Nomadic capital

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A nomadic capital holding

Nomadic capitals are the only settlements allowed for nomad khagans and khans. Every nomadic ruler can only have one nomadic capital. The nomadic capital is destroyed if the clan becomes unlanded.

A nomadic capital does not directly provide taxes or levies. Instead, it has buildings which can increase Population growth, maximum Population and nomadic tax, among others. For the nomad's military, the capital has buildings which increase morale, defence and offense of unit types, supply limit and movement speed, among others.

When a nomad moves his capital, all buildings are transported to the new location, although some may become inactive (such as the fishing village and harbor in a landlocked province). Technology levels are also brought along to the new nomadic capital.

Just like a patrician's family palace, fully upgrading the nomadic capital is a multi-generational affair. However, construction duration can be reduced via the steward's "Oversee Construction" job. On the flip side, nomadic capital buildings have technology requirements.

As nomads cannot build forts, occupying enemy nomadic capitals is the main way of increasing warscore when at war against other nomads, besides battles.

While the Nomadic capital is on the map, in contrast to the Family palace holding of Merchant republic, which is off map, it comes with its very own off map technology counter! The tech of the Nomadic capital and the one of the County it is currently located in, spread between one another as if they were neighboring counties!

Base stats[edit | edit source]

Characteristic Value
Icon wealth.png Income 0
Fort level.png Fort level 1
Levy.png Levies 0

Buildings[edit | edit source]

Each building has 8 levels, and all building effects are cumulative. "Technology" refers to tech requirements.

Building Modifier Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Total bonus Requirements
Horse Breeder Heavy cavalry defensive +3% +3% +4% +5% +5% +5% +5% +5% +35%
Light cavalry defensive
Horse archers defensive
Technology Castle Infrastructure 1 Castle Infrastructure 2 Castle Infrastructure 3
Riding Contests Heavy cavalry offensive +4% +4% +4% +5% +5% +5% +6% +6% +39%
Light cavalry offensive
Global movement speed +2% +2% +3% +3% +4% +5% +5% +6% +30%
Technology Castle Infrastructure 1 Castle Infrastructure 2 Castle Infrastructure 3 Castle Infrastructure 4 Castle Infrastructure 5
Airag Producer Land morale +2% +2% +3% +4% +4% +5% +5% +10% +35% Horse Breeder of the same level
Population growth +2% +2% +3% +3% +5% +5% +10% +10% +40%
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3 Town Infrastructure 4 Town Infrastructure 5 Town Infrastructure 6
Cattle Pens Population growth +1% +1% +1% +2% +2% +2% +2% +3% +14%
Nomad tax +1% +1% +1% +2% +2% +2% +2% +3% +14%
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3
Ox & Wagon Max population +2000 +2000 +2250 +2500 +3000 +3500 +4000 +5000 +24,250 Cattle Pens of the same level
Global supply limit +2% +2% +2% +3% +3% +3% +4% +6% +25%
Move capital months -5% -5% -6% -6% -6% -7% -7% -8% -50%
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3 Town Infrastructure 4
Meat Preserver Global supply limit +5% +5% +5% +5% +5% +5% +5% +5% +40%
Horde maintenance cost -4% -3% -3% -2% -2% -2% -2% -2% -20%
Global movement speed +2.5% +2.5% +2.5% +2.5% +2.5% +2.5% +2.5% +2.5% +20%
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3 Town Infrastructure 4 Town Infrastructure 5
Sheep Nomad tax +4% +4% +4% +4% +4% +5% +5% +5% +35%
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3
Felt Crafter Winter supply +40% +40% +40% +40% +40% +40% +40% +40% +320% Sheep of the same level
Nomad tax +4% +4% +4% +4% +4% +5% +5% +5% +35%
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3 Town Infrastructure 4 Town Infrastructure 5 Town Infrastructure 6
Conversion to tribal Market Village Market Town Market City Large Market City
Ger Crafter Max population +3% +3% +4% +4% +4% +5% +6% +6% +35% Felt Crafter of the same level
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3 Town Infrastructure 4 Town Infrastructure 5 Town Infrastructure 6
Wrestling Land morale +3% +3% +3% +3% +4% +4% +4% +4% +28%
Technology Castle Infrastructure 1 Castle Infrastructure 2 Castle Infrastructure 3 Castle Infrastructure 4 Castle Infrastructure 5 Castle Infrastructure 6
Shrine Population growth +3% +3% +3% +3% +3% +3% +3% +3% +24%
Liege piety +3% +3% +4% +4% +4% +4% +5% +5% +32%
Technology Church Infrastructure 1 Church Infrastructure 2 Church Infrastructure 3 Church Infrastructure 4 Church Infrastructure 5
Hunting Parties Horse archers offensive +4% +4% +4% +5% +5% +5% +6% +6% +39%
Technology Castle Infrastructure 1 Castle Infrastructure 2 Castle Infrastructure 3
Yam Economy Economy.png techpoints +4% +4% +4% +4% +4% +4% +5% +5% +34%
Technology growth +5% +5% +5% +5% +5% +5% +5% +5% +40%
Max tradeposts +1 +1 +1 +1 +4
Technology Trade Practice 1 Trade Practice 2 Trade Practice 3 Trade Practice 4
Baghatur Council Military Military.png techpoints +3% +3% +3% +3% +4% +4% +4% +4% +28%
Land morale +2% +2% +2% +2% +2% +2% +3% +3% +18%
CommanderStatus commanding.png limit +1 +1 +1 +1 +4
Technology Improved Keeps 1 Improved Keeps 2 Improved Keeps 3 Improved Keeps 4 Improved Keeps 5 Improved Keeps 6
Harbor Galleys +7 +8 +9 +10 +11 +12 +13 +14 +84 Capital has a port (borders Sea/Ocean).
Nomad tax +2% +2% +2% +2% +3% +3% +3% +4% +21%
Technology Shipbuilding 1 Shipbuilding 2 Shipbuilding 3 Shipbuilding 4 Shipbuilding 5 Shipbuilding 6 Shipbuilding 7
Conversion to tribal Shipbuilder I Shipbuilder II Shipbuilder III Shipbuilder IV
Fishing Village Population growth +1% +1% +1% +2% +2% +2% +3% +3% +15% Capital has a port or borders a lake or major river
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3
Composite Bow Archers offensive +10% +10% +10% +10% +10% +10% +10% +10% +80%
Horse archers offensive
Technology Castle Infrastructure 1 Castle Infrastructure 2 Castle Infrastructure 3 Castle Infrastructure 4 Castle Infrastructure 5 Castle Infrastructure 6 Castle Infrastructure 7
Lamellar Armor Crafter All units defensive +5% +5% +6% +7% +8% +9% +10% +10% +60%
Technology Castle Infrastructure 1 Castle Infrastructure 2 Castle Infrastructure 3 Castle Infrastructure 4 Castle Infrastructure 5 Castle Infrastructure 6
Minority Shrines Culture techpoints Culture.png +4% +4% +4% +4% +4% +4% +5% +5% +34%
Technology Church Infrastructure 1 Church Infrastructure 2 Church Infrastructure 3 Church Infrastructure 4 Church Infrastructure 5
Clan Gathering Hall Clan sentiment +2 +2 +2 +2 +2 +3 +3 +3 +19
Technology Town Infrastructure 1 Town Infrastructure 2 Town Infrastructure 3 Town Infrastructure 4
Minter Global trade route wealth +2 +3 +3 +3 +4 +5 +7 +9 +36 Capital has a trade post
Global trade route value +0.5 +0.5 +0.5 +0.5 +1 +1 +2 +2 +8
Global trade value +5 +8 +8 +10 +12 +14 +20 +30 +107
Technology Trade Practice 1 Trade Practice 2 Trade Practice 3 Trade Practice 4 Trade Practice 5 Trade Practice 6
Camp Fortifications Fort level +3% +3% +4% +5% +5% +5% +8% +12% +45%
Garrison +6% +6% +8% +8% +13% +13% +18% +18% +90%
Technology Improved Keeps 1 Improved Keeps 2 Improved Keeps 3 Improved Keeps 4 Improved Keeps 5
Conversion to tribal Earth Hillfort Wooden Hillfort Reinforced Hillfort Stone Hillfort
Camel Breeder Camel cavalry offensive +10% +10% +10% +30% Capital on desert
Camel cavalry defensive +10% +10% +10% +10% +10% +10% +10% +10% +80%
Technology Castle Infrastructure 1 Castle Infrastructure 2 Castle Infrastructure 3 Castle Infrastructure 4 Castle Infrastructure 5 Castle Infrastructure 6
Elephant Camp War elephants offensive +10% +10% +10% +30% Capital on jungle
War elephants defensive +10% +10% +10% +10% +10% +10% +10% +10% +80%
Technology Castle Infrastructure 1 Castle Infrastructure 2 Castle Infrastructure 3 Castle Infrastructure 4 Castle Infrastructure 5 Castle Infrastructure 6
Settlements
Special holdings