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Steppe hordes

Horde ideas
Notes:

For Government steppe horde.png 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 territory of the former Flag of Mongol Empire Mongol Empire and are essentially successor states to it. These nations are characterized by relatively large amounts of low Development.png[Development] land, with steppes and desert being by far the most common terrain, making further increasing development costly.Steppe hordes have access to a variety of horde-specific mechanics added with Patch 1.14 along with the The Cossacks.png Cossacks DLC, such as several unique casus belli, succession crises, horde unity, razing and significant bonuses to cavalry and warfare in general.

Contents

MechanicsEdit

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

Steppe Nomad government typeEdit

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 a Monarchy, a Republic or a Theocracy via the governmental reform mechanics (Requires Dharma  )

Without the DLC, this requires the   Feudalism institution and either   Administrative,   Economic or   Innovative ideas completed.

UnitsEdit

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 unityEdit

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%
  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
  •   Tribes estate   Loyalty below 40:
    •   Influence below 20: −1 yearly
    •   Influence at least 20 but less than 40: −2 yearly
    •   Influence at least 40 but less than 60: −3 yearly
    •   Influence at least 60: −4 yearly
  • 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:

  Traditions Ideas Bonuses Policies
+1.0 yearly
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Ilkhanid idea 1: Restored Ilkhanate
  • Manchu idea 4: The Later Jin
  • Oirat idea 3: The Four Oirats
  • Timurid idea 4: Chagatai Literature
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service
+0.5 yearly
  • Jurchen idea 2: The Queue

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 ConquestEdit

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 FeudEdit

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 bonusEdit

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, Woods, 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 crisisEdit

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 an 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.

RazingEdit

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.
  • 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 30 years for provinces above 30 developments, 20 years for provinces above 20 developments, and 10 years for the others.

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 25% ~ 100%, depending on Tribes Influence level.

TributariesEdit

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 hordesEdit

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

AchievementsEdit

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

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology