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North America super-region

(Redirected from Powhatan)
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 Subject colony icon.png 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 Government tribal.png Native Councils.

Religions

  • All nations in these parts follow the Totemism Totemist religion.

Technology groups

  • All nations in these parts belong to the North American technology group 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 nationsEdit

Some of these nations don't exist at the 1444 campaign start. They can appear if another nation chooses to form them.

Revolter nationsEdit

These nations don't exist and also lack cores at the 1444 campaign start. They can still appear if Separatist rebels.png Separatist rebels manage to take control of their cultural provinces.

  • to be added


Regional Nations

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 regionEdit

Native ideas
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
Pueblo ideas
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 regionEdit

Native ideas
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 regionEdit

Native ideas
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
Pacific Northwest ideas
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 regionEdit

Native ideas
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 regionEdit

Native ideas
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 regionEdit

Native ideas
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 regionEdit

Native ideas
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 regionEdit

Native ideas
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 regionEdit

Native ideas
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 regionEdit

Native ideas
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.