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Good morning, everyone! Today we're back at North America taking a look at some of the remaining interesting tags in terms of missions and events.

To begin with, we have the Pueblo tribes, in the present-day New Mexico region. The tags we have for them are Isleta, Acoma, Zuni, Zia and Ohkay Owingeh. They lived in adobe or stone villages, and were mainly interested in agriculture, specifically maize. They were descendants of the Mogollon Culture, the Hohokam Culture, and the Ancestral Pueblo people, who inhabited the village of Mesa Verde, where a spectacular cliff palace can be seen. Some highlights of this tree include:

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  • The missions "Place that Always Was" and "Restore Mesa Verde" make reference to said village, giving prestige and diplomatic bonuses after owning and developing it.
  • "Chaco Roads" and "Irrigation Canals" are references to the importance of agriculture in the region, with the first giving benefits to trade efficiency and range in the provinces that have native great trails, as well as some small manpower modifier, since they can also be used for military travel purposes. The second one rewards the building of irrigation canals with some local production efficiency, as long as you keep your devastation low.
  • The "Ancestral Puebloans" mission lets you change your tag name to "Pueblo", as long as you have conquered all the other provinces of the same culture, or by having a Federation Size bigger than 5. It will compensate your efforts with a permanent modifier that gives you +5% Morale of the Armies and +1 Diplomatic Reputation until the end of the game.
When it comes to events, among others, the Pueblo tribes will get "Po'pay's Rebellion" events, which happened in 1680 and was a revolt organized by the Native Pueblo people against the Spanish colonizers, and which succeeded in expelling them from their land for more than ten years. In the starting event, you'll get a general named "Po'pay" and a +10% Morale of the Armies to combat the colonizers.

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Then we have the Dakota and Lakota nations, formed by the Sioux, Wichiyena and Lakota tags, which lived around the Lake Superior region. They were a society much more focused on hunting and gathering, thus tracking animals through the woodlands, harvesting wild rice and fishing on wooden canoes. Their villages were organized in camp circles, large extended families led by a chief appointed by a council of elders, and this kinship ties were a key feature of their lives both on a personal and on a more pragmatic level, affecting warfare, alliances, work and marriage.

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  • The "Camp Circles" mission addresses this social organization, being triggered when your capital has at least 10 Development, and you have at least 1 Stability and 200 Diplomatic Points. As a reward, you'll get +25 Government Reform Progress, and some extra diplomatic power.
  • The "Seven Council Fires" mission is a reference to each of the fires representing one of the seven Dakota villages, who would gather together in peace or war negotiations. Owning these seven provinces would add some extra military power to your nation.
  • Both "Hereditary Enemies" and "Fight the Iroquois" address some old rivalries between the Dakota and Lakota people against some other tribes. The first one is about the dispute against the Ojibwe people, so having a -100 opinion of them, and them having a -100 opinion of you would be rewarded with some prestige and morale bonuses, as well as claims to their provinces. The second one is about fighting for the resources around the Great Lakes against any of the Iroquois tribes, giving an extra manpower modifier as a reward.
One of the events for these nations is Foreign Trade, since a few European explorers and missionaries lived among the tribes and tried to gain their respect by following their traditions. One of the most important alliances was the one that the Dakota tribes entered with French merchants in the late 17th century, where they traded fur in exchange for European goods. In this event, you'll get local trade power and production efficiency to your capital, in case you manage to achieve an alliance with France while they own any province in the North America super-region.

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After that we have the Powhatan nation, which inhabited the present-day Virginia region. One of the main focuses of these people was the use of birchbark canoes for both warfare and fishing, however, they also had a great interest in growing crops, especially maize, as well as in hunting in the woodlands. They were among the first Natives to experience contact with Europeans, and some of the events for this nation address that matter. Some highlights of the mission tree are:

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  • "Just Around the Riverbend", "Head of Navigation" and "Powhatan Fleet" are all focused on the naval power of the Powhatan tribe, so building to Naval Force Limit, and having enough transports and a flagship will reward you with Ship Durability, Morale of the Navy, National Sailors Modifier, and some Navy Tradition, apart from a Admiral with 80 Tradition when completing the last mission.
  • "Yehakins" is a reference to the type of buildings they used for living, made of young saplings, woven mats or bark. Having a longhouse in any of your provinces and a fortified house in the capital will reduce the development cost for those provinces, as well as increasing the local tax modifier and giving a small government reform progress.
  • "The Laughing King" was chief Debedeavon, ruler of the Accawmacke Native nation, tributaries of the Powhatan Chiefdom when the first Europeans arrived in 1608, and a legendary monarch that will become available for duty as a 1/4/3/2 general if you have built your Army and Navy to their Force Limit.
Some of the events for the Powhatan tribe include Tribal Trade and European Trade, which both focus on changing the resources produced in your land. The first one addresses the trade of copper and red dye as luxury objects that the Powhatan would cherish, while the second is triggered when any European nation gets a neighboring province, allowing you to exchange crops for iron or wool from the Old World.

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Lastly, we have the Cherokee people that lived in villages along river valleys in the present-day North and South Carolina, Tennessee, Georgia and Alabama areas. Agriculture and gathering were both part of their culture, and, as most Native societies at this time, gathered maize, but also engaged in hunting, with their trade being valuable by European nations, since the deer skins they collected from their mountain hunting-grounds were of exquisite quality.

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  • The "White Government" and "Red Government" missions are references to the two types of government that the Cherokee people had, one for the peaceful times and another for times of war. The first one requires a Stability of at least 1, +200 Gold and the employment of a Diplomatic advisor, and will reward the player with a new and cheaper advisor, and some diplomatic power. The second one needs a general and to build to Army Force Limit and will reward the player with a new general and some military power.
  • "Botanical Exports" addresses the ethnobotanical knowledge of the Cherokee people, both in recognizing the healing and harmful properties of the plants that surround their land. Completing the mission will reward the player with two modifiers, one increasing the Trade Efficiency and another one increasing the Manpower Recovery Speed, since this knowledge will help them recover from battle.
Among the events for the Cherokee nation, we have the Cherokee National Council, which was created in 1794 and ruled their nation as a legal and autonomous tribal government until the year 1907. The event will be triggered either by having the Clan Council Reform or the Native Republic Reform, and some stability and diplomatic power will be added to your country.

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We have also added 18 events to the Totemism faith, including two small event chains. One of them addresses a Native myth that holds some similarities to Orpheus and Eurydice's famous story; the second one is about the finding of a sacred cave in your land and follows this structure:
  • Where the Legend Begins (totemism_flavor.8):
    • Triggers if you have a province that is not your capital.
    • Option a: Send explorers (-5 treasury, -0.05 manpower, adds province modifier “legendary_location”, giving local_autonomy = 0.1, local_unrest = -2 and prestige = 0.25 until the end of the game).
    • Option b: Do nothing.
  • Exploring the Caves (totemism_flavor.9):
    • Triggers if you have chosen option 8.a.
    • Option a: Adds church_loyalty if you have estate_church, adds temple to the sacred province if the nation is reformed, adds native_ceremonial_fire_pit if the province doesn’t have one, adds a native_longhouse if they do or adds prestige = 10 if none of these are applicable.
  • Cave Maintenance (totemism_flavor.10):
    • Triggers if you have chosen option 8.a. and have already had event flavor.9.
    • Option a: Sends your adm or dip advisor to take care of it, adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
    • Option b: Sends your heir (will trigger event flavor.12 and he gets a 50% chance of having a +1 adm point), adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
    • Option c: Donate some money, treasury -10, adds province modifier “tot_legendary_location_maintained” for 1825, giving local_unrest = -3, prestige = and prestige_decay = -0.01.
    • Option d: Do nothing.
  • Where the Legend Ends (totemism_flavor.11):
    • Triggers if the country doesn't follow the Totemism faith anymore.
    • Option a: You leave the caves. Removes all province modifiers of the chain, adds country modifier “tot_legend_abandoned” for 3650, giving religious_unity = -0.25.
  • A Convenient Landslide (totemism_flavor.12):
    • Triggers if you have chosen option 10.b.
    • Option a: There’s a 30% chance that your heir might die.
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Thank you for reading and see you next week back with some new mechanics!
 
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I don't suppose there's room to include some ahistorical tags for Natives that take off and become large? It always feels quite underwhelming ownering all of the Colonial Eastern America, or the entire continent, but still just being 'Fox'. Doesn't need to have ideas, just a name and color change would be nice. :p
 
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I don't suppose there's room to include some ahistorical tags for Natives that take off and become large? It always feels quite underwhelming ownering all of the Colonial Eastern America, or the entire continent, but still just being 'Fox'. Doesn't need to have ideas, just a name and color change would be nice. :p
Empire-tier end-game tags? Like, say the Iroquois Empire or Cherokee Empire?
 
Hope the addition of an ohkay owingeh tag makes my co worker that’s a citizen of this tribe play too.

also will the other 5 civilized tribes in game (creek, Choctaw, and Chickasaw) get unique missions? Or will there be an event around a southeastern tribe being called ‘civilized’?
 
I don't suppose there's room to include some ahistorical tags for Natives that take off and become large? It always feels quite underwhelming ownering all of the Colonial Eastern America, or the entire continent, but still just being 'Fox'. Doesn't need to have ideas, just a name and color change would be nice. :p
I agree. I’d think sequoah would be a neat tag name to reference when Indian territory tried to make a USA state with that name however in eu4 it’d be weird to call yourself after someone who hadn’t ever existed yet. But maybe it could be a Union for the southeast tribes that did this proposal
 
Can you please improve the Chickasaw ideas like what was done with the bohemian ones in the emperor update with hostile core cost. Perhaps move the +1 attrition to that spot as night time raids seems redundant for also having a slave raids idea and replace it with either ‘spirt fighting knives’ +15% morale or ‘woodpecker warriors’ with a similar bonus.