- 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), a collection of minor countries in far eastern Siberia (which have the Siberian Clan Council government type) and tribes in Oceania 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.
General information[edit | edit source]
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.
Game interface[edit | edit source]
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.
Tribal land[edit | edit source]
Natives often had traditional migratory land that they claimed but did not permanently inhabit. In-game, this is represented by tribal land. Tribal land provinces are not fully settled and do not directly provide income or manpower to their owners. On the political map, they appear uncolored (like uncolonized land) but with the name of the tribe superimposed. Colonial powers may ignore the tribal land claim and settle it directly without needing to declare war on the tribe.
Migratory tribes may add land that they currently occupy (so long as not tribal land of any other nation) as new tribal land for 100 + 10 for every existing tribal land province. Settled tribes may add unclaimed lands bordering existing provinces for the same cost. Tribal lands may be taken in war like any other provinces (but at a lower cost). If a non-native conquers tribal land, it automatically settles the land.
Despite not directly conferring resources like settled land, tribal land still has several benefits:
- Tribes get a casus belli on any nation that borders or inhabits their tribal land.
- Tribes pay increased costs for migrating to provinces not in their tribal land.
- Settled tribes may use tribal development to permanently settle tribal land, turning it into a regular province.
- A tribe that reforms out of primitive status will immediately settle all tribal land
If a tribe loses tribal government but remains primitive (e.g., as a result of converting to a Mesoamerican religion), all tribal land is lost.
Tribal development[edit | edit source]
Tribal development is a special form of development that native tribes possess in addition to standard province development. Tribal development is added to the existing development of the capital province, increasing the tax, goods produced, and manpower of that province just like regular development. Hovering the mouse over the development listed in a tribal province window will list the breakdown of province and tribal development contributing to the total. However, tribal development is tied to the tribe, not the province, and moves to the new capital if the native tribe migrates.
Natives with the Settled Tribe reform may settle all of their tribal development into a province (tribal land or fully owned), permanently adding it to the base development of that province. This costs 50 , 50 and 50 , regardless of the amount of tribal development. Doing this to a tribal land province turns it into a fully owned province.
Migratory tribes gain .02 tribal development per month per category when inhabiting land with less than 100% devastation. They gain .1 tribal development per month when on another tribe's tribal land instead.
Both migratory and settled tribes gain .01 tribal development per Irrigation improvement in a province (but migratory tribes may only have one Irrigation, since they only control one province). They also gain .02 tribal development from the Joint Grain Depots Federation advancement.
Tribal development growth is divided by total existing tribal development per category, if over 2. Additionally, a tribe over its governing capacity cap will not gain any tribal development.
If a native tribe is conquered, all tribal development is lost.
Migration[edit | edit source]
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 plus 10 for each existing tribal province.
- If the province was part of another nation's tribal land the owner of the tribal land gets the "Force Migration" casus 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.
Federation[edit | edit source]
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:
|+10%||Morale of armies|
Federation advancements[edit | edit source]
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.
The tribal development of the other federation members and the effects of federation advancements are lost
|Enable Federation Offensive Wars (Federation members will be called in offensive wars)
This has higher priority than alliances.
|+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|
Federation Cohesion[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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.
- Having a core province adjacent to a core province of a nation that embraced feudalism, passing tier 3 reform Settle down and passing tier 4 reform Trading with foreigners
- Removes primitive status, which allows spawning and embracing institutions.
- Embraced institutions in the feudal neighbor are automatically embraced by the reformed natives.
- 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 or steppe nodmads, the tribe reforms into a generic non-primitive tribe.
- 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.
- Having military technology 6 and being migratory tribe allows becoming a steppe horde via tier 5 reform The great plains calls to us
- Embracing feudalism and passing one of government-changing tier 5 reforms
- This method is worse than trading with foreigners, because it doesn't give free institutions.
- Natives can't spawn institutions on their own. A scenario when this is necessary is extremely unlikely.
Note: Income will likely drop upon reforming the government if many of the income-increasing native building were constructed.
Native buildings[edit | edit source]
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[edit | edit source]
|Great Trail||+50% Local manpower modifier|
|Irrigation||+0.01 Tribal development growth|
|Storehouse||+50% Local production efficiency|
|Three-Sisters Field||+50% Local goods produced|
Unique native buildings[edit | edit source]
|Ceremonial Fire Pit|| −50% Advisor cost|
+0.2 Monthly reform progress
|Fortified House||+5 Land force limit|
|Sweat Lodge||+1 Diplomatic reputation|
Casus belli[edit | edit source]
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).
Humiliate[edit | edit source]
|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.
Reforms[edit | edit source]
|Tier 1: Tribe Organization|
|Tier 2: Story Tradition|
|Tier 3: Agricultural Revolution|
|Tier 4: Legal Basis|
|Tier 5: National Identity|
Tribe organisation[edit | edit source]
We must embrace the traditions of our people. A cheifdom allows our elders to spread valuable knowledge.
Together we are stronger. By becoming a Federation, the support that we get from our allies is not only one based on diplomacy, but on kinship.
It is important to spread trust among our people. By electing a council made up of those willing to sacrifice everything for the interests of our tribe, we will be able to ensure that not a single person holds all the power.
Those who came before us know what we seek. They have already gone through times of war and peace, through times of prosperity and hunger. Our rulers must follow their sensible guidance, and their blessed bloodline.
Story tradition[edit | edit source]
Into the wild, we must fight for our lives. Mother Nature is as dangerous as she is generous, and we have learned how to protect ourselves against her beasts and those who want to take her land from us.
We are our stories. What has happened in the past teaches us what may happen in the future.
We have always been here. We were here when the land was made and the earth was shaped. We will be here when the land is burnt and the earth vanished.
Agricultural revolution[edit | edit source]
Feeling safe is the most important thing in life. By focusing on warfare, we will be able to ensure the welfare of our tribe.
Sometimes following the storm is not as important as finding a shelter from it. The time has come for us to settle down and build more permanent villages.
As the world changes throughout the year, so must we. If we follow the seasons in their journey, we will find prosperity.
Legal basis[edit | edit source]
There is nothing above the law. It makes the world a fairer place and it equals the lives of everyone in our tribe.
It is one thing to be together in the government of our people, an important, but aseptic task; and it is another thing to share the same food, the same water, the same rituals as the sun goes up and down and we sing.
|Trading with Foreigners||description||
The arrival of foreigners to our land has allowed us to gain access to new technologies that have changed our way of life, both in time of war and peace.
National identity[edit | edit source]
|The great plains calls to us||description||
Some spirits can never be tamed. There is nothing more reliable than our own souls when it comes to the government of our nation. We shall never lose that freedom.
The lineage of our rulers is a blessing from the gods. Their royal blood has made them suitable to guide us towards prosperity.
|Rule by the Public||description||
To ensure a just government, the power must be democratically elected. By choosing our leaders we choose the fate of our nation.
|State of Faith||description||
Allowing mortals to decide over such an important issue as the fate of our people is not something that can be done without spiritual guidance. Our ruler must be the voice of the gods.
Civilization, be it a monarchy, republic or any other kind, has brought only destruction for nature. We cannot allow us to follow these vile steps and stay on the ways as nature has intended for us.
Keeps tribal government and all reforms