Steppe hordes
For steppe nomads.
- −10% Aggressive expansion impact
- −5 Years of separatism
- −20% Land attrition
- +20% Cavalry combat ability
- −5% Land maintenance modifier
- +1 Land leader shock
- −25% Core-creation cost
- +20% Manpower recovery speed
- +25% National manpower modifier
- −10% Stability cost modifier
Steppe hordes are countries with Nomadic governments. All hordes are located in the former Mongol Empire.
Hordes get access to several unique casus belli and get significant bonuses to cavalry and warfare in general, but in return have to deal with frequent succession crises.
Contents
Mechanics[edit]
Steppe nomads have a few unique mechanics, setting them apart from other government types.
Steppe Nomad government type[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Most of the hordes' unique features derive from the Steppe Nomad government type, which has the following effects (multiple bonuses are standing for different government ranks):
-
+20% National manpower modifier
-
+20% Land force limit modifier
-
−5 Years of separatism
-
+50% Looting speed
-
−15% Institution spread
-
+20% Movement speed
-
−50% Reinforce cost
-
+25% Cavalry to infantry ratio
- Always have Casus Belli on neighbors. See Tribal Feud and Tribal Conquest below.
- Bonus +25% or penalty −25% to damage in the shock phase of combat depending on whether the terrain is flat or not. See Steppe shock bonus below.
- With
The Cossacks DLC, use
horde unity instead of
legitimacy, and may raze non-core owned provinces for monarch power and loot.
- Can reform the government to become an iqta (if muslim, or tengri with a muslim syncretic religion), a feudal monarchy (if christian), or a despotic monarchy (else). This requires the
feudalism institution and either
Administrative,
Economic or
Innovative ideas completed.
Reform the Government (Steppe nomads)
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This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
For many years now our more advanced neighbors have laughed at us for our backward form of government. Well, no longer - as of today our great leader is a King!
Potential requirements
The country:
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Allow
The country:
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Effects
The country: If the country:
then it: If the country:
then it:
If the country:
then it:
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Units[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Steppe hordes belong to the Nomad technology group. This technology group provides access to early-game strong units, with their effectiveness decreasing later on.
Uniquely, nomads enjoy a +25% Cavalry to infantry ratio, meaning they can maintain a higher number of cavalry regiments within an army before suffering from the insufficient support penalty (provided they can afford the maintenance). Combined with an extra
+25% Cavalry to infantry ratio for being tengri (for eastern hordes) or the additional
+10% Cavalry to infantry ratio for being sunni (for western hordes), it makes for very cavalry-oriented nations.
Horde unity[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
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Available only with the The Cossacks DLC enabled. |
Horde nations have Horde unity instead of legitimacy. Like legitimacy, horde unity provides scaling bonuses when it is above 50 and penalties below:
Variable | 0% | 50% | 100% |
---|---|---|---|
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+2 | 0 | −2 |
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−5% | 0 | +5% |
Horde Unity is gained and lost as follows:
- Base −2 per year
- −0.01 per 2 total
development the country owns, limited to −3
-
Tribes estate
Loyalty below 40:
- Looting:
+1 per 4
ducats looted
- Razing: +1 per point of province
development before razing
- +0.005 yearly per point of
power projection (+0.5 at 100)
Several ideas and polices increase horde unity:
With Rights of Man DLC enabled, hordes can gain horde unity in exchange for military power by strengthening the government on the Government tab. Spending 100
military power will increase
horde unity by 10.
Tribal Conquest[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
Hordes get the Tribal Conquest casus belli against any bordering nation that is not nomadic. Using this casus belli has the following effects: 75% aggressive expansion, 100% prestige and 100% warscore cost for:
- All provinces
- Monetary reparations
- Enforced vassalage
- Enforced tributary state
Ticking warscore is based on battles won; if one side gains over 10% warscore from winning battles then the wargoal will start ticking in their favor.
Tribal Feud[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
Hordes get the Tribal Feud casus belli against any bordering nation that is nomadic like themselves. Using this casus belli has the following effects: 75% aggressive expansion, 100% prestige and 100% warscore cost for:
- All provinces
- Monetary reparations
- Enforced vassalage
- Enforced tributary state
The casus belli targets a specific province and ticking warscore is based on control of that province.
Steppe shock bonus[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
On provinces with flat terrain, hordes get a 25% increase in damage during the shock phase. Affected terrain includes Plains, Steppe, Farmlands, Grasslands, Drylands, Coastal desert and Desert. However, on provinces with no flat terrain (Hills, Mountains, Highlands, Forest, Coastline, Savannah and Marsh), hordes get a 25% decrease in damage during shock phase. Hordes get the bonus/penalty whether they are attacking or defending. In a battle between two hordes, they both get the bonus/penalty.
Succession crisis[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
Under regular circumstances - Horde unity above 50 - when a horde nation ends up in a regency, the heir will be replaced by a new ruler with a strong claim from a random dynasty, and 25 horde unity will be lost.
However, if the ruler dies without a heir of age or if Horde unity is below 50, a succession crisis will fire.
A size 2 revolt of pretender rebels will spawn in a random owned province. The nation gets the choice of siding with the underage heir or a new ruler from a random dynasty. Siding with the underage heir will spawn revolts of size 1 of nationalist rebels in any province that is not cored and unrest will be increased by +10 in all provinces until the succession crisis is over. Siding with the new ruler will remove the current heir, appoint a new ruler and deduct 25 horde unity.
The crisis will end once the rebels win or all the pretender rebels are defeated. Defeating the rebels will increase stability by 1 and add 25 horde unity.
Razing[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
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Available only with the The Cossacks DLC enabled. |
Hordes can raze uncored and owned provinces for monarch points at the cost of development in that province. Razing a province:
- provides all the remaining loot in the province and increases its
devastation by 10%
- lowers the province's development by 1 in each category and an additional 1 for every 5 development in that category before razing (rounded up)
- provides 20 monarch points in each category for every point of development razed. This amount is reduced by 1 per level of
military technology above level 8
- Provides
1 horde unity for every 2 points of development in the province before razing, regardless of the amount razed
- Decreases opinion of former owner by -25
Once razed, a province cannot be razed again for 20 years.
Development cannot be brought lower than 1, and provinces with 1 development in each category cannot be razed at all.
For example, razing Venezia (10/12/5), with total development 27, at military technology 11, would lower its development to 7/8/3, and provide 51,
68, and
34, plus
13 horde unity and any loot remaining.
- Note: If the tribes estate is disloyal, monarch power gained from razing is decreased by 50%.
Tributaries[edit]
- Main article: Tributary
Steppe hordes have access to a special form of subject type called tributaries. Tributaries retain full diplomatic independence and may start wars and have subjects of their own. The overlord receives a call to arms if the tributary is attacked (unless if by another tributary of the same overlord), but does not have to accept. Each year, the overlord may demand a tribute of money, manpower, or monarch points. If the tributary pays the tribute, trust increases slightly; if it refuses, trust falls significantly. Either party may renounce the tributary status at will, unless they have a truce
List of hordes[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
This is a list of hordes that appear in the game. Not all hordes appear in the start year 1444.