A tribe is regarded as a society that hasn't developed a concrete definition of what a Westphalian nation-state is. Nomadic by nature, the power is held by either a chief or by a group of fellow tribesmen. They are usually Monarchies (using legitimacy, royal marriages, etc.), except for steppe nomads (who use horde unity; see below) and native tribes (who don't use any government strength value).
Steppe nomads, normally referred to as hordes or khanates, is a loosely organized form of government where power is held mostly by the tribes, but united under the khan. They are barred from taking most country-formation decisions. It differs from mainstream monarchies in the way that each time a khan dies, all clan leaders are summoned to vote on the next khan: the khan has an heir, but if the khan dies and the heir is young enough to require a regency council, the heir is killed and replaced with another ruler.
Steppe nomads use horde unity instead of legitimacy. The effects of horde unity are proportional to its value. Listed below are the main milestones.
Variable
0%
50%
100%
National unrest
+2
0
−2
Discipline
−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
Passive −0.005 yearly tribal allegiance for each point of development the nation has (capped at −3 yearly tribal allegiance at 600 development)
Traditions
Ideas
Bonuses
Policies
+1
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Aq Qoyunlu idea 2: Unite the Clans
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Tribal allegiance gain/loss from battle is equal to three times the prestige gained/lost in battle. Humiliating rivals or being humiliated will result in a gain or loss of 30 tribal allegiance.
30 points of tribal allegiance can be spent for one of the following effects:
Ability
Effects
Enlist General
Gain a general with 40 army tradition.
Train Horsemanship
Get +15% cavalry combat ability for 10 years;
Conscript from Tribes
Start production of 6 cavalry units in the capital at a quarter the time.
A native council is the government form of all native tribes in North America north of Mexico and in South America east of the Andes. The tribes of Eastern Siberia share some similarities with their New World counterparts.
These governments don't use legitimacy, republican tradition or any other type of government strength value. There is no heir system: at ruler's death, a new one is generated with random stats.
Type
Level
Effects
Description & notes
Native Council
0
−33% Stability cost modifier
−25% Land maintenance modifier
−1 Diplomatic relations
−2.5% Institution spread
One or more tribes ruled by a council of hereditary positions. Its members present unanimous decisions after lengthy discussions, although one chieftain has the honor of being the official spokesperson.
A governmental form where a sovereign or military ruler rule a tribal chiefdom, with constant Casus Bellis on all their neighbors and troops who fight better on the plains.
If the government is reformed, turns into an iqta (if Muslim, or Tengri with a Muslim syncretic religion), a monarchy with Feudal Nobility (if Christian), or a monarchy with Autocracy (otherwise).
The Mongol Empire of Genghis Khan has been restored under our leadership. We are rebuilding the systems of government established by the Great Khan while avoiding the mistakes of his unworthy successors.
A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.
Only available to Aq Qoyunlu, Qara Qoyunlu and 7 small landlocked tribes of the Arabian Peninsula (all the Bedouin cultured countries plus Yas)
A political system where the tribe is controlled by an individual ruler with unlimited power and the ability to exercise any action without consequence or retribution, often ruling through fear.
Tribal Monarchy
+20% Income from vassals
A political system where a large tribal society has formed a kingdom, with one strong ruler who rules through law.
Siberian Native Council
−33% Stability cost modifier
−20% Institution spread
The Siberian Council is as an assembly of elders that is led by a joint chief.
Nations with this government form that own only one province can migrate to a neighbouring province
Fixed rank: Duchy
Gond Kingdom
+20% Fort defense
Gondwana is a land of jungles, hills and forts but most of all it is a land of many tribes. Controlling this land means affording various minor power holders a large degree of self rule and privilege. Forts are imperative to control the various groups within our kingdom and controlling them will allow us to command the loyalties of the Gond people.
Martial values have always been important in our society and as we expand a militarized society is what we must continue to build and preserve at the core of our state.
Civil Society
+5% National tax modifier
−0.05 Yearly corruption
No state can exist with only warriors. We must build up stronger ties with civil society and the urbanites in our realm so that we can better extract revenue from them.
While clan loyalties can take us far our expansion has made us the masters of more peoples than we once did. A strongly religious society can withstand expansion in both time and space more efficiently and will give us the cohesion we need.
Lip Service
−10% Land maintenance modifier
While it is important to observe religious practices to maintain our legitimacy we should not get bogged down in the principles of righteous rule and morality. Pragmatism will take us longer and allow us to support a larger state and army.
We are too reliant on the loyalties of the clans and tribes within our state. Let us instead start to build up institutional loyalty and divide the responsibilities of the state between formal offices under our ruler.
Retain Tribal Hierarchy
+150 Governing capacity
+10 Maximum absolutism
Any form of modernization must preserve the ancient hierarchies of the clans and tribes within our nation. Without the support of these groups our country will not be able to expand and thrive as it has up to now.
It is time we abandon our tribal trappings and create a fully fledged monarchy carried by institutions and not clan loyalties.
Nations in the Nomad technology group will be changed to Eastern (if Christian), Muslim (if Muslim), or Chinese tech group
Reform into Republic
Changes government type to Republic.
Lose 4 government reforms.
We must guard the liberties of our citizens and form a state where the head of government is not hereditary but instead elected from those with the right qualities.
Not available for lesser partners of a personal union.
Nations in the Nomad technology group will be changed to Eastern (if Christian), Muslim (if Muslim), or Chinese tech group
Reform into Theocracy
Changes government type to Theocracy.
Lose 4 government reforms.
Religious guidance is the road forward for our people. Let us involve the clergy in the rule of our nation and reap the rewards of a just and
Not available for lesser partners of a personal union.
Nations in the Nomad technology group will be changed to Eastern (if Christian), Muslim (if Muslim), or Chinese tech group
Become Horde
Enacts the Steppe Horde reform
Changes technology group to Nomad
The steppes call for our people. Let us abandon the sedentary traditions of our ancestors and fully embrace the free life of the open plains.