- −10% Advisor costs
- +25% Hostile core-creation cost on us
- −10% Construction cost
- −10% Stability cost modifier
- +20% National manpower modifier
- −10% Idea cost
- +10% Morale of armies
- +10% Fort defense
- +1 Diplomat
- +10% Institution spread
The Cherokee are a Native American tribe that resides in Eastern North America, in the Mississippi region. In 1444, it borders only the Creek to the south. Choctaw borders Creek to the west, and Chickasaw borders Choctaw to the north. One empty province away to the north is Shawnee, which borders Miami. Two empty provinces to the east on the coast is Powhatan. Its national ideas are geared towards turning the country into an efficient, innovative and militaristic power that can compete with western countries.
This section may contain outdated information that is inaccurate for the current version of the game.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 Cherokee share a border with the powerful Creek to the south. To the north and west reside three other major tribes: the Chickasaw, the Shawnee, and the Choctaw. To the east lie many empty coastal provinces that will make great colonies in the future, but for now the Cherokee must focus on dealing with immediate threats and improving the economy before they can support a colony.
Of all the tribes in the southeast, the Cherokee and the Creek are the most powerful, so naturally the Creek will almost always declare rivalry at the start of the game. The Choctaw will likely be friendly and will accept an alliance. The Chickasaw are also possible allies but they are more likely to take a neutral attitude and often ally with the Creek. The Shawnee and the various minor tribes will be unlikely to interfere or be interested in diplomacy in the early years of the game. The destruction or vassalization of the Creek should be the first priority.
The Cherokee only begin with 15 development, so they earn on average a ducat every month, far too little to support colonies, large armies, or multiple advisors. There are only enough ducats in the starting treasury to build a single native building and recruit some troops, so anything beyond that will require patience and loans, and the Cherokee will need plenty of both to survive. Thankfully, the Cherokee have a fairly straightforward path to jumpstarting their future economy: conquering the Creek will double the country's starting development. Players with Common Sense will benefit from manually developing provinces, though this is more expensive for primitives.
As primitive members of the North American tech group, the Cherokee start with level 1 technology and a 50% increase to technology costs from not having any institutions. Worse, they cannot adopt any until they have reformed their government. They also cannot fabricate claims, can only colonize adjacent provinces, cannot build boats, have reduced gold income along with increased development costs, and are vulnerable to colonial conquests. Although that list is long, the region's lack of gold and the Cherokee's distance from the coast renders many of the penalties inert.