For countries with the Native Council government type.
- +15% Manpower recovery speed
- +100% Prestige from land battles
- +10% Morale of armies
- −10% Idea cost
- +10% Production efficiency
- −10% Stability cost modifier
- −2 National unrest
- +20% National manpower modifier
- +25 Global settler increase
- +1 Diplomatic relation
The Caddo are a Native American tribe that resides in the Mississippi area, in the Arkansas region. Historically, this tribe was peaceful with European settlers until the United States' hostility towards Indians meant that they relocated to an area of Mexico, now Texas, where a reservation for the tribe still exists.
In the game, the tribe is situated just West of the more powerful Muskogean tribes and Cherokee, and to the East of the other multi-province tribes of Pueblo and Navajo. Nearer Caddo is the rest of the Caddoan culture group. All these are one province minors, like Caddo.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
The Nahuatl/Generic Ideas
Caddo, as a New World nation, is unable to adopt institutions until they reform their government. This strategy involves adopting the very powerful Nahuatl religion which changes the government type, meaning no need to reform it, and then reforming religion as soon as Europeans arrive. This strategy creates a very powerful Caddo. Advantages include the reformed Nahuatl faith which is quite rich in bonuses, the generic native ideas which are similarly rich in powerful modifiers and early reforming giving Caddo an open position in the New World. This strategy suggests a general route towards obtaining a reformed Nahuatl religion, but the player should feel free to take it any direction. Furthermore, this strategy can be accomplished rather early in the game. 1600 is an average time to be reformed from a colonizer. After this, the player should pursue their own goals and feel free to use the powerful Caddo nation however they wish.
Opening Moves: Migrating South
Caddo is placed just north of the Gulf of Mexico, quite near to the Mexico region. While Caddo has a generally strong idea group in the generic Native American group, this is balanced by the Totemist religion. With a random leader, one may be subject to a poor leader, the player may restart if they wish. Then, an early goal is to travel South and embrace the Nahuatl religion. This means quickly migrating. The shortest possible route begins with Hasinai (2669) (often there is a mission to do so) then Eyeish (2665), then across the Gulf to Borrado (2668) before finally settling in Tamaulipas (858). Missions and other considerations should be considered when choosing the player's path. During this time, monarch points should be carefully spent. A good leader and constant migration means that the player will have many points to spend, but not all benefits are permanent. A military technology advantage over the Mexican tribes can be very valuable, and technology level 3 contains a valuable morale boost. Beyond that, technology spending may not be ideal since after reforming the religion the player will receive 80% of Caddo’s neighbor's technology anyway. Other options open to the player include using diplomacy points to increase mercantilism, and administration points can be useful to regain stability if the player starts any no-Casus Belli wars. Such wars can be good ways to earn money or monarch points from Caddo’s weak neighbors while the player waits for migration cool down.
Preparing for European Contact: Religious Reforms
Embracing the Nauhatl faith is difficult, one useful strategy involves attempting to trigger the The Temple City of Cholula event. In order to get this event, Caddo must hold the province of Cholula (2644). This means military expansion into the Mesoamerican empires. It's a few provinces inside, and may require a few wars. This should be no issue if the player has achieved military technology 3, and building a fortified house as a Totemist would make this even easier, depending on how powerful the Central Americans are at this point. Once the player receives the event they may either destroy the temple or embrace the Nahuatl faith. This event only has a mean time to happen of one year, so it should not be long before Caddo has the option to take on the new, powerful, religion.
Another strategy the player may consider is conquering other Nahuatl territory and sending missionaries. In order to incite rebels, reducing missionary maintenance to zero means that the unrest from the missionary will be present without the chance of successfully converting the province. Accepting the demands of these rebels will convert Caddo to Nahuatl.
Nahuatl can be a dangerous religion because of the doom mechanic, but can be reformed which grants permanent powerful bonuses unlike the Totemist reforms which go away if Caddo reforms. In order to reform Nahuatl the player must have five vassals. In Mesoamerica this is quite difficult, even with the Flower Wars CB. As Caddo though, the player still has vision of all the tiny North American tribes. These tribes can be quickly vassalized for a reform, thus allowing Caddo to reform very quickly with the great many of options to the North in addition to the Mexican nations. Finer descriptions of the religion reform mechanics and the details of doom can be found on the Nahuatl page. The player may choose to vassalize weaker states in Mexico, but has the added options of vassalizing the weak tribes in North America, but in either case a wise goal is to have all five reforms finished or nearly finished by the time European colonizers arrive.
The reasons that this goal is ideal is that after Caddo has taken all five reforms, doom will not increase except by event, and is therefore easy for the player to manage. Also, Caddo will be have the option to reform as early as possible if the reforms are completed. The player has many good options for growing a power base at this point too, including colonizing, conquering the valuable (and gold rich) Mexican provinces, or developing into a "tall", or high development, state.
A Modern Caddo: Endless Possibilities
If the player chooses to continue with the goal of reforming, Caddo must have a border with a European core. There are two ways for the player to get a border with a colonizer, a likely possibility is that one will simply colonize next to Caddo. As soon as the province is cored by any Western nation, the player has the option to reform Nahuatl.
The other possibility is that a nation will claim a province and declare war. Especially if Caddo owns some of the gold provinces it may be a very valuable target. Caddo will be no match for a Castile or England or France or really any likely colonizer. They are likely past 10 in all technologies by the time the player sees them. If war occurs, the player’s best option is to immediately cede one province and cash, getting a truce and earning a border with them. With this, Caddo has the option to reform religion.
After reforming Nahuatl, Caddo will have the institutions and technology required to compete with Europe and their colonial nations. This is greatly freeing to the player to pursue any goals they may have without fear of being crushed by colonizers. At this point Caddo is uniquely powerful with high value New World trade items such as cocoa, sugar and tobacco being right next door. If the player has grabbed the mercantilism bonuses then Caddo can be influential in New World, Western European and Asian trade nodes. Their missionary strength and number can be boosted from decision and Cholula ownership. They have the option to take the numerous Mexican gold provinces. They also have the easiest access to massive colonization, and no worries about colonial nations forming. Thus nearly any goal the player could have is achievable from here.