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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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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.
 
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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
Well, that's disheartening.
Even now, NA natives are miles ahead of SA ones, they are a barren wasteland by comparison.
If this rework is only applied to one of them, the gap will only be widened even further.
There's some real anglo bias going on here...
 
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Besides Malacca, what major impact did the Portuguese had in the region. Perhaps you could share details of what you consider as major Portuguese influence?
Religious, gastronomical, architectural, cultural.
You have internet, make an effort.
Timor is a thing aswell.
 
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Looks really fun and unique to the region, but I have a few questions. Will nations like Lakota and Mohawk be able to reform lost tags like Sioux and the Iroqouis given certain conditions that might allow them to inherit the members of the federation, similar to the Shan mission tree we saw in the Southeast Asia missions that we saw earlier? Additionally, will any nations be receiving mission trees? Or will the missions for natives stay the same as the generic mission tree they currently all have (the only nation at the start date that starts with a mission tree at the moment in the New World is Cuzco, and that one is pretty small compared to the actual Inca conquests).
 
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Montreal represent! :cool:

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.

This is greatly appreciated and respectful, thanks! It must represent a significant amount of work that few players will notice, and yet, it's a way to show respect to diversity and to history.
 
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Well, that's disheartening.
Even now, NA natives are miles ahead of SA ones, they are a barren wasteland by comparison.
If this rework is only applied to one of them, the gap will only be widened even further.
There's some real anglo bias going on here...

In fairness, South America is much, *much* harder to detail than North America, especially for people who don't speak Spanish/Portuguese. English-language works on the people of North America are plentiful and relatively available, and English wiki and other websites have vast troves of information. In comparison, information on Natives in South America, especially outside the Andes, is very, very scarce. Most works available in English are either high-end scholarly work (high priced) or very general. Spanish sources may be more detailed, but require very good knowledge of Spanish - far more than my ability to get a general sense of what a sentence is saying due to similarity to French.
 
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This update really educates me on the history of native America's and the genocide the colonists and their deseases brought. Somehow I feel this update also brings some small part of recognition for the native Americans. Great job
 
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That's kind of a shame, because along with reforming your country being entirely dependent on outside forces and waiting for them being a slog, the fact Totemist gives the player very little after said reforming was always the weakest part of playing a North American. Nahuatl, Mayan and Inti all gave you solid reasons to stay with them, even if you wanted to convert for whatever reason.
 
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In fairness, South America is much, *much* harder to detail than North America, especially for people who don't speak Spanish/Portuguese. English-language works on the people of North America are plentiful and relatively available, and English wiki and other websites have vast troves of information. In comparison, information on Natives in South America, especially outside the Andes, is very, very scarce. Most works available in English are either high-end scholarly work (high priced) or very general. Spanish sources may be more detailed, but require very good knowledge of Spanish - far more than my ability to get a general sense of what a sentence is saying due to similarity to French.

But even when considering only the cheapest options you mentioned, there IS more information available, enough to add at least a couple more tags and a dozen more provinces to make the map more detailed. At this point it's either lazyness or USA bias...
 
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wobarch

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I don't really like that - with all the respect. It all seems to be rushed. Compare this DDs to the ones about SEA - yes, they added also some new tags. But the main focus was to make the tags more unique and flavorful - we don't get new events, no new religion mechanics. The only thing is the new system of the migration system - it would need regional events, more religion and migration and federation and european interaction events to make it really a new expierence. For me it feels like a Imperator - more tags more flavor - approach, what wasn't the right direction at all i.m.O.
 
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I don't really like that - with all the respect. It all seems to be rushed. Compare this DDs to the ones about SEA - yes, they added also some new tags. But the main focus was to make the tags more unique and flavorful - we don't get new events, no new religion mechanics. The only thing is the new system of the migration system - it would need regional events, more religion and migration and federation and european interaction events to make it really a new expierence. For me it feels like a Imperator - more tags more flavor - approach, what wasn't the right direction at all i.m.O.

they added wholly new mechanics to the region, it's a far cry from just jamming in new tags, and new mechanics is a lot more work than mission trees, and nigh impossible for modders. whereas events and focus trees are way easier
 
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daniel060

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What has become of the "force migration" mechanic? I wonder if it would be possible to reform it so that Europeans could force migratory tribes into a neighboring colonial area--approximating the real-life Trail of Tears, in which the Cherokee were forcibly moved from Eastern America to modern-day Oklahoma.
 

Meshed Gear

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Is it possible to 'flip' a tribe from one federation into another? Or is the only option for reducing a rival federation to conquer them in the standard way?
 
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IndigoRage

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What has become of the "force migration" mechanic? I wonder if it would be possible to reform it so that Europeans could force migratory tribes into a neighboring colonial area--approximating the real-life Trail of Tears, in which the Cherokee were forcibly moved from Eastern America to modern-day Oklahoma.
A more period-appropriate example would be the US forcing the Mohawk and other Haudenosaunee tribes to move into Canada after the American revolution in retaliation for allying with the British.
 
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Sapa Inca

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In comparison, information on Natives in South America, especially outside the Andes, is very, very scarce.
Not really, english sources for north america natives are easier to find than english sources for south america natives but even in english you can find enough information to make huge improvements for the region.
And if some dev can read in spanish or portuguese the sources for south america natives are as detailed as english sources for north america natives, so, the problem is not lack of historical sources.
For example, a simple Google research about "indigenous peoples in Brazil coast" give to you this map:
Map_of_indigenous_peoples_of_Brazil_(16th_C.).jpg


And in suggestions sub-forum we have some good topics for ideas about south america tags, these ideas can be used like a starting point of research, if you known the name of the tags that peoples interested in the region considers important or interesting for the time period you have a easier time researching about SA tribes.
So, yes, NA natives are easier to research in english but SA natives are not much harder to research in comparison.
 
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DominusNovus

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You know what's neat? Being from a place that ingame now has a tag where before it was a colonizable province. I'm not a member of that tribe but I just have to play as Wampanoag when the patch comes out. Let's win this king Philip's war!

I'm part Wampanoag, and I can trace my ancestry to both sides of the original thanksgiving day feast.
 
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