Difference between revisions of "Native council"

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m (File:Native dip ideas.png Diplomatic)
(Migration: Minor formatting changes.)
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[[File:Migration interface.png|600px|thumb|left|The migration interface, showing [[Fox|Fox's]] migration options at the 1444 start date.]]
 
[[File:Migration interface.png|600px|thumb|left|The migration interface, showing [[Fox|Fox's]] migration options at the 1444 start date.]]
A single-province native nation with either the {{icon|tribe}} [[Government#Native_Council|Native Council]] or {{icon|tribe}} [[Government#Native_Council|Siberian Clan Council]] government type may migrate to an unowned non-wasteland province either directly adjacent, or separated by a single sea tile. Doing so has the following effects:
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A single-province native nation with either the {{icon|tribe}} [[Government#Native_Council|Native Council]] or {{icon|tribe}} [[Government#Native_Council|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, leaving their previous province unoccupied.
 
* The nation moves to the selected province, leaving their previous province unoccupied.
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* The original province gets the modifier ''“Resources depleted by migrants”'' for 20 years worth {{red|-50%}} local tax modifier.
 
* The original province gets the modifier ''“Resources depleted by migrants”'' for 20 years worth {{red|-50%}} local tax modifier.
 
* Any buildings in the original province are lost.
 
* Any buildings in the original province are lost.
* Any of the nation's units in the original province are instantly transported to the selected province.
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* Any of the nation's units in the old province are instantly transported to the new province.
  
Migration has a cooldown of 5 years, or 1825 days. This can be reduced by {{green|-25%}} with the native diplomatic idea Travois, to 1368 days. Each point of negative [[stability]] gives a {{green|-10%}} modifier to migration cooldown as well. Gaining an additional province will disable the ability to migrate, but it may be regained if a country is reduced back to a single province. Migration cannot be done while at war.
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Migration has a cooldown of 5 years, or 1,825 days. This can be reduced by {{green|-25%}} with the native diplomatic idea ''“Travois”'', to 1,368 days. Each point of negative [[stability]] gives a {{green|-10%}} modifier to migration cooldown as well. 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 do not have access to the Native 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.
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Siberian tribes 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.
 
{{clear}}
 
{{clear}}
  
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A few national idea sets provide bonuses to the migration cooldown timer:
 
{{bonus table|migration cooldown}}
 
{{bonus table|migration cooldown}}
  

Revision as of 07:41, 5 November 2016

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

Tribal nations are nations with one of the two Government tribal.png Native Council government types, and include all countries in the North American technology group North American and South American technology group South American tech groups and several minor countries in Siberia. The majority of tribal nations control only a single province in 1444, but several multi-province countries exist 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 nations have access to the migration mechanic, but none of the other mechanics. While tribal 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

A tribal nation'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 far east Siberia will be ignored by European powers for longer, but this does have the unfortunate drawback of both having to wait longer to reform their governments (if in the Americas) or even having difficult times embracing new institutions.

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 beat back the foreign invaders.

Game interface

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, and only as long as they have not reformed their governments).

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. 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

The migration interface, showing 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, 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 lost.
  • Any of the nation's units in the old province are instantly transported to the new province.

Migration has a cooldown 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. 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 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

Native ideas

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 are lost after reforming the government.

Native adm ideas.png Administrative

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

Native dip ideas.png Diplomatic

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

Native mil ideas.png Military

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

Reforming the government

American and Siberian tribal nations can reform their governments, which will provide the reformed nation with beneficial effects. Additionally American tribes will reform their government differently depending on if Conquest of Paradise.png Conquest of Paradise is enabled or not.

Siberian tribes

Siberian 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.

American tribes

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.
  • 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 the form of government of the feudal neighbor, i.e., if a Government tribal.png native tribe borders a Government monarchy.png kingdom then it will reform into a kingdom, same for Government republic.png republics and Government theocracy.png theocracies.
  • All native ideas and their effects are lost.
  • All native buildings (including any already built) and the ability to build them are lost, and the standard building interface replaces 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

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

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 −0.5Gold Icon.png Monthly 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

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

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—often a reasonable strategy given their reduced Stability cost modifier.png stability cost).

Taking Exploration ideas first may be useful when playing a Native American tribe, as completing it will give a free casus belli on all pagan Native Americans. Siberian Clan Councils may likewise find Expansion ideas useful.

Humiliate

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 non-rivals). The “Humiliate” casus belli allows a special peace deal “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

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 be actually able to migrate 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.

Federations

Federation.png Federations are loosely defensive alliances available only to native nations with the Native Council government type (i.e., North and South American natives). They are used to combat expansionists, somewhat similarly to coalitions; should a member be attacked, all members within the federation will join on the side of the member. Federations 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.

Footnotes

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