Native council

From Europa Universalis 4 Wiki
Jump to navigation Jump to search
Native ideas
Notes:

For countries with the Government tribal.png Native Council government type.


Traditions.png Traditions:

+15% Manpower recovery speed
+100% Prestige from land battles

Morale of armies.png Counting Coups

+10% Morale of armies

Idea cost.png Storytelling Tradition

−10% Idea cost

Production efficiency.png Clan Mothers

+10% Production efficiency

Stability cost modifier.png Adopt Clan Totems

−10% Stability cost modifier

National unrest.png The Little War

−2 National unrest

National manpower modifier.png War and Peace Chiefs

+20% National manpower modifier

Global settler increase.png Great Winter Hunts

+25 Global settler increase

Idea bonus.png Ambition:

+1 Diplomatic relation
Siberian ideas
Notes:

For countries with the Government tribal.png Siberian Native Council government type.


Traditions.png Traditions:

−15% Land attrition
−25% Unjustified demands

Attrition for enemies.png Hunters of the North

+1 Attrition for enemies

Trade power.png Siberian Fur Trade

+10% Domestic trade power

Production efficiency.png Enslave the Captives

+10% Production efficiency

Fort defense.png Siberian Backwoods

+15% Fort defense

Prestige from land battles.png Land Bought with Blood

+100% Prestige from land battles

National manpower modifier.png Successful Raids

+15% National manpower modifier
+5% Reinforce speed

Global settler increase.png Hunting Expansion

+20 Global settler increase

Idea bonus.png Ambition:

−0.05 Monthly war exhaustion

Nations with one of the two Government tribal.png Native Council government types include most countries in the New World (North American technology group North American and South American technology group South American tech groups which have the Government tribal.png Native Council government type) and a collection of minor countries in far eastern Siberia (which have the Government tribal.png 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.png Conquest of Paradise DLC, such as migration, special native ideas, and Federation.png 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.png Conquest of Paradise DLC, the native-specific mechanics described below require the DLC; the Natives interface is not available without it.

General information[edit]

Since Native tribes cannot easily embrace institutions, this will retard 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.

Game interface[edit]

The Natives interface, showing the native ideas, migration cool-down display, and a federation led by the Sioux.

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.png 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.

Migration[edit]

The migration interface, showing Flag of Fox Fox's migration options at the 1444 start date.

A single-province native nation with either the Government tribal.png Native Council or Government tribal.png 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 Migration cooldown.pngcooldown 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 Icon stability.pngstability. 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 Government tribal.png 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:

Migration cooldown.png Traditions Ideas Bonuses Policies
−20%
  • Charruan traditions
  • Tapuian traditions

In addition to that, custom nations created with the Nation DesignerEl Dorado.png 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 Icon stability.pngstability, they could accumulate a -95% reduction to Migration cooldown.pngmigration cooldown, allowing them to migrate approximately every three months or every 90 days.

Federation[edit]

A Federation.png 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.png 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 bothPrestige.pngprestige and Diplomatic reputation.png diplomatic reputation.

Federal authority can be negative. The federation leader also receives:[1]

Diplomatic reputation.png +1 Diplomatic reputation
Morale of armies.png +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 ideas[edit]

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.

Native adm ideas.png Administrative[edit]

Name Effects
Migrative Traditions Construction cost.png −20% Construction cost
Clan Societies National tax modifier.png +25% National tax modifier
Wampum Belts Stability cost modifier.png −20% Stability cost modifier
Law of Peace National unrest.png −2 National unrest
Tribal Constitution Administrative technology cost −15% Administrative technology cost modifier

Native dip ideas.png Diplomatic[edit]

Name Effects
Travois Migration cooldown.png −25% Migration cooldown
Auto explore adjacent to colony.png Adjacent provinces of a colony are revealed.
Smoke Ceremonies Diplomatic reputation.png +1 Diplomatic reputation
Trade Diplomacy Improve relations.png +50% Improve relations
Clan Migrations Colonists.png +1 Colonists
Talking Leaves Diplomatic technology cost −15% Diplomatic technology cost modifier

Native mil ideas.png Military[edit]

Name Effects
Warrior Societies Morale of armies.png +10% Morale of armies
Raid Warfare Land leader shock.png +1 Land leader shock
Tribal Adoptions Land force limit modifier.png +33% Land force limit modifier
Trail Networks Land attrition.png −20% Land attrition
Flexible Warfare Military technology cost −15% Military technology cost modifier

Reforming the government[edit]

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.png Conquest of Paradise is enabled or not.

Siberian and African tribes[edit]

Siberian, Asian, and African tribes can reform their governments as a decision. It requires having 200 Administrative power.png admin power, 3 Icon stability.png stability, having embraced Feudalism.png feudalism, and having completed one of the following idea groups: Economic, Innovative, or Administrative. Reforming the government costs −200 Administrative power.png admin power and −5 Icon stability.png stability, and changes the government into a Government monarchy.png Despotic Monarchy.

Execute decision.pngReform the Government (Siberian Clan Council)


For many years now our more advanced neighbors have laughed at us for our backward tribal form of government. Well, no longer - as of today our great leader is a King!


 
Potential requirements

The country:

Allow

The country:


Effects

The country:

New World tribes[edit]

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.png Conquest of Paradise is enabled.

  • If Conquest of Paradise.png Conquest of Paradise is not enabled:
  • Reforming the government is a decision that requires 1 Icon stability.png stability and having a core province adjacent to a core province of a nation that has embraced Feudalism.png feudalism.
  • Removes primitive status, which allows embracing institutions.
  • If Conquest of Paradise.png Conquest of Paradise is enabled:
  • 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.png feudalism. This can include other reformed tribes.
  • Removes primitive status, which allows embracing institutions.
  • Institutions.png Embraced institutions in the feudal neighbor are automatically embraced by the reformed natives.
  • Technology.png Technology in each category is advanced to be 80% of the level of the feudal neighbor.
  • Tab domestic government.png Government changes to match the government form of the nation that the natives are modernizing from, i.e., if a Government tribal.png native tribe modernizes from a Government monarchy.png kingdom then it will reform into a kingdom, same for Government republic.png republics and Government theocracy.png theocracies. If the nation being modernized from has the Government tribal.png 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 buildings[edit]

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, wither 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 Gold Icon.png ducats and have a base construction time of Time Icon.png 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 buildings[edit]

Building Effect
Native earthwork.png Earthwork Local defensiveness.png +25% Local defensiveness
Native great trail.png Great Trail Local manpower modifier.png +50% Local manpower modifier
Native irrigation.png Irrigation Local tax modifier.png +50% Local tax modifier
Native palisade.png Palisades
  • Fort level.png +1 Fort level
  • Fort maintenance.png −0.5 / month Fort maintenance
Native storehouse.png Storehouse Local production efficiency.png +50% Local production efficiency
Native three sisters field.png Three-Sisters Field Local goods produced modifier +50% Local goods produced

Unique native buildings[edit]

Building Effect
Native ceremonial fire pit.png Ceremonial Fire Pit Advisor cost.png −50% Advisor cost
Native fortified house.png Fortified House Land forcelimit.png +10 Land force limit
Native longhouse.png Longhouse Tax income.png +1 Tax income
Native sweat lodge.png Sweat Lodge Diplomatic reputation.png +1 Diplomatic reputation


Casus belli[edit]

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 modifier.png stability cost).

Humiliate[edit]

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.pngprestige 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.

Force Migration[edit]

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 where the vanquished nation will migrate to from any available valid spots.

Footnotes[edit]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Federation leader).