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EU4 - Development Diary - 22th of September

Hey everyone! Today is the last day of us talking about the native americans and the rework they are getting. We’ll be talking about the changes to the Federations and the new world setup. As you’ll see on the pictures for the map, a lot of tags have been split up in order to represent federations properly. A prime example is the Iroquois who will now be several tags and start in a federation at game start.

So let’s start with how to form them. Since we are splitting up the federal tags like the Huron and Iroquois I still wanted to retain some kind of identity for them. As such when you invite the first member to form a federation with you, you get the opportunity to also name the Federation. There are some default options scripted that can be based on Tags and Cultures which it will suggest for you, but you can of course just write whatever you want here.

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We’ve also redone how leadership of the federation is decided. It is no longer decided on the death of the monarch of the leader in the tribe, instead we measure a cohesion value of the Federation. This value changes each month depending on the composition of the Federation but also some external factors. Keep in mind that any numbers & values are work in progress!

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If cohesion hits 0% then it will trigger a change in leadership. In order to keep the cohesion high you want to keep similar cultures within your federation, however having one or two of a separate culture group won’t really be problematic. Another source of loss of cohesion is also if there are members that are stronger than the leader. For later in the game to help you keep a large federation together, if you have any colonizers on your border it will help you keep it together by having an external threat increasing your cohesion.

If a leadership change is triggered it will try to pick the strongest member to be the new leader, if the leader is the strongest then the federation will be disbanded. This entire process is 100% done in script, from calculation of members strength to what happens during leadership change. Currently for testing the strength is calculated from the max manpower of members and is done as a scripted function with an effect and looks like this:

Code:
calculate_federation_member_strength = {
    effect = {
        export_to_variable = { which = our_manpower value = max_manpower who = THIS }
        set_variable = { which = federation_strength which = our_manpower }

    }
}

Here’s the current list of values that affect your cohesion
  • -1 For every member not of leaders culture group
  • +1 For every member of leaders culture group
  • -1 For every member stronger than the leader
  • +1 for neighboring hostile Europeans

The aim here is to make Federations more something you can count on, instead of having to try and keep your prestige high or stack diplomatic reputation at all times just in case your leader at some random point dies, you can now count on it instead and try to plan around what you need to do in order to keep the leadership position.


Now I’m going to hand it over to a member of our beta program. @Evie HJ who have done the excellent work of reforming North America’s setup making it a much more vibrant and interesting place.

It's a whole (new) New World we live in

The setup for North America hasn’t really changed much at all since the release of Art of War, almost ix years ago – and, as far as the list of playable countries is concerned, since Conquest of Paradise even earlier. The new changes to the Native game mechanics in this patch provided a perfect opportunity to take a new look at a region that has remained largely untouched for a long time.

In some ways, this overhaul is our most ambitious review of the North American setup to date. The province count does fall short of Art of War (though fifty-three new provinces, not counting wastelands, is nothing to sneeze at), but the list of new tags is more than we ever added to North America at any single time. In fact, with fifty-six new tags, we’re adding more North American tags in this one overhaul than we have in the entire history of the Europa Universalis franchise.

Those tags are not evenly spread out across the continent. Two regions (the South-East United States and the Great Lakes and Saint Lawrence) get the lion’s share of the tags. Others like the Great Plains or Hudson Bay, get a handful of provinces or tags. The West Coast, for its part, where we know almost nothing of Indigenous people before the last century or so of the game, was entirely outside the scope of this overhaul. This applies to the provinces as well as the tags: in broad terms, we tried to add provinces in the same general region we were adding tags, to keep the amount of empty (or tribal land) provinces roughly similar.

With twenty-one new tags, it is the South-East United States that receive the most work in this new overhaul. The reason is simple: up until now, the 1444 setup in the game represented the historical situation around 1600-1650. The first 150 years of the game – a time when the last great cities of the Mississippian civilizations flourished in the region (the more northern city, like Cahokia, were likely abandoned by 1444)– were left out entirely. This was the first thing we set out to fix, and the new setup, as a result, emphasize the situation that early European explorers and archaeologists tell us about – not English colonists two centuries later. By and large, most of those new tags are settled nations, and (except the Cherokee) all belong to the Muskogean culture group. This is a compromise for some of them: while they spoke Siouan languages like Catawba, they were heavily influenced by the Southern Appalachian Mississippian culture, and it’s those cultural ties we chose to emphasize.

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In the new setup, the Creek Confederacy is no longer available at game start, and the Cherokee are reduced to a one-province statelet in the mountains. In their stead, the Coosa Paramount Chiefdom is now the major power of the region. Though a one-province nation in itself, it rules through a network of subject states (Satapo, an area stretching from the Kentucky border to Alabama along the spine of the Appalachians. Surrounding it are a number of smaller, independent chiefdoms, including both sites visited by the De Soto expedition (Altamaha, Cofitachequi, Joara, Ichisi, Chisca, as well as Atahachi, the future home of Chief Tuscaloosa) and of Muskogean towns that would eventually form the seeds of the future Creek Confederacy, like Coweta and Kasihta. Further west, in the valleys of the Mississippi, they are joined not only by more of the chiefdoms documented by De Soto, (Quizquiz, Anilco, Pacaha and Casqui, the last three corresponding to the Menard-Hodges, Nodena and Parkin Mound archaeological sites), but also by the Natchez people, who would, in later century, become the last tribe to embrace Mississippian culture.

Further north, our other focus region was the Great Lakes of North America. Here, the main concern was nothing to do with our setup representing the wrong date (except along the Saint Lawrence, where the Iroquoians of the sixteenth century were mysteriously missing), and everything to do with the fact that the two most famous (con)federations of natives, the Hurons and Iroquois, were represented as monolithic nations with no use for the in-game Federation mechanism. Once it was decided to represent each of the nations making up those two confederations independently, adding in the other relevant nations in the region was an obvious choice. As with the United States South-East, these are largely settled nations of Iroquoian cultures, although a handful of them are migratory instead.

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This gives us a sizeable five new nations where the one Iroquois tag used to be: Mohawk, Oneida, Onondaga, Cayuga and Seneca (plus, starting much further south at game start but not forgotten, the Tuscarora). Opposing them are the less well-known member nations of the Huron Confederacy: Tahontaenrat, Arendaronon, Attignawantan and Attigneenongnahac. In addition to them, we have a selection of minor Iroquoian nations that can struggle to strike the right balance to remain neutral between these two powerful Confederacies. This notably include the aptly named Neutral Nation (Attiwandaron), as well as the Tionontate (or Tobacco Indians), the Wenro of far western New York, and the Erie of Northwest Pennsylvania (plus the already existing Susquehannock). As the last two (Erie, Susquehannock) represent nations that claimed large territory but with very little united government, they are represented as migratory nations. You can think of the migration as representing shifting balance of power among the different villages and groups of their respective nations, rather than actual physical relocation. Also represented as migratory are the first two Iroquoian nations ever encountered by European: Stadacona, on the site of present day Quebec City, and Osheaga (Hochelaga), in present Montreal. In their case, leaving them migratory was the simplest way to enable them to potentially vanish from the Saint Lawrence lowlands, as they did in the late sixteenth century.

Our changes didn’t stop at those new areas, though they received the bulk of the changes. Existing tags that represented larger confederations or culture group were split into (some of) their constituent parts: the Illinois are now represented by the Kaskaskia, Cahokia and Peoria, the Shawnee by Chalahgawtha, Kispoko and Hathawekela, and the Puebloan people expanded from Keres and Pueblo to Acoma, Zia, Ohkay Owingeh and Sandiat. In a similar vein, some particularly large groups that used to be represented by a single tag now have additional tags to represent them: this is the case of the Cree, with the addition of the Nehiyaw (Plains Cree) nation, the Ojibwe, who are now additionally represented by the Mississage for their easternmost group and the Nakawe (or Saulteaux) for their western bands, and the Sioux, now expanded to include the Wichiyena (Western Dakota) and Lakota nations. Historical confederations that were lacking some of their members or needing a boost also gained it: the Iron Confederacy gained the Nehiyaw and Nakawe, described above; the Three Fires now add the Mississage to their alliance, and the Wabanaki Confederacy of North-East North America can now count on the help of the Maliseet and Penobscot as well as the pre-existing Abenaki. Finally, three more tags are added on sheer account of their historical importance in the Colonial era, two as allies of New France, one as ally-turned-enemy of New England: the Algonquin of the Ottawa valley, the Innu of the Gulf of Saint Lawrence, and the Wampanoag of Massachusetts Bay.

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Along with all these changes, we finally introduced Wasteland mountain ranges to North America. Not in the Rockies (where the handful of connections already represent major passes through the mountains), but rather, in the East, along the Appalachian mountains. While they may not seem like much today, they were formidable obstacle to westward expansion in colonial time, when it was said that there were only five paths from the East Coast westward that could be taken by large groups of people: around the mountains to the south in the Piedmont of Georgia, through the Cumberland gap on the border of Virginia and Tennessee, through the Cumberland Narrows of western Maryland, the Allegheny gaps of Pennsylvania, and finally through the valley of the Mohawk river, in New York. In addition, through it didn’t allow for east-west travel per se, the Great Valley of the Appalachians was another significant route through the region, running from Alabama to Pennsylvania. All of them are now represented in the game, along with the mountains that bordered them.

We also tried to adopt a somewhat consistent standard in the naming of provinces, and revise province names accordingly. The new standard prefers the self-given names of a Native group (tribe, nation, band…) who lived in the region where we can find one. If none can be found, other options include a name given to a local people by a neighboring tribe (provided it’s not derogatory), or a geographic name in a local Native language. In all cases, we now tend to favor native spelling where we are able to find it, though symbols that are particularly unusual in the standard Latin Alphabet may be set aside or approximated for our players’ benefit.


That’s it for today, as usual I’ll answer questions in the thread however there’s one I want to address yet again as it keeps getting asked and I can’t answer every single time it gets asked. People have asked if these features will be applied to South America or the Siberian Natives etc. It all depends on time, the main focus is to rework the North Americans and if I have time I will make sure it plays nice with others that can also benefit but it is not a priority. Next week will have it’s development diary written by Johan.
 
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There is that now-empty advancement part of the menu, maybe there could be some system of unifying bonuses (at the cost of some cohesion and or other resources like mana) that at the end would have the nations unite into a new single tag. A bit like mini-HRE reforms.

That's a cool idea
 
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The borders of the empty provinces owned by tags should correspond to the color of the owner nation for better clarity.
 
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Since you are reworking Americas, for what seems to be final time, could you fix the colonies.
They have two big problems now:
1st-colonies often colonise outside their colonial regions, creating plenty of bordergore which can't be fixed
2nd-since Golden Century, colonies never convert religion, and culture stays the same, which feels kinda weird, to see entire Mexico still be Nahuatl and Mayan by the end of XVIIIth century
 
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Aside from the usual concerns about performance due to additional tags being added, the content itself looks interesting. I do sincerely hope that you're able to make sure that there's not another massive performance drop like there was with 1.30.

Let me tell you that late game lags come even as there are way less tags than at start of the game, there's not going to be a major drop because of tags like these that only have ~1 province each to care about. It's when there's major wars late game where there's 2 nations or more fighting against each other covering each several hundreds of provinces where the evaluation becomes heavy.

That aside, any plans for North American formable nations? We already have plenty of alt-history formables in Europe and Asia, I don't think some form of "Grand American Federation" or the like would be too bad a formable. It would certainly give you something to shoot for once you reform.

No formables like that, but I do want the Federations to somehow be formable but not sure how to make that happen.
 
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So... South America, which is the least updated, the least historical and the most boring place to play, will not be receiving an update, while North America will receive everything for this part of the update?
This is just ridiculous at this point. You reworked federations, but with this rework they aren't viable in South America, because you refuse to update the number of tags in there. Even though there were numerous indigenous tribes and even some that managed to fight back the portuguese, like the Tamoyo. Also, just like the Appalachians were troublesome in NA, the Serra do Mar was quite troublesome for early settlers in the south/southeast of Brazil.
Good work on ignoring tribal SA, not that I'm actually surprised at this point, but good work on the favoritism, I guess.

To be clear, the north americans was a passion project I mainly worked on using my own free time. And @Evie HJ who did the setup is not employed by paradox and also spent their free time working on this. There's only so much we can do using that. It's fair criticism including as others said about totemism & flavor like mission trees and events, but I only have so many hours in a day.
 
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It's much better than it was before, but groups like the Powhatan in particular sill seem to have a relatively small influence despite having influence all over the bay IRL. At the end of the day though, the provinces do sort of have their populations represented even if it isn't colonized. And as Groogy said in the diary, Northern migrations are as a proxy to groups disappearing or various villages becoming dominant within a region over time rather than populations literally moving. There's no reason not to have the entire eastern seaboard depicted as tribal land, seeing as it can be colonized like anything else though, really.

Powhatan in that specific image is bugged, they do claim all of the area as their tribal land. Here you go

1600783778966.png


Also I love their flag
 
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The borders of the empty provinces owned by tags should correspond to the color of the owner nation for better clarity.

It does, Evie took the pictures in a version where that was bugged. You can see hints of it in my pictures on federations.
 
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Yay 53 no provinces and 63 new tags... Nevermind the performance impact this will surely cause...

By the way, why is South America untouched yet again?
 
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Looks super sweet,

Though I have a question.

Will Federations be moddable?

I think there are quite a few people who would love the ability to create something like the Swiss Confederacy with perhaps a leadership stuff like you did for the Natives.

Are there also plans to do more with Colonial Regions?

Maybe splitting up the huge Louisiana Colonial Region into Upper and Lower Louisiana and maybe Canada between a Great Lakes colonial Region and an Acadia one?

Or allowing there to be a Texas Colonial Region?
 
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This is a really interesting DD. I have a question about federation cohesion: if a native civilization manages to reform itself, it will be counted like the "hostile neighboring colonists" by neighboring unreformed federations or not?

It will, as the check currently checks towards the neighboring nation not having a government form that is considered "primitive"
 
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Please rework Totemism.

At the moment it feels like a non-religion, much like Animism, just waiting to be converted, and that's really not an appropriate state for it to be left in when EU4 is finished.

Even something minor, or which reuses the system of another religion would be superior to what is currently in place.
 
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Small suggestion with respect to naming - I live on the unceded and unsurrendered territories of the Wolastoqiyik people and have learned from members of that community that the preferred name for their people is Wolastoqiyik (Wool-ist-a-quay) not 'Maliseet' which was an exonym used by colonizers.
 
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Aside from the usual concerns about performance due to additional tags being added, the content itself looks interesting. I do sincerely hope that you're able to make sure that there's not another massive performance drop like there was with 1.30.

That aside, any plans for North American formable nations? We already have plenty of alt-history formables in Europe and Asia, I don't think some form of "Grand American Federation" or the like would be too bad a formable. It would certainly give you something to shoot for once you reform.
 
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There is no reason to worry, EU4 is maintained by the studio Paradox Tinto, me wanting to do a thing because I want to versus it being a planned thing are two different things you shouldn't conflate.
 
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Colonial region borders were not, historically, and should not be, in the game, firm and fixed. Colonies routinely ignored them - Acadia expanded into Maine, New France into New York and Vermont, etc - and diplomats squabbled over the actual definition of borders even after they had formed treaties about them.

At a smaller scale (since these are all lumped together in the game under Eastern North America), English colonies actually fought each other over which colony some provinces belonged to.

And their borders were, at times, quite gore-y.
 
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I'm curious as to how you guys find or otherwise make flags for these nations. It seems as if many of them don't really have a historical unifying banner.

There are many ways we do this.

The most common is actually Native flags (or Native symbols on other flags) as are used today. While they're long after the game timeframe for the most part, they still represent icons and symbols used by the corresponding people, which we at times adopt wholesale into the game, and at other times, modify. In some cases one modern native flag can be the inspiration for two or three different in-game ones (I believe that's the case, for example, with the three Mississippian states of Arkansas whose flags all come from the modern Tunica tribe flag, who are reportedly descended from them). In some cases, we will also look at the flags of related or descendent tribes (we use a few Creek flags for the Creek mother towns, for example).

Sometime the flags are also drawn from symbols representing the Native people on non-Native flags. This is most notably (and recognizably) the case for Osheaga/Hochelaga, whose flag is nothing else than the golden pine on a red background that was recently added to the flag of Montréal to represent the role of the Native people in its history. As an Iroquoian symbol representing the Native people of Montréal, it felt like an appropriate symbol for Osheaga, an Iroquoian nation centered on Montréal Island.

Another way of doing things is to look at pottery or beadwork or similar art or craft from the corresponding people, and draw a flag inspired from the patterns found there. Etowah and Cahokia (although that one - deliberately, we wanted just a hint of room for player interpretation regarding just who the Cahokia tag reprpesent - comes from pottery associated with the city rather than the tribe) are examples of this approach.

And finally, sometime we just make the flags up where there are no other resources we can seem to find.
 
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