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Hi again folks! It's a big day today with the release of the Common Sense expansion for EUIV! Naturally, we are releasing a patch for CKII in tandem, in order to keep the save game converter up-to-date.

Patch Notes here:
- Updated government calculation to be up to date with EU4 1.12
- Fixed the localisation issues on Mac and Linux with country names
- Ibadi is now its own main religion like it should be

NOTE: We are aware of an issue on Mac and Linux caused by EU4's recent engine upgrade, which broke EU4's ability to find the exported games from CK2. For now, you have to manually copy the exported save from eu4_export/mod to EU4's mod folder but this will be fixed ASAP by the EU4 team.

Now then, this time I thought I'd talk about the internal dynamics of the nomadic hordes. As I mentioned last time, Nomads use population and manpower rather than relying on levies and taxes from Holdings, so they tend to have a lot fewer normal vassals than other realms. To compensate for this, Nomad hordes rely on a variable number of member Clans instead. The Clans are similar to regular vassals in some respects, except that they also employ Manpower and Population (oh, and you are allowed to play as a vassal Clan too, of course), and each Clan has a special opinion called Clan Sentiment of the other Clans, separate from that of its chief. As a horde grows, it will be encouraged to increase the number of member Clans. Likewise, you can have too many Clans for the amount of available land.

Crusader Kings II - Clan Management.jpg


Effective management of the Clans takes some effort due to their infighting and Sentiments. We have added a new screen to give you a proper overview of the situation. Red lines between the Clans indicate an ongoing "Blood Feud" and green lines a "Blood Oath". A Clan can only have one "blood brother" Clan, but many feuds. Feuds are started either by simple declaration, or by raiding one of the other Clans in the realm... Yes, even though you might all be serving same Khan, nothing stops you from raiding a fellow Clan's land! Blood Oaths are similar to marriage alliances; they last as long as both of the Clan Chiefs are alive, but they are only type of alliance that allows you to call another Clan to war in internal wars (and that includes the Khan!) Blood Feuds are much more persistent and can only be settled with a payment of blood money... or by the other Clan's extinction.

Another twist to the Oath and Feud status is that actions taken against one Clan will affect the Sentiment of its enemy or blood brother, as appropriate. For example, an oath-bound Clan will also become hostile to whomever is raiding you, and will dislike any clans you are in Feud with for as long as the Oath lasts. Feuding parties are allowed to freely declare outright wars against each other, fighting over the grazing lands in a single county.

Crusader Kings II - Feud.jpg


Clans can be a bit tricky to manage, not just because of their own infighting but also because they don't follow any system of laws like the Feudal realms do; they are more about frankly expecting and demanding things from their Khan. If they view the Khan as weak and pathetic they are quite prone to attempt to have him replaced with another Clan chief (usually through membership in a special Faction.)

Apart from proposing Blood Oaths and declaring Feuds, the Khan also has access to a number of special actions against the other Clans. He can demand that they split in order to maintain balance within the tribe, or even absorb them; unless they refuse, of course! Clans are also free to adopt the religion of another Clan, should they like it better for some reason (steppe nomads are fairly open-minded about religious matters.)

I am sure there is more I should mention about Clan management, but since I really need to get back to work, I'll leave you with this. :) Next time; Tributaries, Nomad succession and dynamic mercenaries!
 
Far to complicated a system.
 
Not really. I am not quite sure how to do these ingame terms but they should certainly get movement maluses. But for this to work the provinces geography would have to matter more.
 
We'll see but I doubt you'll see that kind of system.
 
I like there are less "rules". I always had issues sometimes with the rules in the feudal lands, especially when they were enforced by the game mechanics itself rather than the game itself.
 
Does this mod extend the timeline? If not, when are they going to create a mod that extends timeline forward (after 1337)?
Mod? What mod? There are usermods modifying the timeline, yes, but that discussion does not fit for this thread, a dev diary for Horse Lords, the next official extension for the game made by the developers. Or did you mean to post that in another thread?
 
Mod? What mod? There are usermods modifying the timeline, yes, but that discussion does not fit for this thread, a dev diary for Horse Lords, the next official extension for the game made by the developers. Or did you mean to post that in another thread?
He meant when are they going to release DLC to expand the timeline, and tbh the answer is probably never, since its been balanced with that end date, it stops clashes with other titles and its just very easy to mod.
 
He meant when are they going to release DLC to expand the timeline, and tbh the answer is probably never, since its been balanced with that end date, it stops clashes with other titles and its just very easy to mod.
But end date is 1453 not 1337?
 
new later start date then, IDK im just trying to be helpful without being overtly rude.
I was basing my reply upon the fact that he was talking about something else, without being rude in any way.