Update log
Full Crusader Kings III update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello there!
Extracted changes
- Gameplay
- Balance
- Maps
Welcome back to the first official dev diary for our Core Expansion this year, Khans of the Steppe. For those who did not see it, we first talked about the DLC back last month with Dev Diary #162 - Steppe by Steppe, so I recommend reading that first.
Today we will discuss Tributaries, Confederations, and Raid Intents. All three topics were mentioned in the previous Dev Diary, but we will discuss them at length in this one, so let’s settle in like a migrating nomad and get started.
Follow-up from Previous Dev Diary
The team has gone through an intense iteration period based on both feedback collected internally and the comments received from our previous Dev Diary. Many changes have been thus made, and we are sure we are not done with it yet. However, here's a small list of some of the most significant tweaks done based on your feedback:
A new, "base" Tributary type has been made available for non-Nomads.
Concerns about the Nomadic economy have been addressed by adding a monthly income for nomads based on their Herd size (symbolizing the trade of meat, hides, etc.)
A game rule has been added to include Nomadic governments in the Sahel, Arabia, the horn of Africa, Sami and Karelia regions
Tweaked the borders of the Steppe and characters who should be nomadic in all bookmarks (more than I can list here, screenshots will be shared in following Diaries)
We've added a Culture and Faith specific to your Nomadic Capital, different than your own
Adventurers can now become Nomads if they move into a Herder holding
We have expanded what we originally scoped for razing
We've extended and altered the effects of some Seasons
We have made it possible to grow your herd if you hold lands outside of the Steppe, giving those counties Fertility if held by a nomad
Tributaries
One of the new features we’re introducing with Khans of the Steppe, and the free update that goes along with it, are Tributaries. Vast nomadic realms like the Cumans, Khitans, and Khazars were not kept together by a tiered system of formal vassalage and pledges of fealty, nor were they delineated by culture or religion. Instead, the harsh realpolitik of the steppe applied - whoever could muster the greatest capacity for destruction on their neighbors proved themselves worthy of tribute, in exchange for the privilege of not being trampled underhoof. Modeling this type of subject relationship properly was the impetus for the Tributary feature.
Let's back up a bit and discuss some fundamentals first though, because tributaries aren't just a nomad thing. While Tributaries are similar to vassals in some respects, they represent a whole new type of unequal diplomatic relationship in the game. As a result, many game elements that formerly referred to "vassals" now refer to "subjects" instead. Subjects can be either vassals or tributaries, and these sub-types adhere to different rules. As with vassal contracts, there can be different types of tributary contracts with varying degrees of obligations. In most cases, these terms can be renegotiated.
Tributaries can be seen as a more independent subject type compared to vassals. While in most cases they share the map color and realm name with their suzerain, they can act and be interacted with independently, even when it comes to warfare. Most tributary types can also be created through peaceful means, by a sovereign ruler pledging tribute to a nomadic realm in exchange for a guarantee to not be attacked by them, or through a
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