This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for
1.28.
The regional divisions of the North American super-region.
North America super-region
California region
Canada region
Cascadia region
Great Lakes region
Great Plains region
Hudson Bay region
Mississippi region
Northeast region
Rio Grande region
Southeast region
North America super-region in 1444 is a rather homogeneous area in terms of government form, religion and technology group. While the land is mostly uncolonized the player will be able to find here many nations which consist mostly of OPM migratory tribes and sport unique mechanics available only to natives on the American continent. Due to the big technology gap between the native nations here and outside forces the majority of them get conquered early on in the game, unless a single power managed to unify enough of the minor nations under one banner before trying to oppose the invading forces. The provinces in this area belong to colonial regions which if colonized by an outside nation (not from the continent) will form a colonial nation once enough of them have been settled in a single colonial region. The new nation will be a subject of its mother nation until it will declare and win an independence war.
The break-down of the North America super-region is as follows:
Government types
All nations in these parts are governed by Native Councils.
Religions
All nations in these parts follow the Totemist religion.
Technology groups
All nations in these parts belong to the North American technology group.
Culture groups
Central Algonquian in the central and northern parts.
Na-Déné, Penutian and Sonoran in the western part.
Plains Algonquian and Siouan in the central part.
Apachean, Caddoan and Muskogean in the southern part.
Eastern Algonquian and Iroquoian in the eastern part.
Formable / Reformable nations [ edit ]
Some of these nations don't exist at the 1444 campaign start. They can appear if another nation chooses to form them.
Revolter nations [ edit ]
These nations don't exist and also lack cores at the 1444 campaign start. They can still appear if Separatist rebels manage to take control of their cultural provinces.
Notes: These articles refer to the state of the world at the start of the grand-campaign (1444-11-11); meaning, if a nation is picked in other time points it may have different attributes. Table listings include: [1] 1444 starting nations, [2] 1444 releasable nations. Other tags, [3] later start/pure formables/revolters ("wild card" stats), are mentioned at the top. Worth noting, [4] a nation is assigned a home region based on its capital's location, [5] location names use the default localisation for consistency reasons (for searching in-game enter the provided province numbers). For a list of all available tags check the Countries article.
California region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
Notes:
For Pueblo , Keres and Zuni .
Traditions:
+25% National garrison growth
−15% Advisor costs
Ancient Pueblo Legacy
+25% Hostile core-creation cost on us
Adobe Architecture
−10% Construction cost
Mesa Settlements
+15% Fort defense
Cotton Weaving
+10% Trade efficiency
Kachina Dolls
−10% Stability cost modifier
Clown Societies
+2 Tolerance of the true faith
+10% Religious unity
Legend of Cibola
+1 Yearly prestige
Ambition:
+1 Yearly legitimacy
Notes: This region holds provinces necessary for forming California .
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Apache
Native Council
Totemist
North American
Native
Apachean (Eastern Apache )
Apache (879)
Keres
Native Council
Totemist
North American
Pueblo
Sonoran (Pueblo)
Acoma (2495)
Navajo
Native Council
Totemist
North American
Native
Apachean (Navajo )
Navajo (878)
Pima
Native Council
Totemist
North American
Native
Sonoran (Piman )
Pima (877)
Pueblo
Native Council
Totemist
North American
Pueblo
Sonoran (Pueblo )
Pueblo (880)
Yaqui
Native Council
Totemist
North American
Native
Sonoran (Piman)
Yaqui (862)
Yokuts
Native Council
Totemist
North American
Native
Penutian (Yokuts)
Choinumni (4636)
Zuni
Native Council
Totemist
North American
Pueblo
Sonoran (Pueblo)
Zuni (2494)
Canada region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
Notes: This region holds provinces necessary for forming Quebec .
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Huron
Native Council
Totemist
North American
Huron
Iroquoian (Huron )
Huron (988)
Mikmaq
Native Council
Totemist
North American
Native
Eastern Algonquian (Mikmaq )
Kespukwitk (2568)
Ojibwe
Native Council
Totemist
North American
Native
Central Algonquian (Anishinabe )
Nipigon (2015)
Ottawa
Native Council
Totemist
North American
Native
Central Algonquian (Anishinabe)
Odawa (2587)
Cascadia region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
Notes:
For Chinook , Haida and Salish .
Traditions:
+10% Morale of armies
−10% Land attrition
Great Whale Hunts
+5% Discipline
Dugout Canoes
+20% Trade range
Totem Poles
+1 Diplomatic reputation
Potlatch Feast
+10% Domestic trade power
Legacy of Raven
+1 Land leader maneuver
Salmon Migrations
+10% Goods produced modifier
Noble Castes
−10% Stability cost modifier
Ambition:
+1 Yearly prestige
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Chinook
Native Council
Totemist
North American
Pacific Northwest
Penutian (Chinook )
Chinook (873)
Haida
Native Council
Totemist
North American
Pacific Northwest
Na-Déné (Haida )
Haida (2022)
Salish
Native Council
Totemist
North American
Pacific Northwest
Penutian (Salish )
Salish (874)
Shoshone
Native Council
Totemist
North American
Native
Sonoran (Shoshone )
Bannock (2020)
Great Lakes region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Cheyenne
Native Council
Totemist
North American
Native
Plains Algonquian (Cheyenne )
Makoua (910)
Fox
Native Council
Totemist
North American
Native
Siouan (Chiwere )
Michigan (945)
Illiniwek
Native Council
Totemist
North American
Native
Central Algonquian (Illini )
Illinois (915)
Miami
Native Council
Totemist
North American
Native
Central Algonquian (Illini)
Miami (943)
Potawatomi
Native Council
Totemist
North American
Native
Central Algonquian (Anishinabe)
Potawatomi (944)
Shawnee
Native Council
Totemist
North American
Shawnee
Central Algonquian (Shawnee )
Chillicothe (2525)
Sioux
Native Council
Totemist
North American
Native
Siouan (Dakota )
Mdewakanton (2517)
Great Plains region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Comanche
Native Council
Totemist
North American
Native
Sonoran (Shoshone)
Apsáalooke (2006)
Kiowa
Native Council
Totemist
North American
Native
Sonoran (Kiowa )
Haaninin (2502)
Pawnee
Native Council
Totemist
North American
Native
Caddoan (Pawnee )
Pawnee (901)
Hudson Bay region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
Notes: This region holds provinces necessary for forming Quebec .
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Arapaho
Native Council
Totemist
North American
Native
Plains Algonquian (Arapaho )
Itscheabine (2511)
Assiniboine
Native Council
Totemist
North American
Native
Siouan (Nakota )
Bungi (2016)
Blackfoot
Native Council
Totemist
North American
Native
Plains Algonquian (Blackfoot )
Niitsitapi (2004)
Cree
Native Council
Totemist
North American
Native
Central Algonquian (Cree )
Kesagami (2589)
Mississippi region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Caddo
Native Council
Totemist
North American
Native
Caddoan (Caddo )
Caddo (894)
Cherokee
Native Council
Totemist
North American
Cherokee
Iroquoian (Cherokee )
Cheraw (936)
Chickasaw
Native Council
Totemist
North American
Chickasaw
Muskogean (Chickasaw )
Chickasaw (919)
Choctaw
Native Council
Totemist
North American
Native
Muskogean (Choctaw )
Choctaw (920)
Creek
Native Council
Totemist
North American
Creek
Muskogean (Creek )
Tuskegee (925)
Osage
Native Council
Totemist
North American
Native
Siouan (Osage )
Pahatsi (899)
Northeast America region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Abenaki
Native Council
Totemist
North American
Native
Eastern Algonquian (Abenaki )
Penobscott (971)
Iroquois
Native Council
Totemist
North American
Iroquois
Iroquoian (Iroquois )
Onondaga (960)
Lenape
Native Council
Totemist
North American
Native
Eastern Algonquian (Delaware )
Lenape (956)
Mahican
Native Council
Totemist
North American
Native
Eastern Algonquian (Mahican)
Pocumtuk (969)
Pequot
Native Council
Totemist
North American
Native
Eastern Algonquian (Pequot )
Connecticut (2010)
Susquehannock
Native Council
Totemist
North American
Native
Iroquoian (Susquehannock )
Susquehanna (955)
Rio Grande region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
Notes: This region holds provinces necessary for forming Texas .
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Lipan
Native Council
Totemist
North American
Native
Apachean (Lipan )
Lipan (883)
Mescalero
Native Council
Totemist
North American
Native
Apachean (Mescalero )
Mescalero (882)
Wichita
Native Council
Totemist
North American
Native
Caddoan (Wichita )
Waco (886)
Southeast America region [ edit ]
Notes:
For countries with the Native Council government type.
Traditions:
+15% Manpower recovery speed
+100% Prestige from land battles
Counting Coups
+10% Morale of armies
Storytelling Tradition
−10% Idea cost
Clan Mothers
+10% Production efficiency
Adopt Clan Totems
−10% Stability cost modifier
The Little War
−2 National unrest
War and Peace Chiefs
+20% National manpower modifier
Great Winter Hunts
+25 Global settler increase
Ambition:
+1 Diplomatic relation
State
Government
Religion
Tech group
National ideas
Culture group
Capital
Notes
Powhatan
Native Council
Totemist
North American
Native
Eastern Algonquian (Powhatan )
Powhatan (952)
Notes: These articles refer to the state of the world at the start of the grand-campaign (1444-11-11); meaning, if a nation is picked in other time points it may have different attributes. Table listings include: [1] 1444 starting nations, [2] 1444 releasable nations. Other tags, [3] later start/pure formables/revolters ("wild card" stats), are mentioned at the top. Worth noting, [4] a nation is assigned a home region based on its capital's location, [5] location names use the default localisation for consistency reasons (for searching in-game enter the provided province numbers). For a list of all available tags check the Countries article.