when liege looses a decadence war.
The method I'm suggesting would only trigger breaking off if the bottom level tribal chief wasn't the same culture as the tribe itself, and unlike nomads in CK2, it wouldn't break any ongoing construction - with the strong claim you'd get from the tribe breaking off, you could immediately reconquer it as it was when it was under your control. It would be simple to avoid by having the tribe be led by a local, with the associated cost of more unruly vassals on that border. Making this effective as a soft barrier would be that if you were to expand too far with such vassals of different culture groups, you'd find yourself with a strong independence faction - but that's not a barrier that can't be overcome with effort and planning. By managing the culture, vassal hierarchy, and the government types in that region, you would be able to stabilize and make that a permanent addition to your realm - and that process would be the exact kind of gameplay that this game is all about.
 

Battlex

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The method I'm suggesting would only trigger breaking off if the bottom level tribal chief wasn't the same culture as the tribe itself, and unlike nomads in CK2, it wouldn't break any ongoing construction - with the strong claim you'd get from the tribe breaking off, you could immediately reconquer it as it was when it was under your control. It would be simple to avoid by having the tribe be led by a local, with the associated cost of more unruly vassals on that border. Making this effective as a soft barrier would be that if you were to expand too far with such vassals of different culture groups, you'd find yourself with a strong independence faction - but that's not a barrier that can't be overcome with effort and planning. By managing the culture, vassal hierarchy, and the government types in that region, you would be able to stabilize and make that a permanent addition to your realm - and that process would be the exact kind of gameplay that this game is all about.
If held by a same culture count, how likely are they to swap to duke's or King's culture?
 

Tuo

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If held by a same culture count, how likely are they to swap to duke's or King's culture?
I'm not sure I understand the question - if county culture conversion follows the same rules as in CK2, the county shouldn't switch culture if the direct holder is of the same culture, though you can do it deliberately by having your Steward convert the culture in the county.
 

Battlex

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Not to necro too much, but 'control" in a province is easier to maintain if the ruler is of same culture, so it may be beneficial to conquer tribes and then give their land to right culture but your faith rulers