Hello all,
Riffing off of some of the additions to the New World in Golden Century (holy orders and pirate republics), I felt inspired to start a thread about what additional changes and features the community might want to see in the Americas. Although Conquest of Paradise and El Dorado enhanced playing in the Americas greatly when compared to EU3, some of these changes have been undercut by subsequent expansion features like institutions and government reforms for indigenous nations and the Treaty of Tordesillas and the lack of non-European cardinals for Catholic colonials. I've seen a least a good handful of comments on the threads about improving New World gameplay mechanics and I've been giving the Americas a fair amount of thought personally. While I have at least half a dozen new mechanic or improvement ideas, this thread can serve as a repository for suggestions or wants for the community as a whole. As a rule, let's try and make this thread as useful to the devs as possible and include what area of the game our suggestions aim to improve and why we want that area expanded.
My own ideas for New World improvements, post-GC, break down as such:
Totemism
- Totemist religion mechanics - Totemist nations can designate up to three Sacred Sites in owned provinces the American continents (one per region), giving bonuses based on terrain type. Sacred Sites give terrain-specific bonuses as long as they are controlled by the original designating nation - meaning they can be lost or regained. In addition, Totemist rulers can be baptized into an Old World faith, giving diplomatic bonuses with nations of that religion. The reasoning for this addition is fairly straightforward - Totemists have no mechanics. In addition, one can argue that this lack of mechanics is not the same as Zoroastrians and Jews lacking mechanics since Totemists cover an entire continent for the majority of the games time period and maintained spiritual/religious practices during their contact with European powers. Gameplay-wise, Sacred Sites also augment Native Councils' migration mechanics since Sacred Sites designated in the early game will remain in specific provinces to be reconquered/colonized in the late game, allowing the player to focus on claiming Sacred Sites in strategic locations.
- Representation of the North American Fur Trade
- The fur trade is represented by several semi-related mechanics...
Gun Trade
- First, is the introduction of the Gun Trade diplomatic action for primitive nations in the Americas. This mechanic is similar to the Charter Trade Company action from Dharma in that Native Council governments can pay a large lump sum of ducats to a Westernized power to gain the tech cost of that power. The ducat cost of this action will vary based on the disposition and strategic interest of the Western power, but in general will increase with the advent of each new institution and will allow the Native Council to pay for tech as if they had every institution but one of the cooperating power. This bonus last only 15 years, meaning Native Councils will need to maintain friendly relations with Western powers and a steady cash flow based on the below mechanics.
- The intention of this mechanic is to extend the usefulness of the Native Reforms mechanics. One of the features in the Americas that currently makes the least sense to me is the Native Reforms and other Native Council mechanics since they are, on one hand, pushed to reform as soon as possible but then, on the other hand, are stripped of all of their unique mechanics, buildings, and bonuses once they do reform. With the Gun Trade diplomatic action, Native Councils will be able to stay up to date in tech without abandoning their unique mechanics as long as they are successful. Since the cost for this action increases throughout the course of the game, there still can be a point at which it's worth it for Native Councils to reform but with the Gun Trade, federations, native reform bonuses, and native buildings can endure later into the game. Native Councils will be countries that are constantly racing to keep up in tech while possessing a large number of bonuses from native reforms and buildings.
- Fur Traders Estate
- For any tag with it's capital on the North American continent that owns at least 1 fur-producing provinces will receive the Fur Traders estate (Native Councils included).
- Fur Traders:
- Can only be assigned to fur-producing provinces
-(self-explanatory)
- Province effects: Increased goods produced
-(again self-explanatory)
- Positive loyalty effects: Increased movement speed, increased improve relations/diplo rep.
-(meant to represent the role of fur traders in establishing fur trade routes and game trails and the fact that fur traders both deal with foreigners and are foreigners themselves)
- Disaster: Ecological Collapse - Similar to increasing development in gold provinces. Over-exploitation of fur resources can lead to massive penalties to goods produced and other modifiers. Lasts until influence of Fur Traders has been reduced.
- I'm open for suggestions for what the estate interactions might be - or I may edit this part later.
- The goal of the Fur Traders estate is first to represent the importance of the fur trade in North America and give native countries a way to boost their cash flow as a way of affording the new Gun Trade mechanic.
French Voyageur Colonies
- French colonial nations will not have the Fur Traders estate. Instead French-cultured colonial nations in North America will now have the French Colonial Government instead of the standard Colonial Government. French Colonial Governments will still have governors that can be appointed and replaced and pay tariffs to their overlord, but will now also unlock Merchant Republic mechanics.
- French Colonial Governments:
- receive +50% native assimilation bonus
- have a 20-province soft cap
- gain the MR goods-produced bonus
- can place Trade Posts
- cannot lead Trade Leagues
- Instead of Trade Leagues, French Colonial Governments are able to join and/or lead Native Federations like a Native Council government, representing France's history of allying and trading with indigenous peoples of the Americas rather than conquering them like the English.
- Like MRs, French Colonials also gain access to Factions. In the case of the French, these factions are:
- ADM - The Jesuits/Missionaries - representing French missionaries like Nicollet
- +2 papal influence - (to encourage French Americans to stay Catholic)
- +2 missionary strength - (because they're missionaries)
- -1 diplomatic reputation - (representing the Jesuits being a bit pushy)
- DIP - The Voyageurs - representing traders and explorers venturing deep into the American continent
- +30 trade power abroad - (representing Voyageur trading networks)
- +1 diplomatic reputation - (French traders often intermarried and lived alongside their indigenous counterparts)
- -10% tax modifier - (mobile traders are hard to tax)
- MIL – The Settlers – representing French settlers from metropolitan France
- +10% morale - (because they’re so excited about being French)
- +20% settler chance - (they’re settlers)
- +20% aggressive expansion impact - (intensive colonization and conquest will make trade partners for suspicious of your intent)
-The intent with the French Colonial Government is to increase France’s trade reach into the continent without necessarily needing to conquer the vast swathes of land (something France did historically). The government is also meant to work symbiotically with the Native Council’s large boosts to goods produced through the Fur Traders estate and the Three Sisters Field building. In addition, with Native Councils sticking around longer because of the Gun Trade mechanic, French Colonies will possess some of the only trade buildings in the area. The Voyageurs will make money on trade, Native Councils will make it on production. The French Colonial Government should encourage players to keep indigenous nations around as trade partners and allies rather than conquering everyone in sight.
Afro-Caribbean Religions
- The final semi-fleshed-out new feature I would like to see are Afro-Caribbean religions represented in the Americas. Still present in the Caribbean and surrounding areas today, Afro-Caribbean religions played an historically important role in the region. This feature is built on the pre-existing Fetishist religion.
- Starting either in the Age of Absolutism or after the Triangle Trade event has fired, an event can fire in a Caribbean colonial nation converting a province to Fetishist (event text is WIP). This may happen multiple times and is paired with an increased unrest penalty.
- Independent tags with their capitals in the Caribbean colonial region (pirates included, but not Native Councils) with a certain percent of their provinces following the Fetishist faith can trigger an event where their governing elite is approached by a Fetishist priests with the option of converting the nation to Fetishist. Caribbean nations that do convert will unlock two Caribbean-specific Fetishist cults in addition to the already available cults associated with their former religion (Christianity, Islam, Totemist, etc.). They are:
- Voodoo/Voodou - +20% manpower recovery speed - A religious practice associated with healing and prominent in Haiti and the Gulf Coast.
- Obeah/Obi - -10% fire damage received - Historically important in Jamaica during Tackey's Rebellion and other slave revolts.
Miscellaneous
- Several other ideas I haven't completely fleshed-out:
- Frontier Conspiracy - A unique disaster for independent former colonial nations modeled after the Burr Conspiracy in the United States where ambitious advisors attempt to carve their own empire out of your distant territories.
- Iroquois Confederacy - Unique government type and mission tree meant to represent the Iroquois Confederacy as well as its expansion into the Ohio River Valley during the Beaver Wars.
- The State of Muskogee and William Augustus Bowles - A unique maroon government reform for reformed Native Councils in the New World similar to the Cossack government type of the Old World as well as an associated event chain for historical personality William Augustus Bowles.
- Take to the Plains Decision - A decision for reformed Native Councils on the Great Plains to change government type to a Steppe Horde.
Conclusion
- As I mentioned at the start, this list of feature suggestions is far from complete and I would love to hear what others would like to see added to the Americas. Let's get the Americas patch hype rolling!
Riffing off of some of the additions to the New World in Golden Century (holy orders and pirate republics), I felt inspired to start a thread about what additional changes and features the community might want to see in the Americas. Although Conquest of Paradise and El Dorado enhanced playing in the Americas greatly when compared to EU3, some of these changes have been undercut by subsequent expansion features like institutions and government reforms for indigenous nations and the Treaty of Tordesillas and the lack of non-European cardinals for Catholic colonials. I've seen a least a good handful of comments on the threads about improving New World gameplay mechanics and I've been giving the Americas a fair amount of thought personally. While I have at least half a dozen new mechanic or improvement ideas, this thread can serve as a repository for suggestions or wants for the community as a whole. As a rule, let's try and make this thread as useful to the devs as possible and include what area of the game our suggestions aim to improve and why we want that area expanded.
My own ideas for New World improvements, post-GC, break down as such:
Totemism
- Totemist religion mechanics - Totemist nations can designate up to three Sacred Sites in owned provinces the American continents (one per region), giving bonuses based on terrain type. Sacred Sites give terrain-specific bonuses as long as they are controlled by the original designating nation - meaning they can be lost or regained. In addition, Totemist rulers can be baptized into an Old World faith, giving diplomatic bonuses with nations of that religion. The reasoning for this addition is fairly straightforward - Totemists have no mechanics. In addition, one can argue that this lack of mechanics is not the same as Zoroastrians and Jews lacking mechanics since Totemists cover an entire continent for the majority of the games time period and maintained spiritual/religious practices during their contact with European powers. Gameplay-wise, Sacred Sites also augment Native Councils' migration mechanics since Sacred Sites designated in the early game will remain in specific provinces to be reconquered/colonized in the late game, allowing the player to focus on claiming Sacred Sites in strategic locations.
- Representation of the North American Fur Trade
- The fur trade is represented by several semi-related mechanics...
Gun Trade
- First, is the introduction of the Gun Trade diplomatic action for primitive nations in the Americas. This mechanic is similar to the Charter Trade Company action from Dharma in that Native Council governments can pay a large lump sum of ducats to a Westernized power to gain the tech cost of that power. The ducat cost of this action will vary based on the disposition and strategic interest of the Western power, but in general will increase with the advent of each new institution and will allow the Native Council to pay for tech as if they had every institution but one of the cooperating power. This bonus last only 15 years, meaning Native Councils will need to maintain friendly relations with Western powers and a steady cash flow based on the below mechanics.
- The intention of this mechanic is to extend the usefulness of the Native Reforms mechanics. One of the features in the Americas that currently makes the least sense to me is the Native Reforms and other Native Council mechanics since they are, on one hand, pushed to reform as soon as possible but then, on the other hand, are stripped of all of their unique mechanics, buildings, and bonuses once they do reform. With the Gun Trade diplomatic action, Native Councils will be able to stay up to date in tech without abandoning their unique mechanics as long as they are successful. Since the cost for this action increases throughout the course of the game, there still can be a point at which it's worth it for Native Councils to reform but with the Gun Trade, federations, native reform bonuses, and native buildings can endure later into the game. Native Councils will be countries that are constantly racing to keep up in tech while possessing a large number of bonuses from native reforms and buildings.
- Fur Traders Estate
- For any tag with it's capital on the North American continent that owns at least 1 fur-producing provinces will receive the Fur Traders estate (Native Councils included).
- Fur Traders:
- Can only be assigned to fur-producing provinces
-(self-explanatory)
- Province effects: Increased goods produced
-(again self-explanatory)
- Positive loyalty effects: Increased movement speed, increased improve relations/diplo rep.
-(meant to represent the role of fur traders in establishing fur trade routes and game trails and the fact that fur traders both deal with foreigners and are foreigners themselves)
- Disaster: Ecological Collapse - Similar to increasing development in gold provinces. Over-exploitation of fur resources can lead to massive penalties to goods produced and other modifiers. Lasts until influence of Fur Traders has been reduced.
- I'm open for suggestions for what the estate interactions might be - or I may edit this part later.
- The goal of the Fur Traders estate is first to represent the importance of the fur trade in North America and give native countries a way to boost their cash flow as a way of affording the new Gun Trade mechanic.
French Voyageur Colonies
- French colonial nations will not have the Fur Traders estate. Instead French-cultured colonial nations in North America will now have the French Colonial Government instead of the standard Colonial Government. French Colonial Governments will still have governors that can be appointed and replaced and pay tariffs to their overlord, but will now also unlock Merchant Republic mechanics.
- French Colonial Governments:
- receive +50% native assimilation bonus
- have a 20-province soft cap
- gain the MR goods-produced bonus
- can place Trade Posts
- cannot lead Trade Leagues
- Instead of Trade Leagues, French Colonial Governments are able to join and/or lead Native Federations like a Native Council government, representing France's history of allying and trading with indigenous peoples of the Americas rather than conquering them like the English.
- Like MRs, French Colonials also gain access to Factions. In the case of the French, these factions are:
- ADM - The Jesuits/Missionaries - representing French missionaries like Nicollet
- +2 papal influence - (to encourage French Americans to stay Catholic)
- +2 missionary strength - (because they're missionaries)
- -1 diplomatic reputation - (representing the Jesuits being a bit pushy)
- DIP - The Voyageurs - representing traders and explorers venturing deep into the American continent
- +30 trade power abroad - (representing Voyageur trading networks)
- +1 diplomatic reputation - (French traders often intermarried and lived alongside their indigenous counterparts)
- -10% tax modifier - (mobile traders are hard to tax)
- MIL – The Settlers – representing French settlers from metropolitan France
- +10% morale - (because they’re so excited about being French)
- +20% settler chance - (they’re settlers)
- +20% aggressive expansion impact - (intensive colonization and conquest will make trade partners for suspicious of your intent)
-The intent with the French Colonial Government is to increase France’s trade reach into the continent without necessarily needing to conquer the vast swathes of land (something France did historically). The government is also meant to work symbiotically with the Native Council’s large boosts to goods produced through the Fur Traders estate and the Three Sisters Field building. In addition, with Native Councils sticking around longer because of the Gun Trade mechanic, French Colonies will possess some of the only trade buildings in the area. The Voyageurs will make money on trade, Native Councils will make it on production. The French Colonial Government should encourage players to keep indigenous nations around as trade partners and allies rather than conquering everyone in sight.
Afro-Caribbean Religions
- The final semi-fleshed-out new feature I would like to see are Afro-Caribbean religions represented in the Americas. Still present in the Caribbean and surrounding areas today, Afro-Caribbean religions played an historically important role in the region. This feature is built on the pre-existing Fetishist religion.
- Starting either in the Age of Absolutism or after the Triangle Trade event has fired, an event can fire in a Caribbean colonial nation converting a province to Fetishist (event text is WIP). This may happen multiple times and is paired with an increased unrest penalty.
- Independent tags with their capitals in the Caribbean colonial region (pirates included, but not Native Councils) with a certain percent of their provinces following the Fetishist faith can trigger an event where their governing elite is approached by a Fetishist priests with the option of converting the nation to Fetishist. Caribbean nations that do convert will unlock two Caribbean-specific Fetishist cults in addition to the already available cults associated with their former religion (Christianity, Islam, Totemist, etc.). They are:
- Voodoo/Voodou - +20% manpower recovery speed - A religious practice associated with healing and prominent in Haiti and the Gulf Coast.
- Obeah/Obi - -10% fire damage received - Historically important in Jamaica during Tackey's Rebellion and other slave revolts.
Miscellaneous
- Several other ideas I haven't completely fleshed-out:
- Frontier Conspiracy - A unique disaster for independent former colonial nations modeled after the Burr Conspiracy in the United States where ambitious advisors attempt to carve their own empire out of your distant territories.
- Iroquois Confederacy - Unique government type and mission tree meant to represent the Iroquois Confederacy as well as its expansion into the Ohio River Valley during the Beaver Wars.
- The State of Muskogee and William Augustus Bowles - A unique maroon government reform for reformed Native Councils in the New World similar to the Cossack government type of the Old World as well as an associated event chain for historical personality William Augustus Bowles.
- Take to the Plains Decision - A decision for reformed Native Councils on the Great Plains to change government type to a Steppe Horde.
Conclusion
- As I mentioned at the start, this list of feature suggestions is far from complete and I would love to hear what others would like to see added to the Americas. Let's get the Americas patch hype rolling!
Upvote
0