Age of Discovery - New World/Africa Improvement Mod.

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Evie HJ

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Claiming and coring are different. Claiming (giving yourself a reason for war) should be easy (extremely so even), but coring (turning the region into a fully integrated part of your empire) should be far more difficult.

In addition we have it from PAradox that higher coring costs tend to discourage the AI from conquering provinces. As most of the Native American tribes I'm planning on were conquered only in the last forty years of EU, discouraging hostile takeovers (by making the lands extra-difficult to integrate) sounds like a good plan. Basically, annexing the Natives should should like a bad plan.

This is no different from the Berber states, who have the same ability.
 

Evie HJ

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Oh, and to address a concern that's been raised. It's true that adding natives in North America reduce colonial potential, by reducing the number of empty provinces.

I agree that's a problem. Which is why I'm upping the overall North American province count, including uncolonized provinces. There will definitely be at least one new empty province for each formerly empty province that is now native-held. Perhaps more.
 

TheDarkMaster

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I've got two possible suggestions for those changes. First, make sure that the coastal provinces closest to Europe are all empty, preferably with a two province gap before you get to the native holdings. Second, avoid too many structured tribes at all in North America, the East coast of South America, and South Africa, since those are the areas of the new world which didn't have strongly organized governments and where mostly tribal anyway. Have the unstructured tribes just be generic natives in uncolonized provinces.
 

Evie HJ

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Since developping North America was the first reason I got into modding, and still my chief interest (though West Africa has grown on me), I can safely say that there will not be an Age of Discovery where the North American natives are reduced to generic natives in uncolonized province. I'm simply not interested in making that mod.

Besides being a grossly poor representation of how colonization actually occurred beyond the coastal regions, it also result in making those Natives who did have organized central governments (ie, Iroquois) all but unplayable because they have nothing to do until westerners shows up.
 

TheDarkMaster

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Since developping North America was the first reason I got into modding, and still my chief interest (though West Africa has grown on me), I can safely say that there will not be an Age of Discovery where the North American natives are reduced to generic natives in uncolonized province. I'm simply not interested in making that mod.

Besides being a grossly poor representation of how colonization actually occurred beyond the coastal regions, it also result in making those Natives who did have organized central governments (ie, Iroquois) all but unplayable because they have nothing to do until westerners shows up.
Then, like I said, have the interior be those natives, but leave the East coast open for colonists.
 

Evie HJ

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That's indeed what I'm going for - I think the Natives reach the sea in only a handful of spot so far on the map: the Lenape in New Jersey (and the Dutch fought enough wars in that area for that to work out), and the Creek in Georgia and parts of Florida (which saw no significant settlement until well past the Yamasee wars.)

Otherwise the coast are empty, and the coastal regions and early hinterland is where those "one empty province added for each empty province filled" pledge will go.
 

unmerged(612669)

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Also this is a reason.

May I suggest restricting the slave trade to powerful African factions, and making the decision on top of economic benefits carry technology benefits to? Trade with Portugal wasn't just selling slaves it was also buying weapons so I think a tech bonus for engaging in one of history's most inhuman institutions would be a good show for accuracy. By the way Benin's ideas

Great art of Abomey's palace-Not all men are equal and using tasteful art to communicate that makes the ruler greater, -20% stability cost-reason for 20% instead of ten is because of the small number of provinces so the idea should actually be helpful

Architecture of Abomey-our more developed cities allow us to be the ones the Europeans deal with more regularly and as a result allows us an open mind, -10% tech cost

Mercenaries of Portugal-by employing mercenaries from oversees we have a great advantage over other tribes-I can't decide if it should mean allowing some regiments of portugal's unit type mercenary or some type of generic bonus

Trans Atlantic Slave Trade- We get rich by selling those we fight, +5% tax, +1% production +10% trade -50% population growth in any wrong culture land to simulate the slave raids

King Agaja-King Agaja saw to the expansion of Benin-+10% discipline

Agaja's standing army-We now have a standing army, +10% reinforcement rate

Jihad against Oyo-We have a situation against our stronger neighbors to take advantage of-10% easier CB generation

Once Dahomey gets all of it's ideas it gets the religion penalty for diplomatic purposes reduced 25% to simulate the fact that it was able to avoid colonization during the EU time period.

If you like Guillaume HJ I have some ideas for the Empire of Oyo as well.
 

mrguymiah

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snip

Mercenaries of Portugal-by employing mercenaries from oversees we have a great advantage over other tribes-I can't decide if it should mean allowing some regiments of portugal's unit type mercenary or some type of generic bonus

/snip

I'd say be careful about naming any specific nations or events. I personally will be carrying over a game from CKII. It would be odd for the natives to refer to a province instead of the Empire itself. I understand that there are those who will be playing vanilla and those who will not. I'm just saying that it is easier to make a mod generic or vague instead of making it account for all possibilities.
 

Homero

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Trade with Portugal wasn't just selling slaves it was also buying weapons
And textils/fabrics from Europe and India. In the slave trade, manioc root meal with honey - and cachaça from Brazil -was the secret key to sucess. ;)

"The uniqueness of Portuguese America stems from its direct bilateral relations with African ports, alongside the triangular trade centered in Lisbon.
How were these exchanges formed?
Sustained by the export of South American products, such as cowries, manioc flour, cachaça, and tobacco, various permutations persist until the middle of th nineteenth century. Similarly, Portuguese triangular trade did not function in only one direction.
Boats from Lisbon could transport European or Asian goods to Brazil, particularly fabrics from India, which were then re-exported to African ports.Inversely,slave traders regularly bought ivory or beeswax in Angola, which was brought into Brazilian ports in order to be redirected to Lisbon"

Brazil in the South Atlantic: 1550-1850, Luiz Felipe de Alencastro
 

unmerged(612669)

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I'd say be careful about naming any specific nations or events. I personally will be carrying over a game from CKII. It would be odd for the natives to refer to a province instead of the Empire itself. I understand that there are those who will be playing vanilla and those who will not. I'm just saying that it is easier to make a mod generic or vague instead of making it account for all possibilities.

I will keep that in mind in case I make my own mod; of course it is up to the mod maker to take or reject any of my suggestions being inexperienced at mod making I won't second guess.

And textils/fabrics from Europe and India. In the slave trade, manioc root meal with honey - and cachaça from Brazil -was the secret key to sucess.

"The uniqueness of Portuguese America stems from its direct bilateral relations with African ports, alongside the triangular trade centered in Lisbon.
How were these exchanges formed?
Sustained by the export of South American products, such as cowries, manioc flour, cachaça, and tobacco, various permutations persist until the middle of th nineteenth century. Similarly, Portuguese triangular trade did not function in only one direction.
Boats from Lisbon could transport European or Asian goods to Brazil, particularly fabrics from India, which were then re-exported to African ports.Inversely,slave traders regularly bought ivory or beeswax in Angola, which was brought into Brazilian ports in order to be redirected to Lisbon"

Brazil in the South Atlantic: 1550-1850, Luiz Felipe de Alencastro

I agree completely; thank you for bringing that up. As disgusting and inhuman as the slave trade was I just see it as too important to leave out of any mod trying to add in more historicity.
 

Evie HJ

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ARen't half those ideas (at least) Dahomey-related, and not Benin-related?
 

Evie HJ

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No worries. As Dahomey is on the list of nations to be added, it's still very relevant material :)
 

CaptRobau

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I wonder how EUIV will handle overseas wars. Because that's what ultimately will decide how well the North American nations will fare. If the AI can still easily send 10,000 men to handle those 3,000 men Natives armies, then we'll still have Aztec/Inca conquest situations in North America. Which we of course don't want. I imagine the North Americans will need to have a big buff (at least militarily), compared to vanilla.
 

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No worries. As Dahomey is on the list of nations to be added, it's still very relevant material :)

In that case here is something I think could be useful for the Empire of Oyo

Oyo starts with +15% vassal income, +10% manpower

1. Oyo Cavalry Tradition-We became an empire on the heels of our cavalry,through better training and a better ability to keep horses we have managed to make our army well known for the hooves of it's horses; this professional force must be maintained-There is general consensus that the source of many of Oyo's victories were cavalry, but I'm unsure how high a benefit it deserves in practice.

2. Defense of Tradition-Let others convert to Islam; we have our faith and will keep it-+10% discipline, +10% religious unity, this idea becomes the second Mali idea if Oyo converts-While the benefits look over the top Oyo does have to deal with muslim powers, and is a very likely target for expanding muslims, force conversion is an option so this idea is there to encourage the ai and player to stick to the pagan faith. Just one of the +10% bonuses is roughly equivalent to other NIs, so if Oyo wants two for one idea it has to do what the idea says.

3. Quest to unify our culture-The Oyo Empire was the closest to unification the Yoruba ever achieved, can you do better?-Free CB against anyone occupying Yoruba culture territory.

4. Trans Atlantic Slave Trade-Same as Dahomey

5. Dynastic Reforms-On return from exile the Yaruba Dynasty busted anarchy and centralized the state allowing further expansion-+10% tax, -5% mercenary cost

6. Yoruba Craftsmanship-From our bronze sculpture to simple terracotta and stone our culture thrives thanks to the common craftsman who produce the regions best ironwork, and artwork to be proud of--10% stability +10% tax income

7. Yoruba Imperialism-We know how best to deal with those who fail to defend themselves; if they have a working structure why destroy it when we could tax it? +25% vassal income-Yoruba got a lot of it's income not only from taxation but from vassals; this should do a good job of encouraging an Oyo player to vassalize instead of annex.

Oyo gets the same benefit for all it's ideas that Dahomey does in order to give it a chance at diplomacy in order to simulate the fact that the Empire of Oyo was not colonized during the EU time period.