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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.

1600776828277.png


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!

1600778713850.png


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.

1600773970686.png


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.

1600773986832.png


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.

1600774009748.png


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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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.

View attachment 630309

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!

View attachment 630314

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.

View attachment 630298

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.

View attachment 630299

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.

View attachment 630300

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.
When the promote settlement growth was introduced, was it intended for natives to use them extensively? Asking because I can see every nation with a colonist using it even though they can't afford it - they earn 1-2 ducats and the colonist cost alone is 2.

If it was intended, its price should be adjusted, maybe something like expel minorities cost.
 
I'd love to (I could do so much with that region!), but there are only so many hours in the day, and I do have a day job! At some point, when doing volunteer work on the map, I have to chose what gets done and what cannot be done right now. Someday, maybe. Hopefully!
We undesrstend that! You make a Nice job with the tools and time you have. i suggest the lecture from osprey books collection "american tribes from west pacific Coast' https://images.app.goo.gl/PMKbfGqQStRP1esJ8
 
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Since a new trade goods is being added to the Spice Islands; Cloves. I thought it might help to suggest Maize for North América and potatoes for South Ame.
 
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Shouldn't the cumberland gap connect virginia to kentucky? as it seems from the imagine it connects virginia only to tenessee which wouldn't allow you to create the borders of greater virginia politically without having to annex that territory
 
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Historically, from what I've been able to find, the Wilderness Road that was the main immigration road through Cumberland Gap *did* access the Gap from Tennessee, with its starting point usually given as modern Kingsport, TN. While it may have briefly crossed back into Virginia as it traveled over the mountains, that's a level of detail that's beyond what the map allows, and it doesn't change the central idea that the route from VA to KY did go through Tennessee.

My understanding is that the Virginia panhandle is not really favorable to westward travel because the escarpment of the Ridge-and-valley province goes right through that region north-south, and it's much easier to follow the Great Appalachian Valley from the New River to the Holston, then back around to reach the Cumberland Gap, than to cross directly through the far less travel-friendly terrain of the panhandle.

Greater Virginia (1774-1791, so not very long lived) never existed independently of northeastern Tennessee (as in, it was never colonized by a different country than NE Tennessee), and was a result of colonial charter claims, not settlement patterns, so the idea that it should be possible in the game is not that convincing.
 
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Historically, from what I've been able to find, the Wilderness Road that was the main immigration road through Cumberland Gap *did* access the Gap from Tennessee, with its starting point usually given as modern Kingsport, TN. While it may have briefly crossed back into Virginia as it traveled over the mountains, that's a level of detail that's beyond what the map allows, and it doesn't change the central idea that the route from VA to KY did go through Tennessee.

My understanding is that the Virginia panhandle is not really favorable to westward travel because the escarpment of the Ridge-and-valley province goes right through that region north-south, and it's much easier to follow the Great Appalachian Valley from the New River to the Holston, then back around to reach the Cumberland Gap, than to cross directly through the far less travel-friendly terrain of the panhandle.

Greater Virginia (1774-1791, so not very long lived) never existed independently of northeastern Tennessee (as in, it was never colonized by a different country than NE Tennessee), and was a result of colonial charter claims, not settlement patterns, so the idea that it should be possible in the game is not that convincing.
Do you have any info on the 'Custom Nations' that we were recently told could be formed about federations, or are you not privy to that kind of info on the project anymore.
 
My lane is mapmaking and game setup (and, specifically, my changes to those things), not game mechanics, and I'm a firm believer in staying in my lane. :)
 
My lane is mapmaking and game setup (and, specifically, my changes to those things), not game mechanics, and I'm a firm believer in staying in my lane. :)
A thanks, I understand. Well I'll say one thing I noticed on the map since I know you're on atm. The Lipan are too far southeast in Texas. They appear to occupy San Antonio to start, a region they didn't move into until the 1700s which was controlled by the various peoples lumped into the "Coahuiltecan" designation like the Payaya up to that point. The Payaya village of Yanaguana actually sat on the land that is now the city of San Antonio. (yes, I know the west and plains aren't a focus for this patch at all, but I thought I'd mention it for future reference)
 
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A thanks, I understand. Well I'll say one thing I noticed on the map since I know you're on atm. The Lipan are too far southeast in Texas. They appear to occupy San Antonio to start, a region they didn't move into until the 1700s which was controlled by the various peoples lumped into the "Coahuiltecan" designation like the Payaya up to that point. The Payaya village of Yanaguana actually sat on the land that is now the city of San Antonio. (yes, I know the west and plains aren't a focus for this patch at all, but I thought I'd mention it for future reference)
The history of migration of the Apache to the South is one of those cases where reading five sources will give you eight contradictory answers, likely because different Apache groups all migrated at different times, on top of which we have historians' complicated belief about oral history (some people seem to believe that oral history can ony be about recent events).

Sometime, in those cases, going with the familiar solution is best.
 
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The history of migration of the Apache to the South is one of those cases where reading five sources will give you eight contradictory answers, likely because different Apache groups all migrated at different times, on top of which we have historians' complicated belief about oral history (some people seem to believe that oral history can ony be about recent events).

Sometime, in those cases, going with the familiar solution is best.
Very understandable given the context. The Lipan starting in San Antonio just feels wrong though knowing it was Payaya who were there when the city was founded. (not asking for a Coahuiltecan tag necessarily, I know they aren't an actual culture but rather an amalgamation of various ones and finding names would be extremely difficult as most are lost). I just have a special interest in the region around San Antonio in particular.
 
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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.
While you are reworking names, one thing I find confusing is where a country name and a province name (and a state name) are all identical. Its something you can live with for most countries, however for migratory countries who leave the province with their name it gets very confusing.

Would it be possible to avoid calling the province migratory tribes start with the name of the tribe?
 
While you are reworking names, one thing I find confusing is where a country name and a province name (and a state name) are all identical. Its something you can live with for most countries, however for migratory countries who leave the province with their name it gets very confusing.

Would it be possible to avoid calling the province migratory tribes start with the name of the tribe?
This relates to a bigger problem of countries always being called the name of a city/region even when they no longer have it that exists outside of this as well.
 
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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.
Sorry this is late.

Aroostook (ID 2567) had it's Native American/pre-contact name changed to Tobique. Tobique is a reservation located in neighboring Meductic here, it was named after a chief, Chief Tobec, who live from 1706-1767. The Tobique river, which they live on the mouth of, it runs into Canada and the people live in Canada. Though close to Aroostook (ID 2567), it's not a good name for the place at all and had little to no connection to the land. So here are some ideas as someone who is originally from this place:

A lot of the local native names for the land around here are based off of the river names that cut through the land itself.

Aroostook is an Anglicization of the word Wolastoq. Wolastoq was the original name for the St. John River which flows from Tobique on the map to Wolastoqiyik. But given that Wolastoqiyik is being used, and it's also a fitting place name for the land around the mouth of the river, it might not work well to change Tobique to that. Wolastoqiyik is the actual name of the Maliseet people (who are now in the game!), but it is a bit strange to see it as the name of a province because that would be like calling Scotland itself what you call the people, Scottish. Wolastoq means "beautiful river," Wolastoqiyik means "people of the beautiful river."
So changing Aroostook to Wolastoq/Wolastoqiyik would mean finding a name for another province so you may not want to do that.
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One of the native populations to almost always live in Aroostook (ID 2567) are the Houlton band of Maliseets. They would largely be the descendants of the people who lived in Meductic. Meductic means "eel river" and the settlement is in Canada like Tobique, but unlike Tobique the river it sits on flows from the US, or Aroostook in this case. These people lived along this river. The river is now called Meduxnekeag (Little eel river) and to this day natives live along it. So Meduxnekeag might work, but it kind of splits a common identity of Meductic if you are going to keep that for the neighboring province. Though Meductic/Meduxnekeag might be a better name for Tobique (ID 2567) here, Meductic is still in Canada. There are many other tribal towns within the province being called Meductic here, like Pilick and Oromocto, but that will be up to you guys to use.
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The last option and one that I think would be quite clever would be "Moosiec."

Moosiec (Moose river) was a river named by the people who now live in Tobique due to there being so many moose along it. The river would go on to become the most important river in Aroostook and now the two biggest towns in the county sit on it, Presque Isle and Caribou. At any rate, when white settlers moved to these lands around 1807 they met Wolastoqiyik people. They took the word Wolastoq and morphed it into Aroostook, and named the whole place it in the 1830s. Now seeing as the river named Wolastoq was renamed to St. John, the settlers who moved up north found a massive river with no natives around (most lived near the mouth at Tobique in Canada which was quite a ways away) so they called it the Aroostook river. Well as it turns out, the river did have a name, Moosiec, but it was never forgotten by the local tribes. Over time Mi'kmaqs would move there and settle in towns along the river and they too would go on to play a big role in the culture and history in Aroostook (ID 2567).

At any rate, Moosiec works really well because not only is the whole thing almost all in the province, but if it gets taken over by Europeans and its name changed to Aroostook, it will actually reflect real history. You could even put a little moose there for the map. haha
 

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