Steppe hordes
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
Notes:
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 that use Steppe Nomads government reform. All hordes are located in the territory of the former
Mongol Empire and are essentially successor states to it. These nations usually have a large number of low development provinces with steppe and desert terrain, which makes peacefully increasing their development costly. Steppe hordes have access to a variety of horde-specific mechanics added with Patch 1.14 along with the
Cossacks DLC, such as several unique casus belli, succession crises, horde unity, razing and significant bonuses to cavalry and warfare in general.
General information[edit | edit source]
In 1444, the steppe nomads are the preeminent military powers of Central Asia and southern Russia. Their military units have more pips than those of their sedentary neighbors and, thanks to their government type, they have a high cavalry to infantry ratio. This makes them well suited for early warfare, whether for money from looting and war reparations or for new territory. However, they will quickly lose their advantage as neighboring countries develop and build on their more valuable province and embrace institutions, which are more likely to spawn and better able to spread in provinces that aren't controlled by hordes.
Government[edit | edit source]
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- Main article: Steppe Nomads
Most of the hordes' unique features derive from the Steppe Nomad government reform, which has the following effects:
+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: Tribal Feud (a targeted conquest CB against fellow hordes) and Tribal Conquest (a superiority CB as powerful as Holy War against everyone else) 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 a Monarchy, a Republic or a Theocracy via the governmental reform mechanics
Horde unity[edit | edit source]
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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 30:
- Looting:
+1 per 4
ducats looted
- Razing: +1 per 2 points of province
development before razing
- +0.1 yearly per point
Revanchism (+10 at 100)
- +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.
Horde ideas[edit | edit source]
Hordes have access to the Horde idea group instead of the Aristrocratic idea group. It combines several of the bonuses from the Humanist idea group with bonuses more typical of military idea groups.
Diplomacy[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.23. |
Casus belli[edit | edit source]
Steppe hordes have access to two unique casus belli: Tribal Conquest and Tribal Feud. Neither requires claims on an opponent, and neither gives unjustified demands penalties for conquering unclaimed provinces.
Tribal Conquest[edit | edit source]
- Main article: Tribal Conquest
Steppe hordes automatically gain this casus belli on all neighboring countries other than steppe hordes.
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. This can be quite useful in the first few decades of the game due to the early strength of nomadic units.
Tribal Feud[edit | edit source]
- Main article: Tribal Feud
Steppe hordes automatically gain this casus belli on all neighboring steppe hordes. 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.
Tributaries[edit | edit source]
- Main article: Tributary
Steppe hordes, like nations with Eastern religions and the Emperor of China, 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.
Tributaries are one of the most powerful parts of a horde world conquest: They take zero aggressive expansion (so fewer coalitions), can core the land their overlord has just razed, and can provide any one of ducats, manpower or monarch points as directed by their overlord.
Hence, with the Tribal Conquest CB that offers zero diplomatic cost for all provinces, the player can demand the target to (1) release the smallest nation, (2) take maximum cash (25% war score) and war reparations (10% war score) as one's loss making horde economy will need it (3) take maximum land (4) immediately make the newly released nation a tributary, then (5) keep all provinces with trade modifiers (i.e. estuary or
center of trade) for oneself, destroy enemy forts (for easier conquest next time) and only then raze all these non-cored provinces and hand them to the newly released tributary (they'll hate one for razing their cores, but they are already tributaries) (6) when the razing cool down is done, one can break tributary status and raze them again.
Economy[edit | edit source]
Hordes are tough to play for beginners as they have little income to speak of in the beginning. All their land is typically low development (high development in fact causes horde unity loss up to a maximum of 3 units per year) and they generally earn no real economic bonuses from their traditions or national ideas.
Therefore, in the beginning, continual warfare is typically required to extract maximum cash (25% war score) and war reparations (10% war score) from all their victims in order to offset the massive negative cash flows they are bound to suffer each month from maintaining a powerful army and fleet and probably from servicing huge loan interest.
With the Tributary strategy as outlined above in the Tributary section one will achieve two critical strategic foundations over a long time:
- Trade dominance: the player will dominate each trade node as one will own the key trade provinces in each node while having razed the other provinces in that node. In fact, with
Wealth of Nations or
Dharma, a country receives
+1 merchant for each trade company where the directly owned provinces allocated to that trade company make up more than 50%
trade power in that node (for this calculation other trade bonuses are ignored).
- Powerful home economy base: the player is advised to use all the mana points razed from their enemies elsewhere to develop a high development, home culture, same religion home node. The same culture and religion will mitigate penalties to their income generated at home, while the contiguous high development provinces neighbouring one other around trade provinces will spread institutions quickly once the player has spawned them there through focused province development.
Once established, this home node income and the trade income will ensure any cash concessions from victims will be a bonus that can be applied to building as many manufactories (for trade and production income) and soldier's households (for manpower) in one's home node as one can.
Military[edit | edit source]
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Units[edit | edit source]
Steppe hordes belong to the Nomad technology group. This technology group provides access to strong cavalry units in the early game, with their effectiveness relative to those of other tech groups decreasing later on. Steppe hordes' units will change to Eastern tech if Christian, Muslim tech if Muslim, or Chinese tech if Eastern.
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.
Tengri hordes (with no syncretic faith) can therefore comprise 100% cavalry, requiring no infantry, and therefore no concerns about insufficient support. This makes merging units after battles very easy. Tied to bonuses for attrition, manpower, manpower recovery and cheaper reinforcement costs it makes Tengri hordes some of the most powerful in the early to mid game. Once cannons add pips from the back row (from tech 13 and certainly from tech 16) the lack of defensive pips on cavalry make them significantly less effective from that point forward.
Steppe shock bonus[edit | edit source]
On provinces with flat terrain, hordes receive a 25% increase in damage during the shock phase. Positively affected terrain includes Plains, Steppe, Farmlands, Grasslands, Drylands, Coastal desert, Desert and Savannah. However, on provinces with no flat terrain (Hills, Mountains, Highlands, Forest, Woods, Coastline (non-desert) and Marsh), hordes receive a 25% decrease in damage during shock phase. Hordes receive the bonus/penalty whether they are attacking or defending. In a battle between two hordes, they both receive the bonus/penalty.
Razing[edit | edit source]
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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 in each category by approximately[1] 1 for every 3
development in that category above 1 before razing (rounded up)
- Provides 25 monarch points in the respective category for every point of
development razed, reduced by 1 for every level in
military technology above 3, capped at
military technology 23 (5 monarch points per point of
development razed).
- 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.
Total province development cannot be brought lower than 3, meaning that 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.
Razing power gain[edit | edit source]
There are a few modifiers in the game which further affect the monarch points gained from razing.
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Please help with verifying or updating this table. It was last verified for version 1.31. |
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Events | Government reforms | Estates / Religion | Policies |
---|---|---|---|---|
+33% | — |
|
— |
|
+20% |
|
— | — | |
-25% to -100% | — | — | — |
List of hordes[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.23. |
Below is a comprehensive list of all the hordes that appear in the game. Not all hordes, however, appear in the start year 1444.
Some noteworthy hordes are:
Jianzhou which starts fairly powerful and is centrally placed to form Manchu and subsequently Qing. Unfortunately forming Qing changes a steppe horde to a monarchy.
- Possibly the most powerful path for easy world conquests (comparable to a Mughal run, or an Austria with revoke privilegia vassal swarm), is
Oirat which has special bonuses when fighting Ming early on and can form Yuan while remaining as a horde (assuming Ming is fully destroyed before reforming) and then becoming the Mongol Empire.
- Another is
Crimea which can take the Byzantium cores and then release Byzantium as a vassal. The player can then play as the released vassal which will start as a tribe with its final reform being the option to become a horde, a Byzantium Orthodox Horde. This route combines the powerful Byzantium mission tree to form Rome, with probably the most powerful religion in the game as well as the powerful horde razing mechanic. Notably, such an orthodox horde would be able to marry Christian monarchs to form personal unions.
Achievements[edit | edit source]


Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |