That is to say, simply generating a random world means you can make it a lot like the base game, only. The biggest difference between a shattered world and a random one is the scope and scale of the duchies and empires that start the game. If you can't use something I suggest here, and you really want it, buy the DLC. I have almost all of them myself (even bought The Reaper's Due just because it was there when I got back into the game recently), and I'll be writing with that assumption in mind. Put simply, this game mode richly rewards the completionist above all. Please bear this in mind if you're shattering the world (especially if you're randomizing the religions in the game) since you might just end up with nothing but unplayable factions all over the map. Shattered and Random Worlds will not allow you to circumvent DLC restrictions that lock playable pagans behind the Old Gods DLC, Muslims behind Sword of Islam, and nomads behind Horse Lords, for example. Let's start by making like a god and creating a world. As a Khagan, you may even have a new vassal clan joining you, although this may not be a good thing.Ĭompletely destroying all holdings in a county ensures that the "nomad agitation" modifier will be present.So instead of trying to cover the whole DLC in one shot, let's focus in on the one mechanic that is absolutely the most literally world-changing one in the whole package: the Shattered World rules. If playing as a nomad, be on the lookout for nomad agitation in neighbouring realms the AI rarely manages to keep nomadic counties during succession, offering a chance to grab additional land. Tribal vassals with a Stone Hillfort in their capital will usually adopt feudalism within about a year, assuming they share their direct liege's culture group and exact religion.Ĭountermeasures as a nomad A vassal with high stewardship is ideal, because they can hold many counties without feeling they need to give one away.
Alternatively, pick a county that already has hillfort progress, but ensure the vassal cannot create the duchy title. Try to pick the duchy capital, since dukes tend to move there if they can. When they adopt feudalism, their entire demesne will be converted from tribes to castles. However, it takes 4 years to build a Stone Hillfort from scratch, and the investment can be lost due to unexpected death.Įven more economical is to build a Stone Hillfort in single tribe, and give it to a tribal vassal to use as their capital county.
This costs only 375 wealth and usually creates a full set of (castle + city + temple) replacing the tribe upon Upgrade tribe or Adopt feudalism. One way is to build a Stone Hillfort in the tribe. More economical approaches are available if the county has the tech level to support building Stone Hillforts(Castle Infrastructure I). This costs about 500 wealth, but you may be able to convince a wealthy feudal vassal to pay the cost instead of you. The simplest solution is to build a castle or city directly. Immortal characters can rest easy, knowing that the modifier lasts a mere 100 years.Ī nomadic ruler who reclaims the county can remove the modifier using the Reclaim Nomadic County title action, which also usurps the county. The modifier can be removed by most culture conversion events. The modifier also increases the revolt risk of the province. The Khagan of the adjacent realm will receive a notification and a new vassal clan, if the realm does not have 9 clans otherwise, the counties are handed over to the Khagan. In addition to becoming nomadic, these provinces will try to join an adjacent nomadic realm (if the ruler shares their culture).