- This page is about the native Tribe government type which can be found in America and Australia and about its associated mechanics. For the Tribal government type see tribal government.
- For reforming the religion as Nahuatl, Mayan or Inti country, see religious reform.
For countries with the Native tribe government type whose capital is not in one of the following locations:
- North America subcontinent
- California region
- Rio Grande region
- +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
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. 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 Federation advancements available. 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 the tribal development of the nation indicating the development that is added to the capital on top of the development of the province.
A single-province native nation with the Tribe government may migrate to an unoccupied non-wasteland province directly adjacent as long as it did not enact the reform Settle Down. Doing so costs 50 military power and 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.
- Any buildings in the original province are moved to the new province.
- Any of the nation's units in the old province are instantly transported to the new province.
- If the province was not part of tribal territory it can now be added for a base cost of 100 administrative power.
- If the province was part of another nation tribal land the owner of the tribal land gets the "Force Migration" causus belli against the invading tribe.
Each point of negative stability gives a −10% modifier to migration cost, 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.
A Federation is a loosely defensive alliance available only to native nations with the Tribe government type (i.e., some of the 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. Eventually by taking Federation Advancements a federation can establish a federal constitution becoming a single nation under the control of the federal leader.
A federation can be created by using the “Invite to Federation” diplomatic option on a willing country (only countries with the Tribe government type are eligible to be invited). The country that creates a federation becomes its first leader. A federation has a Federation Cohesion score that can be between 0 and 100 and increases or decreases each month. Each federation member also has a "Strength" value that is equal to its max manpower divided by 1000. Whenever the federation cohesion reaches 0 the strongest nation in the Federation is chosen as the new leader and the Federation Cohesion is reset to 50. The federation leader also receives:
Please help with verifying or updating this table. It was last verified for version 1.30.
|+10%||Morale of armies|
When Federation Cohesion reaches 100 the Federation leader can enact a Federation advancement, bringing the Federal Cohesion back to 20 and enabling a bonus that will be applied to all nations in the Federation until the Federation is disbanded. The possible advancements are:
Can be picked only once 7 other advancements have been enacted.
|Enable Federation Offensive Wars (Federation members will be called in offensive wars)|
|+0.10 Monthly Federation favor growth|
|+0.02 Tribal development growth|
|+10% Goods produced modifier|
|+1 Attrition for enemies|
|−20% Settle cost|
|+20% Institution spread|
Members that have lower Strength than the leader contribute to the Federation Cohesion +0.1 each month if they are in the same culture group of the leader and +0.05 if they are in another culture group. Members that have more Strength than the leader subtract -0.2 each month if they are of the same culture group and -0.4 if they are not. Each member that confines a colonizer adds +0.5 monthly to the Federal Cohesion and each member that confines an integrated federation also adds +0.5 monthly to the Federal Cohesion. Each federal advancements reduces Federal Cohesion by -0.05 monthly. All Federal Cohesion changes are doubled (bonus of 100%) if at least three nations of the same group of the Federation leader are part of the Federation, this is applied to both positive and negative effects.
Joining and leaving
Countries will be more likely to join a federation based on their opinions of all federation members, how threatened they feel, the sum of the diplomatic reputation of the Federation, the primary culture group of the leader and the invited nation (-100 if it is different), the total size of the Federation army, the average distance to the Federation members, and the desire to remain in the current federation if they are already part of one. 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. Likewise if an AI member's opinion of the leader drops below 0 it will immediately abandon 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. If a Federation member declares war to another member of the same Federation the other members will not be automatically dragged into the war.
Reforming the government
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 either of Conquest of Paradise or El Dorado is enabled or not.
Siberian and African tribes
All tribes can reform their governments at Tier 5: Tribal Reformation. They can choose to become a monarchy, a republic, a a theocracy, or become a Steppe Horde (if the country is not already enacted Steppe Nomads or Great Mongol State). For additional details see Tribal government.
New World tribes
New World nations with the "Tribe" government (not to be confused with similarly named governments found in the Old World) have specific mechanics that allow them to reform their government. This happens differently and provides different effects depending on if Conquest of Paradise or El Dorado is enabled. The "Tribe" government gives access to several unique mechanics. However until the government is reformed developing provinces is only allowed when the tribe is not migratory (has enacted the "Settle Down" reform or owns multiple provinces) and if it has a +50% cost penalty. Reforming the government is possible through the Government Reforms menu. Reform progress is gained at a default rate of +0.5 per month due to being a Native Tribe, this can be improved by building the native buildings Longhouse and the Ceremonial Fire Pit (see native building section). Many of the reforms available are unique to this government form tied to the migration, settle territory, tribal development, federations and tribal territory mechanics. At tier 4 a government reform can be taken if the tribe confines with an eligible country to reform off to (a country which has already reformed its government). This reform when enacted turns the government form into the one of the targeted country and it automatically embraces all the institutions that the target country already has embraced at no cost. Otherwise these tribes can reform by becoming a republic, theocracy, monarchy, or horde (only if they are a migratory tribe) at tier 5. Notice that while the "Tribe" government form does not prevent from embracing institutions without first reforming the government developing provinces does not make institutions appear, so native nations have to wait for the arrival of the institutions to the New World or reform their government.
- 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 nations with the Tribe government form 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 however will not remove all existing native buildings it will instead bring the buildings in the new province. Settled tribes (or native tribal nations with several territories) can sometimes become again migratory with the owned provinces becoming tribal territory. If that happens the buildings in the new capital will be maintained, the others will be lost. 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 have a base construction time of 12 months. All native buildings are lost after reforming the government.
Normal native buildings
Unique native buildings
|Ceremonial Fire Pit|| −50% Advisor cost|
+0.2 Monthly reform progress
|Fortified House||+10 Land force limit|
|Sweat Lodge||+1 Diplomatic reputation|
Native nations with the Tribe government form 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 20prestige 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.
|Tier 1: Tribe Organization|
|Tier 2: Story Tradition|
|Tier 3: Agricultural Revolution|
|Tier 4: Legal Basis|
|Tier 5: National Identity|
- See in Static modifiers#Federation leader). (