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Ishmael_Dandalo

Second Lieutenant
51 Badges
May 14, 2015
172
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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!






 
Upvote 0
Here is my draft proposal for a set of reforms and advancements for the Native Council government type. I tried to make reforms to cover most of the major government types that existed in North America while still being broad enough to keep their numbers manageable. I don't know if they fit with South America at all. Hopefully someone else can offer some advice there.This is only a draft. I haven't modded government reforms before and I suspect these need some more work.
I'd recommend that different countries start off with different numbers of reforms to reflect the different levels of advancement among different tribes.
native = {
basic_reform = native_basic_reform

legacy_government = {
native_council_legacy
}
color = { 194 127 209 }

reform_levels = {
native_council_clans = {
reforms = {
native_council_patrilineal_clans_reform
native_council_matrilineal_clans_reform
native_council_no_clans_reform
}
advancements = {
native_council_agriculture_advancement
}
}
native_council_succession = {
reforms = {
native_council_strict_succession_reform
native_council_open_succession_reform
native_council_limited_election_reform
native_council_open_election_reform
}
advancements = {
native_council_horse_advancement
native_council_migration_advancement
}
}
native_council_council = {
reforms = {
native_council_royal_advisors_reform
native_council_clan_council_reform
native_council_appointed_council_reform
native_council_popular_council_reform
}
advancements = {
native_council_transports_advancement
}
}
native_council_military_1 = {
reforms = {
native_council_clan_warriors_reform
native_council_cohort_societies_reform
native_council_independent_societies_reform
native_council_hereditary_warriors_reform
}
advancements = {
native_council_horseculture_advancement
}
}
native_council_centralization = {
reforms = {
native_council_becomes_tribal_reform
native_council_becomes_horde_reform
native_council_legal code_reform
native_council_traditional_laws_reform
}
advancements = {
native_council_currency_advancement
}
}
native_council_religion = {
reforms = {
native_council_enforce_taboos_reform
native_council_respect_priests_reform
native_council_religious_festivals_reform
}
advancements = {
native_council_history_advancement
}
}
native_council_military_2 = {
reforms = {
native_council_centralized_army_reform
native_council_decentralized_army_reform
}
advancements = {
native_council_artillery_advancement
}
}
native_council_modernization = {
reforms = {
native_council_centralize_power_reform
native_council__traditional_hierarchy_reform
}
}
native_council_reformation = {
reforms = {
native_council_becomes_monarchy_reform
native_council_becomes_republic_reform
native_council_becomes_theocracy_reform
}
}
}
}
native_basic_reform = {
basic_reform = yes
native_mechanic = yes
allow_migration = yes
valid_for_new_country = no
allow_convert = yes
republican_name = yes
royal_marriage = no
fixed_rank = 1
modifiers = {
stability_cost_modifier = -0.33
land_maintenance_modifier = -0.25
diplomatic_upkeep = -1
global_institution_spread = -0.025
}
valid_for_nation_designer = yes
nation_designer_cost = 0
nation_designer_trigger = {
OR = {
technology_group = north_american
technology_group = south_american
}
capital_scope = {
OR = {
continent = north_america
continent = south_america
continent = new_world
}
}
}
}

#Clan organization
native_council_patrilineal_clans_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#manpower
}
}

native_council_matrilineal_clans_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#development cost
}
}

native_council_no_clans_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#diplomatic_rep
}
}

#Choosing the Chief
native_council_strict_succession_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#
}
}

native_council_open_succession_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#
}
}

native_council_limited_election_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#
}
}

native_council_open_election_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#
}
}

#Choosing the Council
native_council_royal_advisors_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#advisor cost
}
}

native_council_clan_council_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#diplomatic_upkeep = 2
}
}

native_council_appointed_council_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#max_states = 2
#unrest = -1
}
}

native_council_popular_council_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#republican tradition/legitimacy
}
}

#Military Organization
native_council_clan_warriors_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#manpower_recovery_speed
}
}

native_council_cohort_societies_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#recruitment cost
}
}

native_council_independent_societies_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
trigger = {
NOT = { has_reform = native_council_royal_advisors_reform }
}
modifiers = {
#army tradition
}
}

native_council_hereditary_warriors_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
trigger = {
NOT = { has_reform = native_council_matrilineal_clans_reform }
NOT = { has_reform = native_council_open_election_reform }
}
modifiers = {
#morale recovery
}
}

#Centralize government
native_council_legal code_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#lower corruption
}
}

native_council_traditional_laws_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#lower unrest
}
}

#Religion
native_council_enforce_taboos_reform = {
icon = "icon"
allow_normal_conversion = yes
modifiers = {
#land morale
}
}

native_council_respect_priests_reform = {
icon = "icon"
allow_normal_conversion = yes
modifiers = {
#
}
}

native_council_religious_festivals_reform = {
icon = "icon"
allow_normal_conversion = yes
modifiers = {
#tolerance own
}
}

#Military modernization
native_council_centralized_army_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = yes
modifiers = {
#discipline
}
}

native_council_decentralized_army_reform = {
icon = "icon"
allow_normal_conversion = yes
lock_level_when_selected = ye
modifiers = {
#military upkeep
}
}

#Modernizantion

native_council_traditional_hierarchy_reform = {
icon = "retain_tribal_hierarchy"
allow_normal_conversion = yes
modifiers = {
max_states = 3
max_absolutism = 10
}
}

native_council_centralize_power_reform = {
icon = "tribal_centralize_power"
allow_normal_conversion = yes
modifiers = {
core_creation = -0.05
stability_cost_modifier = -0.05
}
}

#Change Government

native_council_becomes_monarchy_reform = {
icon = "king_highlighted"
allow_normal_conversion = yes
trigger = {
OR = {
has_reform = native_council_strict_succession_reform
has_reform = native_council_open_succession_reform
}
has_advancement = native_council_agriculture_advancement
has_advancement = native_council_coups_advancement
}
effect = {
set_country_flag = populists_in_government
lose_reforms = 4
change_government_via_reform = monarchy
}
}

native_council_becomes_republic_reform = {
icon = "parliament_highlighted"
allow_normal_conversion = yes
trigger = {
OR = {
has_reform = native_council_limited_election_reform
has_reform = native_council_open_election_reform
}
has_advancement = native_council_agriculture_advancement
has_advancement = native_council_currency_advancement
}
effect = {
set_country_flag = populists_in_government
lose_reforms = 4
change_government_via_reform = republic
}
}

native_council_becomes_theocracy_reform = {
icon = "pope_highlighted"
allow_normal_conversion = yes
trigger = {
has_reform = native_council_enforce_taboos_reform
has_reform = native_council_respect_priests_reform
has_advancement = native_council_agriculture_advancement
has_advancement = native_council_history_advancement
}
effect = {
set_country_flag = populists_in_government
lose_reforms = 4
change_government_via_reform = theocracy
}
ai = {
factor = 0
}
}

native_council_becomes_horde_reform = {
icon = "horde_riding_highlighted"
allow_normal_conversion = yes
trigger = {
has_advancement = native_council_horseculture_advancement
}
effect = {
set_country_flag = populists_in_government
lose_reforms = 4
change_government_via_reform = tribal
add_government_reform = steppe_horde
}
#ai = {
# factor = 0
#}
}

native_council_becomes_tribal_reform = {
icon = "indian_crown"
allow_normal_conversion = yes
trigger = {
}
effect = {
set_country_flag = populists_in_government
#lose_reforms = 4
change_government_via_reform = tribal
if = {
limit = { has_reform = native_council_strict_succession_reform }
add_government_reform = tribal_kingdom
}
else_if = {
limit = { has_reform = native_council_open_succession_reform }
add_government_reform = tribal_despotism
}
else_if = {
limit = {
OR = {
has_reform = native_council_limited_election_reform
has_reform = native_council_open_election_reform
}
}
add_government_reform = tribal_federation
}
}
#ai = {
# factor = 0
#}
}
l_english:
native:0 "Native American Tribe"
native_desc:0 "This is a native American tribe. It is ruled by a tribal council under the leadership of a chief."
native_basic_reform:0 "Native Council"
native_basic_reform_name:0 "Native Council"
native_basic_reform_desc:0 "The Native Council is as an assembly of elders that is led by a joint chief."
native_council_clans:0 "Clan Sructure"
native_council_patrilineal_clans_reform:0 "Partilineal Clans"
native_council_patrilineal_clans_reform_desc:0 "A kinship system organized through the father's line will bind our people across bands and villages"
native_council_matrilineal_clans_reform:0 "Matrilineal Clans"
native_council_matrilineal_clans_reform_desc:0 "A kinship system organized through the mother's line will strengthen our bands"
native_council_no_clans_reform:0 "Reject Clans"
native_council_no_clans_reform_desc:0 "We will have no clans. Each individual may determine where his loyalties lie"
native_council_succesion:0 "Leadership Succession"
native_council_strict_succession_reform:0 "Strict Succession"
native_council_strict_succession_reform_desc:0 "Law and tradition will define an heir from the royal family to succeed the current leader"
native_council_open_succession_reform:0 "Open Succession"
native_council_open_succession_reform_desc:0 "The council will elect a new leader from eligible members of the royal family"
native_council_limited_election_reform:0 "Limited Elections"
native_council_limited_election_reform_desc:0 "The council will elect a new leader from among certain ranking families in the tribe"
native_council_open_election_reform:0 "Open Elections"
native_council_open_election_reform_desc:0 "The council will elect a new leader, who can be any man of high standing in the tribe"
native_council_council:0 "Council Structure"
native_council_royal_advisors_reform:0 "Royal Advisor Council"
native_council_royal_advisors_reform_desc:0 "The chief will be advised by a small group of family members, military and religious leaders"
native_council_clan_council_reform:0 "Clan Leadership Council"
native_council_clan_council_reform_desc:0 "Leaders of the clans claim a hereditary right to appoint representatives to the council"
native_council_appointed_council_reform:0 "Appointed Council"
native_council_appointed_council_reform_desc:0 "The chief and his close advisors will appoint representatives from around the tribe to serve on the council"
native_council_popular_council_reform:0 "Popularly Chosen Council"
native_council_popular_council_reform_desc:0 "The people of each clan or village will elect people to represent them at the tribal council"
native_council_military_1:0 "Military Organization"
native_council_clan_warriors_reform:0 "Clan Based Recruitment"
native_council_clan_warriors_reform_desc:0 "The clan hierarchy will be responsible for training young men and leading them in war"
native_council_cohort_societies_reform:0 "Cohort Warrior Societies"
native_council_cohort_societies_reform_desc:0 "Men will join a society based on their age and experience, earning the right to join more prestigious societies as they advance"
native_council_independent_societies_reform:0 "Independent Warrior Societies"
native_council_independent_societies_reform_desc:0 "Several equal societies compete for glory in the tribe. The societies admit promising young warriors and train and fight as a group"
native_council_hereditary_warriors_reform:0 "Hereditary Warriors"
native_council_hereditary_warriors_reform_desc:0 "To be a warrior is a special right passed from father to son"
native_council_centralization:0 "Government Centralization"
native_council_becomes_tribal_reform:0 "Become Tribal Government"
native_council_becomes_horde_reform:0 "Become Horde"
native_council_legal code_reform:0 "Establish a Code of Laws"
native_council_legal code_reform_desc:0 "One people with one law enforced by the chief's representatives across the land"
native_council_traditional_laws_reform:0 "Maintain Traditional Laws"
native_council_traditional_laws_reform_desc:0 "The nation will be ruled under a patchwork of common law, respecting the authority of local leaders"
native_council_religion:0 "National Religion"
native_council_enforce_taboos_reform:0 "Enforce Taboos"
native_council_enforce_taboos_reform_desc:0 "The medicine men understand what must be done to maintain the supernatural order. Their commands will have the force of law"
native_council_respect_priests_reform:0 "Great Medicine Men"
native_council_respect_priests_reform_desc:0 "The medicine men will have a place of honor on the tribal council and will be consulted whenever an important decision is made"
native_council_religious_festivals_reform:0 "Religious Festivals"
native_council_religious_festivals_reform_desc:0 "The people will gather and pool their resources for major festivals a set times of the year"
native_council_military_2:0 "Military Modernization"
native_council_centralized_army_reform:0 "Centralized Army"
native_council_centralized_army_reform_desc:0 "The tribal government will take responsibility for organizing military operations"
native_council_decentralized_army_reform:0 "Independent War Chiefs"
native_council_decentralized_army_reform_desc:0 "Great warriors will take it upon themselves to raise war bands and lead them into battle"
native_council_modernization:0 "Government Modernization"
native_council_centralize_power_reform:0 "Centralize Power"
native_council_centralize_power_reform_desc:0 "Limit the hereditary rights of clan and village leaders and bring everyone under the chief's authority"
native_council__traditional_hierarchy_reform:0 "Maintain Traditional Heirarchy"
native_council__traditional_hierarchy_reform_desc:0 ""
native_council_reformation:0 "Reform the Government"
native_council_becomes_monarchy_reform:0 "Become Monarchy"
native_council_becomes_republic_reform:0 "Become Republic"
native_council_becomes_theocracy_reform:0 "Become Theocracy"

In my proposal Native Advancements will now be displayed with the government reforms, with certain advancements unlocked at every reform level.
The advancements are not necessarily specific to Native Councils. For example, the advancements to unlock ships, cavalry and artillery could also be used for tribal governments in the Americas.
#Advanced Agriculture
native_council_agriculture_advancement = {
type = ADM
cost = 500
potential = {
#NA
}
allow = {
#NA
}
modifiers = {
#land force limit
}
effect = {
#unlock native buildings
}
}

#Domesticate Horses
native_council_horse_advancement = {
type = MIL
cost = 500
potential = {
#NA
}
allow = {
#any neighbor country has native_council_horse_advancement, or is not primitive
}
modifiers = {
#cavalry cost
}
effect = {
#unlock cavalry unit type
}
}

#Tribal Migration
native_council_migration_advancement = {
type = DIP
cost = 500
modifiers = {
#colonist = 1
#auto explore neighboring provinces
}
}

#Open Water Sailing
native_council_transports_advancement = {
type = DIP
cost = 500
effect = {
#unlock native naval units
#set flag to auto explore nearby sea and coastal provinces
}
}

#Adopt Horse Culture
native_council_horseculture_advancement = {
type = MIL
cost = 500
allow = {
has_advancement = native_council_horse_advancement
}
modifiers = {
#cavalry/infantry ratio
#cavalry combat ability
}
}

#National Currency
native_council_currency_advancement = {
type = DIP
cost = 500
modifiers = {
#lower inflation
#trade efficiency
}
}

#Calendar Histories
native_council_history_advancement = {
type = ADM
cost = 500
modifiers = {
global_institution_spread = 0.025
}
}

#Artillery
native_council_artillery_advancement = {
type = MIL
cost = 500
allow = {
#has gun trade with a European country (see original post)
}
effect = {
#unlock artillery unit type
}
}

As you can see from the advancements file, my idea is that Native buildings, Cavalry units, Artillery Units and a primitive transport special unit would be unlocked by advancements.
The first three are self explanatory. The fourth would be a weak transport unit available to primitive nations. This could either be a special unit or a normal transport. It would be too weak to threaten any old world ships or travel very far beyond national territory, but would allow primitives more options to expand around the Americas.
Along with the ability to build transports, there would be a hidden event that discovers sea tiles and coastal provinces within some range of an owned coastal province. So if a native country with the shipbuilding advancement owns a province in Florida, after five years or so, they would be able to see most of Cuba and the surrounding ocean. Colonize Cuba and in another five years they should be able to see Hispaniola and Jamaica. This way natives could still explore, but it would be limited to only those areas they could realistically get to.
 
For Scandinavian Canadians, maybe Vinlander? As a reference to Vinland.

Spanish in California = Californio

Spanish in Texas = Tejano

Spanish in Louisiana = Nuevomexicano (technically the word was Isleno but that was only for the immigrants from Canarias).

Spanish in Eastern Seaboard America = Hispanoamericano

Spanish colonization of empty territory could become Criollo which was what Spanish born outside Spain were called. Spanish annexation of Native lands would have the culture become Mestizo. Which is what those who were part Spanish and part indigenous were called. Alternatively with events associated to slavery, some provinces (mostly coastal) could become Mulatto which is a mix of Spaniard and Africa. These would be placeholder cultures for Latin America until nationalism kicks in and you end up with Mexicans, Peruvians, Chileans, etc.
 
As I mentioned in an earlier post, during the early part of the EUIV period, there were several "mound builder" nations in North America that were more advanced and better organized than the "Native Council" nations we get in the game. Paradox has chosen not to include any of these in the game. However, I believe that the Mississipian chiefdoms can be represented as tribal governments with a religion that uses a reform system similar to the Mesoamerican countries.

Mississippian Religion:
The Mississippian Religion (working title) will have five reforms purchased with religion points that accumulate over time. The rate of accumulation will be determined by a base rate, modified by the ruler's administrative skill, administrative advisor's skill, legitimacy and stability. Passing a reform reduces legitimacy and stability and spawns some rebels.
When a ruler dies, you lose all of your accumulated religion points. You also lose some or all (need to do some testing for balance) of your treasury and monarch points as well as your current advisors. This is intended to model the way that, when a chief died, his wives and advisors were expected to commit suicide and all of his property was destroyed.

Plague Events:
Diseases introduced by the Spanish hit the Mississippian peoples very hard, and are probably the single biggest reason almost all of these societies (with the lone exception of the Natchez) collapsed in the 16th and 17th centuries. The game does has a smallpox event, but I don't think it does a very good job modeling how disruptive European diseases were.
My suggestion is that sometime after Europeans start exploring North America, countries with Mississippian religion get a modifier that lowers their manpower and makes them accumulate religion points more slowly. While you have this modifier, you're subject to events that can kill your ruler, heir, advisors and generals. As with the current game, another event gives your provinces a modifier that hurts manpower and tax income. You would also get events that increase unrest in a province or lower stability as your warriors and priestly class are too weak to control the population.
However, if you decide you want off this train, you can take a government reform to convert to native council and totemist religion, which will limit the worst effects of the epidemics.
 
I know I'm late, but...

"Dynamic Colonial Cultures"

Colonial Canada

  • Quebecois (French Culture Group)
  • Canadian (British Culture Group)
  • Newfoundlander (Celtic Culture Group)

Yeah, no. There's no evidence that "Québécois" was used in its current meaning until ~1950/60; also, at this point there was no real division between the different francophone communities, except maybe for the Acadians and the Métis. Canadien should be the term used for the French culture group; there is written record of this term being employed under the French régime.

"Canadian" (as in referring to anglophones) would only be used after the Constitutional Act of 1791, after the creation of Lower and Upper Canada, and even then it would use the prefix british-; most anglophones would simply refer themselves as being British, Scotish, or in some case Irish, depending on their ancestry. It seems dubious then to create a new culture that is, in itself, based on a population that reiterated its "british-ness" to the point of emigrating en masse from the newly independent United States to stay a subject of the king.

Though, if you want to add another new dynamic culture, there could be the Métis, in the French culture group : after a while, if there is a province with native culture in a French (or ex-French) colonial nation that follows the true faith, there is a low chance each month to it being converted to the Métis culture, being representative of the assimilation and union between cultures in New France, over the displacement and eradication of native populations under the Spaniards or the Brits. Admittedly, it would regroup a whole lot of nations under the same umbrella, but it would still be more realistic than it being absent from the game I think, especially considering that it would play an important role in a burgeoning Canada (even if that's out of the scope of this game, historically speaking) and would give some much needed flavour to playing as a colonial nation (beside the US of A.)
 
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In general I agree. But just wonder about this.
... being representative of the assimilation and union between cultures in New France, over the displacement and eradication of native populations under the Spaniards...
If this is the case, then I guess spaniards failed with that, when actually at least 90% of the 125 millions Mexicans are totally (Indigena) or mixed (Mestizo) natives. The current population that speak native languages as mother tonge is around 10% while at Mexico's independence from Spain was around 60%. Also from genetic we know that 1/3 of male mestizos have "native" chromosome Y. All this while Canada have only 5% of their population as "aboriginal" (first nations + inuit + metis).

Other spanic countries like Peru are more indigenous that Mexico, and even the ones with "USA-like" demographic development (low native density, "anti-native" post independence politics, and huge european inmigration at late 19th and early 20th centuries) as Argentina are notoriously more "indigenous" that USA.
 
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In general I agree. But just wonder about this.

If this is the case, then I guess spaniards failed with that, when actually at least 90% of the 125 millions Mexicans are totally (Indigena) or mixed (Mestizo) natives. The current population that speak native languages as mother tonge is around 10% while at Mexico's independence from Spain was around 60%. Also from genetic we know that 1/3 of male mestizos have "native" chromosome Y. All this while Canada have only 5% of their population as "aboriginal" (first nations + inuit + metis).

Other spanic countries like Peru are more indigenous that Mexico, and even the ones with "USA-like" demographic development (low native density, "anti-native" post independence politics, and huge european inmigration at late 19th and early 20th centuries) as Argentina are notoriously more "indigenous" that USA.
Assimilation was not nearly as common in Canada as in Spanish colonies, as most interactions between the French and natives were initially trade-based. The natives were semi-nomadic, and as such did not have the same institutions or infrastructure as civilizations in Latin America, meaning there was not much incentive for the Europeans to conquer them directly, which would have resulted in more mixing of populations had it occurred. There were attempts made by Jesuit missionaries at assimilation, but for the most part, the different populations kept to themselves. The Métis mostly descend from French fur traders and Voyageurs who would marry Indigenous women, and as such have always been a rather small population (though places like Manitoba had a historically significant population).

So I'm rather skeptical about adding the Métis, but I wouldn't necessarily be opposed to it. I'm just not sure the way @Zwein described it would be the most accurate portrayal, but it's a good place to start nonetheless ;)
 
Colonial cultures should be generated dynamically, during the game, not directly in game files. What I mean, is:

I play as France and I go for some colonialism. So I establish colonies in the Caribbean. When my colonies transform into a single colonial nation, it's primary culture changes to one dynamically generated, based on the colonial region and overlord's culture. So, my French Caribbean nation has dynamically created Kreole culture, instead of French.
 
I'mma say once: GIVE PLAINS INDIANS AN EVENT TO BECOME STEPPE NOMADS.
 
I'mma say once: GIVE PLAINS INDIANS AN EVENT TO BECOME STEPPE NOMADS.
That's crazy.

I like it. It would have to be after colonizers arrive because horses didn't exist in the New World. They should probably name it something else just for historical reasons, like Plains Nomads.

Could just be some kind of reform option, that would fix the problem of having it be some randomized event for players that want to embrace that sweet horde culture.
 
I'd personally also like to see some expansion to the US in terms of mechanics. Perhaps a rapid colonisation mechanic similar to Russia in Third Rome. A formable tag for some confederation of tribes for North American tribes could also be interesting, although I'm not sure how it would work mechanic wise.