
Situation · Khans of the Steppe
The Great Steppe
The Great Steppe is a situation in Crusader Kings III (Khans of the Steppe) with 7 phases: Abundant Grazing, Severe Drought, White Zud, Cold Zud, Everlasting Summer, Blessing of the Blue Sky and Havsarsan Zud. It starts in Abundant Grazing. Blessing of the Blue Sky takes over at 1,000 points; the biggest single push is "Unusual Drift Situation Catalyst" (250), 4 times alone. Havsarsan Zud takes over at 1,000 points; the biggest single push is "Unusual Drift Situation Catalyst" (250), 4 times alone. Patch 1.20.1.2, from game/common/situation/situations/the_great_steppe.txt.
This section as JSON: /raw/situations.json
The fastest push into each phase
Blessing of the Blue Sky (1000 points)Unusual Drift Situation Catalyst: 250 — 4×
Havsarsan Zud (1000 points)Unusual Drift Situation Catalyst: 250 — 4×
The Great Steppe represents the endless sea of grass of the Eurasian Steppe, and the climate conditions that shape it, and is divided into three regions: Western, Central and Eastern. The different Steppe Seasons depict these both positive and adverse events, offering opportunities for special actions only available during that time, and modifying the County Fertility of each region. Only Nomadic and Herder Rulers take part in this Situation and the Gurkhan represents the most powerful ruler in the entire region.
Phases
Abundant Grazing
Starting phase · lasts at most 10 years · can turn into 6 phases
Abundant Grazing is a season where the pastureland is reliable and the livestock can graze freely.
Effects on each group of participants (4)
Effects on County Fertility
Effects on Subjects
Nomadic Rulers in the Region
- The Demand Herd Character Interaction will result in additional Herd
Effects on Warfare
Nomadic Rulers in the Region
Personal Effects
Nomadic Rulers in the Region
- Hunts are 50% cheaper to host
Severe Drought
Phase · lasts at most 10 years · can turn into 6 phases
A Severe Drought causes the pastureland to wither, and the fodder reserves to run low. During this time, warfare is more common.
Effects on each group of participants (4)
Effects on County Fertility
Nomadic Rulers in the Region
Their counties:
- County Fertility Consumption+20%
Nomadic Rulers Partially in the Region
Their counties:
- County Fertility Consumption+20%
Herders
Their counties:
- County Fertility Consumption-0.5
- County Fertility Consumption+20%
- County Fertility Growth-20%
Settled Rulers
Their counties:
- County Fertility Consumption-0.5
- County Fertility Consumption+20%
- County Fertility Growth-20%
Effects on Subjects
Nomadic Rulers in the Region
- Nomadic Rulers are more likely to accept a Migration request
- Every Courtier gains Opinion of their Liege after a peaceful Migration
Effects on Herd
Nomadic Rulers in the Region
Effects on Warfare
Nomadic Rulers in the Region
- Raid Speed+25%
White Zud
Phase · lasts at most 10 years · can turn into 6 phases
In a time of White Zud, snow settles over the grazing lands, covering them completely in a layer that can be feet deep. The livestock cannot reach the grass, and thus die of starvation. During a Zud, nomads are forced to pledge allegiance to stronger rulers to survive.
Effects on each group of participants (5)
Effects on County Fertility
Nomadic Rulers in the Region
Their counties:
- County Fertility Consumption+80%
Nomadic Rulers Partially in the Region
Their counties:
- County Fertility Consumption+80%
Herders
Their counties:
- County Fertility Consumption-2
- County Fertility Consumption+80%
- County Fertility Growth-80%
Settled Rulers
Their counties:
- County Fertility Consumption-2
- County Fertility Consumption+80%
- County Fertility Growth-80%
Effects on Subjects
Nomadic Rulers in the Region
- The Demand Obedience Character Interaction has a higher acceptance chance
- The Demand as Tributary Character Interaction has a higher acceptance chance
Effects on Herd
Nomadic Rulers in the Region
- Herd Gain-40%
Effects on Warfare
Nomadic Rulers in the Region
- Upgrade Nomadic Horde Regiment Cost-25%
- The Retaliation War Casus Belli is free
Personal Effects
Nomadic Rulers in the Region
- Slightly higher chance to gain the Ill Trait
Cold Zud
Phase · lasts at most 10 years · can turn into 6 phases
A Cold Zud brings strong winds and blizzards. The extremely low temperatures force the livestock to use most of their energy to keep warm, and they cannot graze. During a Zud, nomads are forced to pledge allegiance to stronger rulers to survive.
Effects on each group of participants (5)
Effects on County Fertility
Nomadic Rulers in the Region
Their counties:
- County Fertility Consumption+40%
Nomadic Rulers Partially in the Region
Their counties:
- County Fertility Consumption+40%
Herders
Their counties:
- County Fertility Consumption-1
- County Fertility Consumption+40%
- County Fertility Growth-40%
Settled Rulers
Their counties:
- County Fertility Consumption-1
- County Fertility Consumption+40%
- County Fertility Growth-40%
Effects on Subjects
Nomadic Rulers in the Region
- The Demand Obedience Character Interaction has a higher acceptance chance
- The Demand as Tributary Character Interaction has a higher acceptance chance
Effects on Herd
Nomadic Rulers in the Region
- Herd Gain-20%
Effects on Warfare
Nomadic Rulers in the Region
- The Retaliation War Casus Belli is free
Personal Effects
Nomadic Rulers in the Region
- Slightly higher chance to gain the Ill Trait
Everlasting Summer
Phase · lasts at most 10 years · can turn into 6 phases
An Everlasting Summer is a time of joy and abundance. The temperatures are perfect for the livestock and the conditions allow the grass to replenish with ease.
Effects on each group of participants (3)
Effects on County Fertility
Effects on Warfare
Nomadic Rulers in the Region
Effects on Subjects
Nomadic Rulers in the Region
Blessing of the Blue Sky
Phase · lasts at most 30 years · can turn into 6 phases
Once in a lifetime, one may be fortunate enough to witness the Blessing of the Blue Sky. A time where scarcity is unknown and the land flourishes.
Effects on each group of participants (4)
Effects on County Fertility
Effects on Subjects
Nomadic Rulers in the Region
Effects on Herd
Nomadic Rulers in the Region
- Herd Gain+20%
Personal Effects
Nomadic Rulers in the Region
- Stress Gain-25%
Havsarsan Zud
Phase · lasts at most 30 years · can turn into 6 phases
A Havsarsan Zud is a combination of two or more types of zud. The grass is covered by ice and snow, storms savage the land, freezing temperatures prevent animals from even moving and the grass is dead. During a Havsarsan Zud the only way is out.
Effects on each group of participants (5)
Effects on County Fertility
Nomadic Rulers in the Region
Their counties:
- County Fertility Consumption+4
- County Fertility Consumption+100%
- County Fertility Growth-300%
Nomadic Rulers Partially in the Region
Their counties:
- County Fertility Consumption+4
- County Fertility Consumption+100%
- County Fertility Growth-300%
Herders
Their counties:
- County Fertility Consumption+4
- County Fertility Consumption+100%
- County Fertility Growth-300%
Settled Rulers
Their counties:
- County Fertility Consumption+4
- County Fertility Consumption+100%
- County Fertility Growth-300%
Effects on Subjects
Nomadic Rulers in the Region
- The Desperate Times Decision becomes available
- The Demand as Tributary Character Interaction has a higher acceptance chance
Effects on Herd
Nomadic Rulers in the Region
Effects on Warfare
Nomadic Rulers in the Region
- Siege Phase Time-15%
- The Humiliation War Casus Belli is free
- The Retaliation War Casus Belli is free
Personal Effects
What changes the phase
One block per phase it can turn into; open one to see every catalyst that counts, from each phase it can come from.
Into Abundant Grazingfrom 6 phases
Severe Drought→
Abundant Grazing
Only when the running phase ends.
White Zud→
Abundant Grazing
Only when the running phase ends.
Cold Zud→
Abundant Grazing
Only when the running phase ends.
Everlasting Summer→
Abundant Grazing
Only when the running phase ends.
Blessing of the Blue Sky→
Abundant Grazing
Only when the running phase ends.
Havsarsan Zud→
Abundant Grazing
Only when the running phase ends.
Into Severe Droughtfrom 6 phases
Abundant Grazing→
Severe Drought
Only when the running phase ends.
White Zud→
Severe Drought
Only when the running phase ends.
Cold Zud→
Severe Drought
Only when the running phase ends.
Everlasting Summer→
Severe Drought
Only when the running phase ends.
Blessing of the Blue Sky→
Severe Drought
Only when the running phase ends.
Havsarsan Zud→
Severe Drought
Only when the running phase ends.
Into White Zudfrom 6 phases
Abundant Grazing→
White Zud
Only when the running phase ends.
Severe Drought→
White Zud
Only when the running phase ends.
Cold Zud→
White Zud
Only when the running phase ends.
Everlasting Summer→
White Zud
Only when the running phase ends.
Blessing of the Blue Sky→
White Zud
Only when the running phase ends.
Havsarsan Zud→
White Zud
Only when the running phase ends.
Into Cold Zudfrom 6 phases
Abundant Grazing→
Cold Zud
Only when the running phase ends.
Severe Drought→
Cold Zud
Only when the running phase ends.
White Zud→
Cold Zud
Only when the running phase ends.
Everlasting Summer→
Cold Zud
Only when the running phase ends.
Blessing of the Blue Sky→
Cold Zud
Only when the running phase ends.
Havsarsan Zud→
Cold Zud
Only when the running phase ends.
Into Everlasting Summerfrom 6 phases
Abundant Grazing→
Everlasting Summer
Only when the running phase ends.
Severe Drought→
Everlasting Summer
Only when the running phase ends.
White Zud→
Everlasting Summer
Only when the running phase ends.
Cold Zud→
Everlasting Summer
Only when the running phase ends.
Blessing of the Blue Sky→
Everlasting Summer
Only when the running phase ends.
Havsarsan Zud→
Everlasting Summer
Only when the running phase ends.
Into Blessing of the Blue Skyfrom 6 phases · biggest push: Unusual Drift Situation Catalyst (250)
Abundant Grazing→
Blessing of the Blue Sky
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Severe Drought→
Blessing of the Blue Sky
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
White Zud→
Blessing of the Blue Sky
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Cold Zud→
Blessing of the Blue Sky
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Everlasting Summer→
Blessing of the Blue Sky
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Havsarsan Zud→
Blessing of the Blue Sky
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Into Havsarsan Zudfrom 6 phases · biggest push: Unusual Drift Situation Catalyst (250)
Abundant Grazing→
Havsarsan Zud
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Severe Drought→
Havsarsan Zud
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
White Zud→
Havsarsan Zud
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Cold Zud→
Havsarsan Zud
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Everlasting Summer→
Havsarsan Zud
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Blessing of the Blue Sky→
Havsarsan Zud
Takes over at 1000 points from 2 catalysts. The biggest single push, “Unusual Drift Situation Catalyst”, is worth 250 — 4 times alone.
| What happens | Points | Times alone | Fired by |
|---|---|---|---|
| Unusual Drift Situation Catalyst | 250 | 4 | Automatic: mpo_the_great_steppe_yearly_pulse |
| Monthly Drift Situation Catalyst | 100 | 10 | Automatic: mpo_the_great_steppe_yearly_pulse |
Who takes part
Nomadic Rulers in the Region · Nomadic Rulers Partially in the Region · Herders · Settled Rulers
Source: game/common/situation/situations/the_great_steppe.txt (key the_great_steppe), common/situation/catalysts, common/script_values and every trigger_situation_catalyst in common/ and events/, Crusader Kings III 1.20.1.2.