Steppe hordes

From Europa Universalis 4 Wiki
Jump to: navigation, search
Horde ideas
Notes:

For Steppe nomads.


Traditions.png Traditions:

−10% Aggressive expansion impact
−5 Years of separatism

Land attrition.png Life of the Steppe Warrior

−20% Land attrition

Cavalry combat ability.png Traditions of the Great Khan

+20% Cavalry combat ability

Land maintenance modifier.png Horse Supplies

−5% Land maintenance modifier

Land leader shock.png Steppe Leaders

+1 Land leader shock

Core-creation cost.png Tradition of Conquest

−25% Core-creation cost

Manpower recovery speed.png Logistics of the Khan

+20% Manpower recovery speed

National manpower modifier.png Glory of Conquest

+25% National manpower modifier

Idea bonus.png Ambition:

−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.

Mechanics[edit]

Steppe nomads have a few unique mechanics, setting them apart from other government types.

Steppe Nomad government type[edit]

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):

  • National manpower modifier.png +20% National manpower modifier
  • Land forcelimit.png +20% Land force limit modifier
  • Years of separatism.png −5 Years of separatism
  • Looting speed.png +50% Looting speed
  • Institution spread.png −15% Institution spread
  • Movement speed.png +20% Movement speed
  • Reinforce cost.png −50% Reinforce cost
  • Cavalry to infantry ratio.png +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.png The Cossacks DLC, use Horde unity horde unity instead of Legitimacy.png 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.png feudalism institution and either Administrative idea group.png Administrative, Economic idea group.png Economic or Innovative idea group.png Innovative ideas completed.

Execute decision.pngReform the Government (Steppe nomads)


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:

Allow

The country:


Effects

The country:

  • loses Icon stability.png5 stability.
  • loses Administrative power.png200 administrative power.

If the country:

then it:

  • becomes an iqta.
  • changes its technology group and unit type to Muslim.

If the country:

  • is in the Nomadic technology group nomadic technology group,
  • is Christian,

then it:

If the country:

then it:

Units[edit]

Steppe hordes belong to the Nomad technology group Nomad technology group. This technology group provides access to early-game strong units, with their effectiveness decreasing later on.

Uniquely, nomads enjoy a Cavalry to infantry ratio.png +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 Cavalry to infantry ratio.png +25% Cavalry to infantry ratio for being tengri (for eastern hordes) or the additional Cavalry to infantry ratio.png +10% Cavalry to infantry ratio for being sunni (for western hordes), it makes for very cavalry-oriented nations.

Horde unity[edit]

Horde nations have Horde unity Horde unity instead of legitimacy. Like legitimacy, horde unity provides scaling bonuses when it is above 50 and penalties below:

Horde unity Horde Unity 0 25 50 75 100
Effects
  • National unrest.png +2 National unrest
  • Discipline.png −5% Discipline
  • National unrest.png +1 National unrest
  • Discipline.png −2.5% Discipline
No effect
  • National unrest.png −1 National unrest
  • Discipline.png +2.5% Discipline
  • National unrest.png −2 National unrest
  • Discipline.png +5% Discipline

Horde Unity is gained and lost as follows:

  • Base −2 per year
  • −0.01 per 2 total Development.png development the country owns, limited to −3
  • Tribes Tribes estate Estate loyalty Loyalty below 40:
    • Estate influence Influence below 20: −1 yearly
    • Estate influence Influence at least 20 but less than 40: −2 yearly
    • Estate influence Influence at least 40 but less than 60: −3 yearly
    • Estate influence Influence at least 60: −4 yearly
  • Looting: Horde unity +1 per 4 Gold Icon.png ducats looted
  • Razing: +1 per point of province Development.png development before razing
  • +0.005 yearly per point of Power Projection.png power projection (+0.5 at 100)

Several ideas and polices increase horde unity:

Horde unity Traditions Ideas Bonuses Policies
+1.0 yearly
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Ilkhanid idea 1: Restored Ilkhanate
  • Timurid idea 4: Chagatai Literature
  • Diplomatic-Aristocratic: The Tenures Abolition Act
+0.5 yearly
  • Aristocratic-Economic: The Court of Wards and Liveries

With Rights of Man.png 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.png military power will increase Horde unity horde unity by 10.

Tribal Conquest[edit]

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]

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]

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]

Under regular circumstances - Horde unity 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 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]

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 icon.png 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 tech.png military technology above level 8
  • Provides Horde unity 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 Administrative power.png 51, Diplomatic power.png 68, and Military power.png 34, plus Horde unity 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 Subject tributary icon.png 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]

This is a list of hordes that appear in the game. Not all hordes appear in the start year 1444.

Chahar.png
Chahar
revolter
Crimea.png
Crimea
1444
Golden Horde.png
Golden Horde
formable
Haixi.png
Haixi
1444
Kazakh.png
Kazakh
1465
Kazan.png
Kazan
1444
Manchu.png
Manchu
1616
Nogai.png
Nogai
1444
Oirat.png
Oirat
1444
Qasim.png
Qasim
1452
Sibir.png
Sibir
1468
Uzbek.png
Uzbek
1444
Yeren.png
Yeren
1444

Achievements[edit]

I'll graze my horse here.. And here... icon
I'll graze my horse here.. And here...
As a Horde, own over 200 provinces producing grain.
Pyramid of Skulls icon
Pyramid of Skulls
As a Steppe Horde, raze a province with at least 30 development.
Tatarstan icon
Tatarstan
As Kazan or Nogai, own all Tatar culture group lands.
The Great Khan icon
As the Mongol Khanate or the Golden Horde, own or have a subject own the Chinese, Russian and Persian regions.
Turning the Tide icon
Turning the Tide
Start as a Steppe Horde in 1444 and embrace all institutions.
Gold Rush icon
Gold Rush
Reform the Golden Horde before 1500.