Native council(Redirected from Migration)
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
For countries with the Siberian Native Council government type.
- −15% Land attrition
- −25% Unjustified demands
- +1 Attrition for enemies
- +10% Domestic trade power
- +10% Production efficiency
- +15% Fort defense
- +100% Prestige from land battles
- +15% National manpower modifier
- +5% Reinforce speed
- +20 Global settler increase
- −0.05 Monthly war exhaustion
Nations with one of the two Native Council government types include most countries in the New World ( North American and South American tech groups which have the Native Council government type) and a collection of minor countries in far eastern Siberia (which have the Siberian Clan Council government type) as well as nations in a Random New World. The majority of these nations control only a single province in 1444, but there are also several larger nations with 2-4 provinces as well. North and South American natives have access to a variety of native-specific mechanics added with Patch 1.4 along with the Conquest of Paradise DLC, such as migration, special native ideas, and federations. Siberian native nations have access to the migration mechanic, but none of the other mechanics. While these nations are playable without the Conquest of Paradise DLC, the native-specific mechanics described below require the DLC; the Natives interface is not available without it.
Since Native tribes cannot easily embrace institutions, this will slow their technological advancement and thus, they will be technologically inferior to most other non-tribal nations, most notably the European powers. This means that a native tribe's relative position to Europe can dictate how difficult a specific nation will be to play.
Tribes situated on the west coast of the Americas or those in far eastern Siberia will be ignored by European powers for longer and are thus safe from aggression, placing them in a better position initially but this does have the unfortunate drawback of having to wait longer to reform their governments (if in the Americas) or having a difficult time embracing new institutions. In addition to that, once the Europeans do reach these areas, they will be even more technologically advanced and even if the tribe can reform their government, there likely will not be much, if any, uncolonized land left to expand into, placing them in a bad situation even after reforming their government.
Conversely, tribes situated on the east coast of the Americas are in a much more dangerous position initially as they will be right on the front lines of European colonization once the European powers arrive and will thus bear the brunt of European aggression. This does mean, however, that if the aforementioned tribes are able to survive the initial contact, they will be in a much better position to reform their government, embrace institutions and begin expanding themselves, perhaps even carving out an empire of their own.
During a normal game, most (if not all) native tribes will eventually be overpowered and annexed by the stronger European nations, but if a skilled player takes control of a tribe they can make an attempt to survive the initial contact, reform the government and beat back and expel the foreign invaders from the continent altogether.
The Natives interface is a small shield (with a picture of a totem-like face) on the bottom of the screen (only visible to North and South American tribes as long as they have not reformed their governments, and the Conquest of Paradise DLC is active).
Within the interface are three main sections: the left half shows the various native ideas available, along with the button to reform the government. The right-hand side shows the federation the country is currently in, if any, on the top, with the shields of all participating countries at the bottom. The bottom-right corner shows a bar indicating the length of time before the country can migrate again (if applicable), with a tooltip displaying the exact time in days.
A single-province native nation with either the Native Council or Siberian Clan Council government type may migrate to an unoccupied non-wasteland province either directly adjacent, or separated by a single sea tile. Doing so has the following effects:
- The nation moves to the selected province, occupying that province and leaving their previous province unoccupied.
- The selected province will gain base tax and manpower from its native population as if it had been colonized and turned into a city.
- The previous province retains its original native population.
- The nation gains 50 monarch power of each type.
- The original province gets the modifier “Resources depleted by migrants” for 20 years worth −50% local tax modifier.
- Any buildings in the original province are removed.
- Any of the nation's units in the old province are instantly transported to the new province.
Once carried out, migration has a cooldown of 5 years or 1,825 days. This can be reduced by −25% with the native diplomatic idea “Travois”, to 1,368 days. Each point of negative stability gives a −10% modifier to migration cooldown as well, up to a -30% reduction at -3 stability. Gaining an additional province will disable a nation's ability to migrate, but it can be regained if a country is reduced back to a single province. Migration cannot be done while at war.
Siberian tribes with the Siberian Clan Council do not have access to the Natives interface and cannot access the migration interface that way, but can access the migration interface via an alert that comes up when the cool-down timer has elapsed.
A few national idea sets provide bonuses to the migration cooldown timer:
In addition to that, custom nations created with the Nation Designer can be given a National Idea the reduces Migration cooldown by -10% per level, up to 4 levels, for a maximum possible bonus of -40% shorter migration cooldown.
In theory, if one were to play as a custom nation with the aforementioned national idea active, pick the "Travois" native idea and have -3 stability, they could accumulate a -95% reduction to migration cooldown, allowing them to migrate approximately every three months or every 90 days.
A Federation is a loosely defensive alliance available only to native nations with the Native Council government type (i.e., North and South American natives). Federations are a useful tool for smaller tribes to combat aggressive expansionists, somewhat similarly to coalitions; should a member be attacked, all members within the federation will join on the side of the member. They do not take up a diplomatic relations slot.
A federation can be created by using the “Invite to Federation” diplomatic option on a willing country (only countries with the Native Council government type are eligible to be invited). The country that creates a federation becomes its first leader. Whenever the ruler of the federation leader dies a new leader is chosen from among the federation members. Federation leaders are chosen by whomever holds the most federal authority, which is based on both prestige and diplomatic reputation.
Federal authority can be negative. The federation leader also receives:
|+10%||Morale of armies|
Countries will be more likely to join a federation based on their opinions of all federation members and how threatened they feel. Countries who are part of a federation may leave at any time, and the leader of a federation gains a “Kick from Federation” diplomatic option to use with federation members. If the leader's opinion of a federation member drops below zero an AI federation leader will automatically kick the offending member from the federation.
Note: Federations are separate from alliances; it is possible for nations in a federation to also be allies, but is it also possible that a nation may have no allies in the federation it is in, and multiple allies outside it. Likewise, it is also possible for members of a federation to be members of different alliances
Native Tribes have access to a unique set of pseudo-idea groups that represent the domestic advancement of a tribal nation prior to contact with the Europeans. All native ideas cost 500 of the appropriate monarch power to take. Unlike normal idea groups, native ideas may be taken in any order. It is possible to take normal idea groups in addition to native ideas as long as the government has not yet been reformed. However, all native ideas and their effects are removed after reforming the government.
|Migrative Traditions||−20% Construction cost|
|Clan Societies||+25% National tax modifier|
|Wampum Belts||−20% Stability cost modifier|
|Law of Peace||−2 National unrest|
|Tribal Constitution||−15% Administrative technology cost modifier|
|Warrior Societies||+10% Morale of armies|
|Raid Warfare||+1 Land leader shock|
|Tribal Adoptions||+33% Land force limit modifier|
|Trail Networks||−20% Land attrition|
|Flexible Warfare||−15% Military technology cost modifier|
Reforming the governmentEdit
American, African, Asian, and Siberian tribal nations can reform their governments, which will lift them out of their primitive state, give them a normal government and provide the reformed nation with additional beneficial effects. Additionally, New World tribes will reform their government differently depending on if Conquest of Paradise is enabled or not.
Siberian and African tribesEdit
Siberian, Asian, and African tribes can reform their governments as a decision. It requires having 200 admin power, 3 stability, having embraced feudalism, and having completed one of the following idea groups: Economic, Innovative, or Administrative. Reforming the government costs −200 admin power and −5 stability, and changes the government into a Despotic Monarchy.
New World tribesEdit
North and South American native tribes cannot embrace institutions until they have reformed their governments. This happens differently and provides different effects depending on if Conquest of Paradise is enabled.
- Reforming the government is a decision that requires 1 stability and having a core province adjacent to a core province of a nation that has embraced feudalism.
- Removes primitive status, which allows embracing institutions.
- Reforming the government requires taking all the native ideas and having a core province adjacent to a core province of a nation that has embraced feudalism. This can include other reformed tribes.
- Removes primitive status, which allows embracing institutions.
- Embraced institutions in the feudal neighbor are automatically embraced by the reformed natives.
- Technology in each category is advanced to be 80% of the level of the feudal neighbor.
- Government changes to match the government form of the nation that the natives are modernizing from, i.e., if a native tribe modernizes from a kingdom then it will reform into a kingdom, same for republics and theocracies. If the nation being modernized from has the Siberian Clan Council government type, the tribe reforms into a kingdom.
- All native ideas and their effects are removed.
- All native buildings (including any already built) and the ability to build them are removed, and the standard building interface will replace the native building interface.
Note: Income will likely drop upon reforming the government if many of the income-increasing native building were constructed.
Native tribes have access to a unique set of buildings to represent the advancement of a tribe as it grows bigger over time. Native buildings behave like normal buildings, being built in a building slot in a province and will bestow their effects upon that province. Two types of native buildings exist: Normal and Unique. Normal native buildings can be built as many times as building slots allow and will apply their effects to the province they are located in. Unique native buildings can only be built once per nation but will apply their effects to the entire nation.
All native buildings will be removed if the province they are in is acquired by a non-tribal nation, whether through enemy conquest or through the owner reforming their government. Migrating to a new province will also remove all existing native buildings. Reforming the government will remove all native buildings as well as the ability to build them. In exchange for that, however, the nation will gain the ability to construct and use normal Buildings.
All native buildings cost 50 ducats and have a base construction time of 12 months. It is only possible to build one of each unique building per nation. All native buildings are lost after reforming the government.
Normal native buildingsEdit
|Earthwork||+25% Local defensiveness|
|Great Trail||+50% Local manpower modifier|
|Irrigation||+50% Local tax modifier|
|Storehouse||+50% Local production efficiency|
|Three-Sisters Field||+50% Local goods produced|
Unique native buildingsEdit
|Ceremonial Fire Pit||−50% Advisor cost|
|Fortified House||+10 Land force limit|
|Longhouse||+1 Tax income|
|Sweat Lodge||+1 Diplomatic reputation|
Native nations are not allowed to fabricate claims, but can gain claims through events or missions. (They can also declare war without a casus belli and conquer provinces that way—often a reasonable strategy given their reduced stability cost).
|Available only with the Conquest of Paradise DLC enabled.|
A native nation with only a single province gains a special casus belli called “Humiliate” against any adjacent single-province native nation (this is distinct from the “Humiliate Rival” casus belli, and can be used against any nation, not just rivals). The “Humiliate” casus belli enables a special peace deal named “Show strength” at 100% war score which causes the target to lose 20 prestige and the victor to gain 100 monarch power in each category. This casus belli cannot be used to annex the target nation, but vassalization is still possible.
|Available only with the The Cossacks DLC enabled.|
Countries adjacent to a single-province tribal nation that is currently able to migrate will get a special “Force Migration” casus belli against that nation (i.e., the nation must actually be capable of migrating when war is declared—the migration cool-down timer must not be active). This casus belli allows a special peace deal “Force migration” at 100% war score which allows the attacker to choose from any available valid spot for the defeated nation will migrate to.
- See in Static modifiers#Federation leader). (