


Gamers can basically role-play Genghis Khan or any other major nomadic invader, and The Horse Lords manages to make the experience very exciting, filled with events that emphasize both the ruthless nature of the tribes and the problems that they had to deal with. Paradox is not expanding the time, but the addition of nations with an entirely new government system and attached gameplay mechanics significantly changes how each of the eras play out and makes playing already known dynasties more interesting, especially if they are located closer to the East than the West. Horse Lords manages to flesh out the nomad mechanics in Crusader Kings II and will certainly appeal to those who have followed the title since it was first introduced.Ĭrusader Kings II - Horse Lords moves the focus of the action, as the name implies, to the steppes of Central Asia, the space from which a succession of nomads have emerged in order to invade Europe and North Africa. The expansion had me assassinating relatives because they were eyeing Christianity rather than staying true to Tengri religion and carefully moving armies in order to put down big stepper rebellions that were keeping me from attacking Eastern Europe to get more tribute. It also remains a grand strategy title where the player can send his sons away as mercenaries, hoping that they spend their pillaged money on more men and equipment rather than on wenches and gambling. Crusader Kings II - Horse Lords is a tale about powerful invaders, coming towards Europe on horseback, uninterested in holding castles or in managing towns, who use their superior tactics and their brutal efficiency in order to strike fear into the settled dynasties of the continent.
