- 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,
Mayan or
Inti country, see Pagan_denominations#Primitive_religions.
- For general information about primitives see Primitive
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Available only with the Conquest of Paradise DLC enabled. |
- See also: List of decision lists#Native council
A native tribe is the government form of all native tribes in North and South America that are not
Nahuatl,
Mayan or
Inti faith, and all Aboriginal tribes in Australia.
These governments don't use legitimacy,
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,
Mayan or
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.
Tier 1: Tribe Organization |
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Tier 2: Story Tradition |
Tier 3: Agricultural Revolution |
Tier 4: Legal Basis |
Tier 5: National Identity |
MechanicsEdit
Type | Effects | Description & notes | ||
---|---|---|---|---|
Native Tribe | 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.
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Game interfaceEdit
Please help with verifying or updating this section. It was last verified for version 1.31. |
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
Please help with verifying or updating this section. It was last verified for version 1.32. |
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
Please help with verifying or updating this section. It was last verified for version 1.32. |
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.
Please help with verifying or updating this section. It was last verified for version 1.32. |
MigrationEdit
Please help with verifying or updating this section. It was last verified for version 1.31. |
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 | |
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−20% |
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— | — |
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.
FederationEdit
Please help with verifying or updating this section. It was last verified for version 1.31. |
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]
Please help with verifying or updating this table. It was last verified for version 1.33. |
+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 |
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Can be picked only once 7 other advancements have been enacted.
The tribal development of the other federation members and the effects of federation advancements are lost | |
Enable Federation Offensive Wars (Federation members will be called in offensive wars)
This has higher priority than alliances. | |
+0.10 Monthly Federation favor growth | |
+0.02 Tribal development growth | |
+10% Goods produced modifier | |
+1 Attrition for enemies | |
−20% Settle cost | |
+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.
Please help with verifying or updating this section. It was last verified for version 1.32. |
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 |
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Earthwork | |
Great Trail | +50% Local manpower modifier |
Irrigation | +0.01 Tribal development growth |
Palisades |
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Storehouse | +50% Local production efficiency |
Three-Sisters Field | +50% Local goods produced |
Longhouse |
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
Please help with verifying or updating this section. It was last verified for version 1.31. |
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 :
HumiliateEdit
Available only with the Conquest of Paradise DLC enabled. |
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.
ReformsEdit
Tribe OrganizationEdit
Name | Key | Value | |
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Chiefdom | description |
We must embrace the traditions of our people. A chiefdom allows our elders to spread valuable knowledge.
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effects | |||
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.
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effects | |||
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.
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effects | |||
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.
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effects |
Story TraditionEdit
Name | Key | Value |
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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.
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effects | ||
Oral Tradition | description |
We are our stories. What has happened in the past teaches us what may happen in the future.
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effects | ||
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.
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effects |
Agricultural RevolutionEdit
Name | Key | Value |
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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.
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effects |
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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.
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effects |
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notes |
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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.
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effects |
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notes |
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Legal BasisEdit
Name | Key | Value |
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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.
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effects | ||
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.
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effects | ||
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.
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requirements |
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effects |
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notes |
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National IdentityEdit
Name | Key | Value |
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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.
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requirements |
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effects |
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notes |
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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.
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requirements | ||
effects |
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notes |
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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.
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requirements | ||
effects |
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notes |
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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.
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requirements | ||
effects |
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notes |
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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.
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effects | ||
notes |
Keeps tribal government and all reforms |
Reforming the governmentEdit
Please help with verifying or updating this section. It was last verified for version 1.31. |
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
- 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 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
- Having military technology 6 and being migratory tribe allows becoming a steppe horde via tier 5 reform The great plains calls to us
- 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.
FootnotesEdit
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Federation leader).
- ↑ 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
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |