Difference between revisions of "Caddo"

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==== Opening Moves: Migrating South ====
 
==== Opening Moves: Migrating South ====
Caddo is placed just north of the Gulf of Mexico, quite near to the [[North_American_regions#Mexico|Mexico]] region. While Caddo has a generally strong idea group in the generic Native American group, this is balanced by the [[Totemist]] religion. With a random leader, save-scumming until Caddo has a good monarch is advised. Then, the first goal is to travel South and embrace the [[Nahuatl]] religion. This means quickly migrating. The shortest possible route begins with Hasinai (2669) (often there is a mission to do so) then Eyeish (2665), then across the Gulf to Borrado (2668) before finally settling in Tamaulipas (858). Missions or other considerations can be made to take a different route. During this time, monarch points should be carefully spent. A good leader and constant migration means that the player will have a few to spend. One should be shooting for a military tech advantage for the next stage, at least tech 3 for the morale boost. Beyond that, technology spending will likely be a waste after reforming the religion, since the player will receive 80% of Caddo’s neighbor's technology anyway. Diplomacy points can usefully be sunk into mercantilism, and administration points will be useful to regain stability for no-CB wars. These wars are good ways to earn money or monarch points from Caddo’s weak neighbors while the player waits for migration cool down.
+
Caddo is placed just north of the Gulf of Mexico, quite near to the [[North_American_regions#Mexico|Mexico]] region. While Caddo has a generally strong idea group in the generic Native American group, this is balanced by the [[Totemist]] religion. With a random leader, one may be subject to a poor leader, the player may restart if they wish. Then, an early goal is to travel South and embrace the [[Nahuatl]] religion. This means quickly migrating. The shortest possible route begins with Hasinai (2669) (often there is a mission to do so) then Eyeish (2665), then across the Gulf to Borrado (2668) before finally settling in Tamaulipas (858). Missions or other considerations can be made to take a different route. During this time, monarch points should be carefully spent. A good leader and constant migration means that the player will have many points to spend, but not all benefits are permanent. One should be shooting for a military technology advantage over the Mexican tribes, technology level 3 contains a valuable morale boost. Beyond that, technology spending may not be ideal since after reforming the religion the player will receive 80% of Caddo’s neighbor's technology anyway. Diplomacy points can usefully be sunk into mercantilism, and administration points will be useful to regain stability if the player starts any no-Casus Belli wars. Such wars can be good ways to earn money or monarch points from Caddo’s weak neighbors while the player waits for migration cool down.
  
 
==== Preparing for European Contact: Religious Reforms ====
 
==== Preparing for European Contact: Religious Reforms ====
Embracing the Nauhatl faith is difficult, one strategy involves attempting to trigger the [[Aztec_events#The_Temple_City_of_Cholula|The Temple City of Cholula]] event. In order to get this event, Caddo must hold the province of Cholula (2644). This means military expansion into the Mesoamerican empires. It's a few provinces inside, and may require a few wars. This should be no issue if the player has achieved military tech 3, and building a fortified house as a Totemist would make this even easier, depending on how powerful the Central Americans are at this point.
+
Embracing the Nauhatl faith is difficult, one useful strategy involves attempting to trigger the [[Aztec_events#The_Temple_City_of_Cholula|The Temple City of Cholula]] event. In order to get this event, Caddo must hold the province of Cholula (2644). This means military expansion into the Mesoamerican empires. It's a few provinces inside, and may require a few wars. This should be no issue if the player has achieved military tech 3, and building a fortified house as a Totemist would make this even easier, depending on how powerful the Central Americans are at this point.
  
Once the player receives the event they may either destroy the temple or embrace the Nahuatl faith. This event only has a MTTH of one year, so it should not be long before Caddo has taken on the new, powerful, religion. Nahuatl is a dangerous religion because of the doom mechanic, but can be reformed which grants permanent powerful bonuses unlike the Totemist reforms, which go away if Caddo modernizes. In order to reform Nahuatl the player must have five vassals. In Mesoamerica this is quite difficult, even with the Flower Wars CB. As Caddo though, the player still has vision of all the tiny North American tribes. These tribes can be quickly vassalized for a reform, thus allowing Caddo to reform very quickly with the great many of options to the North. Read the wiki on Nahuatl for a more detailed guide of how to adopt the five reforms.
+
Once the player receives the event they may either destroy the temple or embrace the Nahuatl faith. This event only has a mean time to happen of one year, so it should not be long before Caddo has the option to take on the new, powerful, religion. Nahuatl can be a dangerous religion because of the doom mechanic, but can be reformed which grants permanent powerful bonuses unlike the Totemist reforms which go away if Caddo reforms. In order to reform Nahuatl the player must have five vassals. In Mesoamerica this is quite difficult, even with the Flower Wars CB. As Caddo though, the player still has vision of all the tiny North American tribes. These tribes can be quickly vassalized for a reform, thus allowing Caddo to reform very quickly with the great many of options to the North. Finer descriptions of the religion reform mechanics can be found on the [[Nahuatl]] page. The player may choose to vassalize weaker states in Mexico, but has the added options of vassalizing the weak tribes in North America, but in either case a wise goal is to have all five reforms finished by the time European colonizers arrive.
  
After Caddo have taken all five reforms, doom will not increase except by event, and is therefore easy for the player to manage. Now, the player should begin colonizing and conquering the coastlines and interior of Mexico in anticipation of the arrival of Europeans.
+
The reasons that this goal is idea is that after Caddo have taken all five reforms, doom will not increase except by event, and is therefore easy for the player to manage. The player has many good options for growing a power base at this point including colonizing, conquering the valuable (and gold rich) Mexican provinces, or developing into a "tall", or high development, state.
  
 
==== A Modern Caddo: Endless Possibilities ====
 
==== A Modern Caddo: Endless Possibilities ====
There are two ways for the player to get a border with a colonizer, a likely possibility is that one will simply colonize next to Caddo. As soon as the province is cored by any Western nation, the player has the option to reform Nahuatl.
+
If the player chooses to continue with the goal of colonization, Caddo must have a border with a European core. There are two ways for the player to get a border with a colonizer, a likely possibility is that one will simply colonize next to Caddo. As soon as the province is cored by any Western nation, the player has the option to reform Nahuatl.
The other possibility is that a nation will claim a province and declare war. Especially if Caddo owns some of the gold provinces it may be a very valuable target. Caddo will be no match for a Castile or England or France or really any likely colonizer. They are likely past 10 in all technologies by the time the player sees them. If war occurs, the player’s best option is to immediately cede one province and cash, getting a truce and earning a border with them. With this, Caddo can reform.  
+
The other possibility is that a nation will claim a province and declare war. Especially if Caddo owns some of the gold provinces it may be a very valuable target. Caddo will be no match for a Castile or England or France or really any likely colonizer. They are likely past 10 in all technologies by the time the player sees them. If war occurs, the player’s best option is to immediately cede one province and cash, getting a truce and earning a border with them. With this, Caddo has the option to reform religion.  
  
After reforming Nahuatl, Caddo will have the institutions and technology required to compete with Europe and their colonial nations. In addition, Caddo is now in a place to grab the many gold provinces in Mexico. Caddo is now an independent Western nation with access to more gold than anyone else in the world. From here dominating the Caribbean trade node and colonizing the coasts should be an early priority. Nearly anything is possible from here, in many cases the player might become a world power just from reforming.
+
After reforming Nahuatl, Caddo will have the institutions and technology required to compete with Europe and their colonial nations. This is greatly freeing to the player to pursue any goals they may have without fear of being crushed by colonizers. Some goals to quickly grow include taking the gold mines of Mexico, dominating the Caribbean trade node or colonizing the coasts to box out Europeans.
  
 
{{Country navbox|North America}}
 
{{Country navbox|North America}}

Revision as of 05:27, 18 January 2018

Duchy rankCaddo
Caddo.png
Primary culture
Caddo (Caddoan)

Capital province
Caddo (894)

Government
Native Council Government tribal.png

State religion
TotemistTotemism.png

Technology group
North AmericanNorth American technology group
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

The Caddo are a Native American tribe that resides in the Mississippi area, in the Arkansas region. Historically, this tribe was peaceful with European settlers until the United States' hostility towards Indians meant that they relocated to an area of Mexico, now Texas, where a reservation for the tribe still exists.

In the game, the tribe is situated just West of the more powerful Muskogean tribes and Cherokee, and to the East of the other multi-province tribes of Pueblo and Navajo. Nearer Caddo is the rest of the Caddoan culture group. All these are one province minors, like Caddo.

Strategy

The Nahuatl/Generic Ideas

This strategy involves adopting the very powerful Nahuatl religion and then reforming as soon as Europeans arrive. This strategy creates a very overpowered Caddo which is great fun to play as.

Opening Moves: Migrating South

Caddo is placed just north of the Gulf of Mexico, quite near to the Mexico region. While Caddo has a generally strong idea group in the generic Native American group, this is balanced by the Totemist religion. With a random leader, one may be subject to a poor leader, the player may restart if they wish. Then, an early goal is to travel South and embrace the Nahuatl religion. This means quickly migrating. The shortest possible route begins with Hasinai (2669) (often there is a mission to do so) then Eyeish (2665), then across the Gulf to Borrado (2668) before finally settling in Tamaulipas (858). Missions or other considerations can be made to take a different route. During this time, monarch points should be carefully spent. A good leader and constant migration means that the player will have many points to spend, but not all benefits are permanent. One should be shooting for a military technology advantage over the Mexican tribes, technology level 3 contains a valuable morale boost. Beyond that, technology spending may not be ideal since after reforming the religion the player will receive 80% of Caddo’s neighbor's technology anyway. Diplomacy points can usefully be sunk into mercantilism, and administration points will be useful to regain stability if the player starts any no-Casus Belli wars. Such wars can be good ways to earn money or monarch points from Caddo’s weak neighbors while the player waits for migration cool down.

Preparing for European Contact: Religious Reforms

Embracing the Nauhatl faith is difficult, one useful strategy involves attempting to trigger the The Temple City of Cholula event. In order to get this event, Caddo must hold the province of Cholula (2644). This means military expansion into the Mesoamerican empires. It's a few provinces inside, and may require a few wars. This should be no issue if the player has achieved military tech 3, and building a fortified house as a Totemist would make this even easier, depending on how powerful the Central Americans are at this point.

Once the player receives the event they may either destroy the temple or embrace the Nahuatl faith. This event only has a mean time to happen of one year, so it should not be long before Caddo has the option to take on the new, powerful, religion. Nahuatl can be a dangerous religion because of the doom mechanic, but can be reformed which grants permanent powerful bonuses unlike the Totemist reforms which go away if Caddo reforms. In order to reform Nahuatl the player must have five vassals. In Mesoamerica this is quite difficult, even with the Flower Wars CB. As Caddo though, the player still has vision of all the tiny North American tribes. These tribes can be quickly vassalized for a reform, thus allowing Caddo to reform very quickly with the great many of options to the North. Finer descriptions of the religion reform mechanics can be found on the Nahuatl page. The player may choose to vassalize weaker states in Mexico, but has the added options of vassalizing the weak tribes in North America, but in either case a wise goal is to have all five reforms finished by the time European colonizers arrive.

The reasons that this goal is idea is that after Caddo have taken all five reforms, doom will not increase except by event, and is therefore easy for the player to manage. The player has many good options for growing a power base at this point including colonizing, conquering the valuable (and gold rich) Mexican provinces, or developing into a "tall", or high development, state.

A Modern Caddo: Endless Possibilities

If the player chooses to continue with the goal of colonization, Caddo must have a border with a European core. There are two ways for the player to get a border with a colonizer, a likely possibility is that one will simply colonize next to Caddo. As soon as the province is cored by any Western nation, the player has the option to reform Nahuatl. The other possibility is that a nation will claim a province and declare war. Especially if Caddo owns some of the gold provinces it may be a very valuable target. Caddo will be no match for a Castile or England or France or really any likely colonizer. They are likely past 10 in all technologies by the time the player sees them. If war occurs, the player’s best option is to immediately cede one province and cash, getting a truce and earning a border with them. With this, Caddo has the option to reform religion.

After reforming Nahuatl, Caddo will have the institutions and technology required to compete with Europe and their colonial nations. This is greatly freeing to the player to pursue any goals they may have without fear of being crushed by colonizers. Some goals to quickly grow include taking the gold mines of Mexico, dominating the Caribbean trade node or colonizing the coasts to box out Europeans.

Country guides

Western technology group Western.png United States.png United States
Mesoamerican technology group Mesoamerican.png Maya.png Maya
North American technology group North American.png Caddo.png Caddo Cherokee.png Cherokee Iroquois.png Iroquois

Central African technology group Central African.png Kuba.png KubaMutapa.png Mutapa
East African technology group East African.png Ethiopia.png EthiopiaMogadishu.png Mogadishu
Muslim technology group Muslim.png The Mamluks.png MamluksMorocco.png MoroccoTlemcen.png TlemcenTunis.png Tunis
West African technology group West African.png Air.png AirMali.png Mali

Eastern technology group Eastern.png Jerusalem.png Jerusalem
Muslim technology group Muslim.png Arabia.png Arabia Ardabil.png Ardabil Hisn Kayfa.png Hisn Kayfa Oman.png Oman
Indian technology group Indian.png Assam.png Assam Bahmanis.png Bahmanis Bengal.png Bengal Orissa.png Orissa
Chinese technology group Chinese.png Bali.png Bali Brunei.png Brunei Dai Viet.png Dai Viet Japan.png Japan Khmer.png Khmer Korea.png Korea Majapahit.png Majapahit Malaya.png Malaya Pagarruyung.png Pagarruyung Pasai.png Pasai Sunda.png Sunda
Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Timurids.png Timurids Uzbek.png Uzbek

Andean technology group Andean.png Chachapoya.png Chachapoya Cusco.png Cusco Muisca.png Muisca
South American technology group South American.png Mapuche.png Mapuche