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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.png Nahuatl, Mayan.png Mayan or Inti.png Inti country, see Pagan_denominations#Primitive_religions.
For general information about primitives see Primitive
See also: List of decision lists#Native council

Government native.png A native tribe is the government form of all native tribes in North and South America that are not Nahuatl.png Nahuatl, Mayan.png Mayan or Inti.png Inti faith, and all Aboriginal tribes in Australia.

These governments don't use Legitimacy.png legitimacy, Republican tradition.png republican tradition or any other type of government strength value. There is no heir system: at ruler's death, a new one is generated with random stats.

If a Native Tribe is forced to become Nahuatl.png Nahuatl, Mayan.png Mayan or Inti.png Inti, they will loose the Native Tribe government and instead turn into the type of government of the nation that converted them. As these religions remove all access to government reforms, the nation will then have to reform via religious reforms.

Government native.png Native government reforms
Tier 1: Tribe Organization
Tier 2: Story Tradition
Tier 3: Agricultural Revolution
Tier 4: Legal Basis
Tier 5: National Identity


Type Effects Description & notes
Native Tribe
  •  −100% Reform progress growth
  •  +0.5 Monthly reform progress
  •   −2 Diplomatic relations
  •   −50% Institution spread
  •   +400% Province Warscore Cost
  •   −30% Land forcelimit
  •   +20% Development Cost
One or more tribes ruled by a council of hereditary positions. Its members present unanimous decisions after lengthy discussions, although one chieftain has the honor of being the official spokesperson.
  • Nations with this government form have tribal land and tribal developement
  • Nations with this government form that own only one province can migrate to a neighbouring province
  • May invite or be invited in a Native federation
  • Access to Native buildings
  • Enables Indigenous ideas
  • Developing provinces will not cause institutions to spawn
  • Cannot fabricate claims

Game interfaceEdit

The native interface showing a Federation led by Coweta.

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 and Australian 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 landEdit

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 developmentEdit

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 +0.02 tribal development per month per category when inhabiting land with less than 100% devastation. They gain +0.1 tribal development per month when on another tribe's tribal land instead.

Both migratory and settled tribes gain +0.01 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 +0.02 tribal development from the Joint Grain Depots Federation advancement. Indigenous idea 1: Bountiful Land provides +0.015 tribal development.

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.


The migration interface, showing   Fox's migration options at the 1444 start date, the selected province is part of Potawatomi's tribal land.

A single-province native nation 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.

Some ideas and effects reduce migration cost:

  Traditions Ideas Bonuses Policies
  • Charruan traditions
  • Tapuian traditions
  • Plains Native idea 1: Dwellers of Tipis

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.


A   Federation is a loosely defensive alliance available only to native nations. 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:[1]

  +1% Diplomatic reputation
  +10% Morale of armies

Federation advancementsEdit

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:

Name Effect
Federal Constitution

Can be picked only once 7 other advancements have been enacted.

  • Integrate all federation members which are played by the AI into the federation leader's nation
  • The nation changes its name into the name of the Federation or (if it has Anishinabe, Creek, Dakota, Huron, Illini, Iroquois or Shawnee as   primary culture) it switches tag to one of the Federation countries
  • If the country does not have custom ideas
  • If the country is a duchy
    • then it becomes a   kingdom.
  • Gain   25 prestige
  • Gain country modifier “Increased Centralization” for 20 years, giving the following effects:
    •   −0.05 Monthly autonomy change
    •   +1 National unrest

The tribal development of the other federation members and the effects of federation advancements are lost

Unified Warband
Enable Federation Offensive Wars (Federation members will be called in offensive wars)

This has higher priority than alliances.

Mutual Trust
  +0.10 Monthly Federation favor growth
Joint Grain Depots
  +0.02 Tribal development growth
Pax Americana
  +10% Goods produced modifier
United Resistance
  +1 Attrition for enemies
Chartered Settlements
−20% Settle cost
Shared Knowledge
  +20% Institution spread

Federation CohesionEdit

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 leavingEdit

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.

Native buildingsEdit

Native nations 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 buildingsEdit

All normal native buildings cost 100   ducats, except for Irrigation and Palisades, which cost 200  .

Building Effect
  •   +25% Local defensiveness
  •   −25% Hostile movement speed
  Great Trail   +50% Local manpower modifier
  Irrigation +0.01 Tribal development growth
  •   +1 Fort level [2]
  •   −0.5  Monthly fort maintenance
  Storehouse   +50% Local production efficiency
  Three-Sisters Field   +50% Local goods produced
  •   +0.1 Monthly reform progress
  •   −25% Province governing cost

Unique native buildingsEdit

All unique native buildings cost 200   ducats. It is only possible to build one of each unique building per nation.

Building Effect
  Ceremonial Fire Pit   −50% Advisor cost
  +0.2 Monthly reform progress
  Fortified House   +5 Land force limit
  Sweat Lodge   +1 Diplomatic reputation

Casus belliEdit

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 and conquer provinces that way). They have access to some unique Casus Belli :


A native tribe 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 20 prestige and the victor to gain 100 monarch power in each category. This casus belli cannot be used to annex the target nation nor vassalize them.

Tribal border feudEdit

A native tribe gains the "Tribal Border Feud" CB against any other native tribe whose tribal land borders theirs. This CB allows the annexation of provinces and tribal land but not the subjugation of the defender.

Force MigrationEdit

A native tribe that is migratory gains the "Force Migration" CB on any other migratory native tribe that migrates into their tribal Land. This CB allows the displacement of the trespassing tribe, aswell as the annexation of their tribal land. It does not allow the subjugation of the defender.

Push back the colonizersEdit

A native tribe whose tribal land borders any non- native tribe, gains the Push back the colonizers CB against them. This CB allows the annexation of provinces but not the subjugation of the defender. It also allows the peace term "Abandon Colonies" which removes all colonies within the native tribes tribal land.


Tribe OrganizationEdit

Name Key Value
Chiefdom description
We must embrace the traditions of our people. A chiefdom allows our elders to spread valuable knowledge.
  •   tribal development growth +0.02
Federation (reform) description
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.
  •   national manpower modifier +20%
Clan Council description
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.
  •   diplomats +1
  •   diplomatic relationships +1
Hereditary Rule description
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.
  •   stability cost modifier -33%

Story TraditionEdit

Name Key Value
Martial Tradition description
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.
  •   Infantry combat ability +10%
Oral Tradition description
We are our stories. What has happened in the past teaches us what may happen in the future.
  •   reform progress growth +25%
Land Tradition description
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.
  •   Add tribal land cost -25%
  •   Monthly Administrative Power +1

Agricultural RevolutionEdit

Name Key Value
War band description
Feeling safe is the most important thing in life. By focusing on warfare, we will be able to ensure the welfare of our tribe.
Settle Down description
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.
  • Unlocks ability to change government rank
  • No longer migratory
  • No longer graze on land causing   devastation
  • Can settle   tribal development into tribal land
  •   Add tribal land cost +200%
  • Can add adjacent provinces as tribal land
  •   Institution spread +20%
  •   Governing capacity modifier -25%
  • Removing this reform causes   -1 stability hit
  • Removing this reform causes all settled provinces except capital to turn into unsettled tribal lands. All settled development stays in tribal lands.
  • Removing this reform causes a loss of   -1 stability
  • Prevents taking The great plains calls to us reform.
Seasonal Travel description
As the world changes throughout the year, so must we. If we follow the seasons in their journey, we will find prosperity.
  • Unlocks ability to change government rank
  •   Migration cost -25%
  •   tribal development growth +0.02
  • Migration cost modifier is multiplicative with stability. Migrating with -2 stability costs 50 * 0.7 * 0.75 = 30

Legal BasisEdit

Name Key Value
Codified Power description
There is nothing above the law. It makes the world a fairer place and it equals the lives of everyone in our tribe.
  •   National unrest -2
Diplomatic Ceremonies description
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.
  •   diplomatic reputation +1
  •   diplomatic relationships +1
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.
  •   Core-creation cost -10%
  • Copy government type of a neighboring country which is not a native tribe and which has embraced an institution
  • Adopt all institutions adopted by the above country
  • Settle all tribal lands
  • All tribal reforms are removed, so core-creation cost modifier doesn't work

National IdentityEdit

Name Key Value
The Great Plains call 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.
  • All tribal development is lost
  • Doesn't need advanced neighbors or any institutions
  • Removes   primitive modifier, giving full   gold income, normal   development cost, ability to block conquistadors and full culture conversion cost for enemies.
Dynastic Lineage description
The lineage of our rulers is a blessing from the gods. Their royal blood has made them suitable to guide us towards prosperity.
  • Adopted   feudalism
  • Settle all tribal lands
  • Become   monarchy
  • Loose -450 Government Reform Progress
  • Technically doesn't require having advanced neighbor
  • Unlike Trading with Foreigners, doesn't adopt neighbor's institutions
  • Removes   primitive modifier, giving full   gold income, normal   development cost, ability to block conquistadors and full culture conversion cost for enemies.
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.
  • Adopted   feudalism
  • Settle all tribal lands
  • Become   republic
  • Loose -250 Government Reform Progress
  • Technically doesn't require having advanced neighbor
  • Unlike Trading with Foreigners, doesn't adopt neighbor's institutions
  • Removes   primitive modifier, giving full   gold income, normal   development cost, ability to block conquistadors and full culture conversion cost for enemies.
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.
  • Adopted   feudalism
  • Settle all tribal lands
  • Become   theocracy
  • Loose -250 Government Reform Progress
  • Technically doesn't require having advanced neighbor
  • UnlikeTrading with Foreigners, doesn't adopt neighbor's institutions
  • Removes   primitive modifier, giving full   gold income, normal   development cost, ability to block conquistadors and full culture conversion cost for enemies.
Tribal Identity description
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.
  •   morale of armies +10%
  •   movement speed +5%

Keeps tribal government and all reforms

Reforming the governmentEdit

Native Tribes have  −100% Reform progress growth so most if not all of their reform progress will come from   Monthly reform progress. Base   Monthly reform progress for native tribes is +0.5, the unique Ceremonial Fire Pit building provides   +0.2 Monthly reform progress, and each Longhouse provides  +0.1 Monthly reform progress. The Oral Tradition government reform and Indigenous idea 3: The Great Law each provide a   +25% Monthly reform progress modifier. This modifier also applies to regular   reform progress if the tribe gains a bonus to  Reform progress growth or reforms out of the Native Tribe government (reforming will lose the Oral Traditions government reform however).

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.

  • If   Conquest of Paradise or   El Dorado is not enabled:
    • Embracing   feudalism and passing one of government-changing tier 5 reforms
      • Feudalism can be developed however natives tribes have  +20% development cost and  -50% institution spread
      • Provinces of colonizers that have feudalism can be conquered to reach help reach the institution threshold.
  • If   Conquest of Paradise or   El Dorado is enabled:
    • Having a core province adjacent to a core province of a non- primitive 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 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
    • Removes primitive status, which allows spawning and embracing institutions.
    • Changes technology group and unit type to   nomadic
    • All native buildings, ideas and their effects are removed.
    • It's even possible to switch to normal monarchy, republic or theocracy right after becoming a horde.
  • 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. Provinces of colonizers that have feudalism must be conquered to allow reformation.

Note: Income will likely drop upon reforming the government if many of the income-increasing native building were constructed.


  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Federation leader).
  2. Palisades are counted as an actual fort by the game. It provides a zone of control in settled provinces and   yearly army tradition, which is required for spawning a certain event

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology