And now, not a single available province in coastal America...

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Vohen

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The "problem" as you describe it comes from adding tags/native provinces.
That's awfully simplistic.
Just adding tags wouldn't be an issue if there was still space for colonizers to create healthy CNs capable of competing with them.
Thing is, as far as I've seen the natives blob out and completely prevent any colonizers to ever being able to do that.

But that is besides the point, colonization worked for the AI before 1.31, and it doesn't now, that is a fact.
More tags or not, that needs to be fixed.
 
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StriderLS

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Forming a colonial nation, and then using cede colonial region option as much as possible is usually my go to way in the new world.

Since this is obviously and objectively faster, more efficient and easier, this not the case here. The problem is how AI is handling the new patch.

When I see AI getting only few provinces on the coast, fail to form a colonial nation in NA, except one, this seems a problem.

The ones that managed to establish in the new world, not bothering to expand through war, usually prefers to pillage capital instead of taking land and declares war on the same tag over and over again and struggling pointlessly is another problem.

This is not a NA or tribe problem, I said screw it and rejected the call to arms of my ally Magdeburg, on the FOURTH conquest of Anhalt. Anhalt was still the original OPM, instead of annexing, Magdeburg prefered to pillage capital, three times...

Couple this with generally passive AI, and the result is interior NA, East Coast and Mexico Proper is barely touched by Colonizers, again mostly dominated by tech 6-9 natives while I was around 19-20, gobbling anyone I wanted.

As a player, this benefits us, giving us free reign over natives without other colonizers influence. But no way I'm convinced this is okay and doesn't need to change. I may find the AI scuabble painfully amusing for now but things like this, gets boring pretty fast.

In conclusion, instead of nerfing natives/colonial nations to the ground, Devs should do some balancing on how AI uses the new mechanics. For example, Tweaking how and where natives naturally expand, refraining from having patches of exclaves all over the continent, teaching the colonizers to be more aggressive in new world and use cede colonial region option instead of pillaging capitals all the time and not stating/culture converting every single trade company province should be a good start. I believe it will be more fun experince, which is the single most important point in all this.
 
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TheMeInTeam

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Just adding tags wouldn't be an issue if there was still space for colonizers to create healthy CNs capable of competing with them.
There is plenty of space for colonizers to "compete with" natives. Natives are objectively weaker than nearly any alternative opponent in EU 4.
But that is besides the point, colonization worked for the AI before 1.31, and it doesn't now, that is a fact.
Colonization works. The AI doesn't handle the colonial game, but it is not reasonable to use that fact as a mark against native positions/progress. Natives are still objectively among the weakest starting positions in EU 4.

Should the AI be taught how to manage intercontinental invasions against overmatched opponents? Yes, and that's been a common criticism for more than half a decade now. But that is the "fix", not false claims about the state of the mechanics involving natives.
 
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Vohen

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The AI doesn't handle the colonial game
The AI can't handle the colonial game, therefore it doesn't work for it.
The natives rework would've been great, if it didn't completely break the colonization game.
 
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Zhetone

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@TheMeInTeam you still haven't explained how this is all meant to be ok anyway when it entirely nullifies a major aspect of the game, which is colonization, around which many nations' national ideas are built. there's pretty much no use for colonization in the Americas anymore since it's all military conquest. is that ok to you?
 
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TheMeInTeam

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The AI can't handle the colonial game, therefore it doesn't work for it.
The natives rework would've been great, if it didn't completely break the colonization game.
If this were a thread about the AI in general, and the colonial game were one thing in a list, I could buy this argument. OP would have looked something like Strider's post above.

In the scope discussion to this point excepting said post? No.

"The AI is broken, therefore X" makes the assertion "AI should be fixed" valid if true (in EU 4, it's true). It does not make any assertion of X one feels like putting there valid.

@TheMeInTeam you still haven't explained how this is all meant to be ok anyway when it entirely nullifies a major aspect of the game, which is colonization
Burden of proof can't be on proving a negative. This thread's OP rationale needs to demonstrate what specifically is wrong and why it is wrong.

Instead, it made numerous false claims (even in my QuizQuiz game where I conquered substantial land into Mexico, the eastern US had open provinces well past 1600 and there was a ton of available land to colonize for example). It further perpetuates "megacities" as something permanent/unique to natives rather than a general problem (a position already refuted in a different thread recently). We already answered his 3rd question.

The proposition "colonization is nullified in EU 4" is false. Objectively false. Any given nation taking it in first 2-3 groups can place dozens of provinces minimum, and gains access to expansion avenues that are otherwise not available. Wouldn't surprise me if majors get 50+ done. An amusing piece of irony for this thread is how that compares to what most historical nations actually colonized and populated (vs claimed) in this period.

there's pretty much no use for colonization in the Americas anymore since it's all military conquest. is that ok to you?
It is faster and more lucrative to colonize the western hemisphere in 1.31 than it was in 1.30. The reasons for that should be self-evident, but since this point a) destroys the rationale of a problem introduced by 1.31 and b) it was already made and not addressed I will spell it out:
  1. There is more development gained (which you still don't pay to core).
  2. That development is available faster (since colonies are slow, especially early on).
  3. You get more out of them (given 3 colony types vs what was available in 1.30).
  4. If you don't take colonial ideas, you will have to defeat and annex overlords to get the benefit of these, which is the same as 1.30 and earlier.
So it's strange to claim no use for colonization "anymore". If that is one's argumentative position, it should not be a *NEW* argumentative position, because taking exploration/expansion early and taking new world provinces is worth more now than previously. That argument was at its most valid when devs destroyed tariff income several patches back, not now (and it makes DLC mechanics which restore some of that income feel questionable, but it's not the first/fifth/tenth time we've seen something like that in EU 4).
 
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Vohen

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If this were a thread about the AI in general, and the colonial game were one thing in a list, I could buy this argument. OP would have looked something like Strider's post above.

In the scope discussion to this point excepting said post? No.

"The AI is broken, therefore X" makes the assertion "AI should be fixed" valid if true (in EU 4, it's true). It does not make any assertion of X one feels like putting there valid.
Er.. from OP:
How in gods names are the AI and even players supposed to colonize & expand in North America now?
The AI was explicitly mentioned.

And I definitely disagree with the notion that one should only mention the AI if the AI is the main topic of the thread.
The topic is on an specific mechanic (colonization) and problems with it, which can very well include the AI (and is particularly jarring since said mechanic worked before 1.31, and doesn't now).
But that was already an attempt to move the goalpost, when it's very clear how the AI is objectively relevant to the topic, so I won't dissect that argument any further.

All in all, if you don't think the player having a de facto monopoly on colonization is a big problem, we disagree on a too fundamental of a level to ever reach an understanding.
 
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TheMeInTeam

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Er.. from OP:
That doesn't change anything I've said in our discussion.

And I definitely disagree with the notion that one should only mention the AI if the AI is the main topic of the thread.

No. That's a moved goalpost.

The principal argument/point contested is that the state of natives specifically is a problem because the AI doesn't conquer them. That point has been refuted. Nobody here has disagreed that the AI is an issue.

The topic is on an specific mechanic (colonization) and problems with it, which can very well include the AI (and is particularly jarring since said mechanic worked before 1.31, and doesn't now).

This is what I refuted. There has yet to be any demonstration that colonization doesn't work. Talking about the AI is evidence the AI doesn't work, not that there is something wrong with the colonization mechanic.

According to the quoted rationale, all of the following are broken mechanics, and it is a fraction of total examples:

  • Inti
  • Nahuatl
  • Mayan
  • Council of Trent
  • All subject interactions with diplomacy without exception
  • Idea group selection
  • HRE
  • Revolution
  • All unique unit types (banners, streltsy etc)
  • Mission trees
  • Converting provinces
  • Fog of war
  • Scorched earth
  • Attrition
  • Estates
  • Stability

You might agree some of those are broken, but I'd wager you probably don't agree that all of them are broken to the same extent natives are broken, which demonstrates an inconsistency in the rationale presented as a basis for claiming colonization is broken in 1.31.

But that was already an attempt to move the goalpost, when it's very clear how the AI is objectively relevant to the topic

OP's post is explicitly against (misrepresented) native mechanics/strengths, so no. It's an argument against mechanical design at its core.

All in all, if you don't think the player having a de facto monopoly on colonization is a big problem, we disagree on a too fundamental of a level to ever reach an understanding.

The self-contradiction is noted (you can't simultaneously have no room to colonize and claim the AI doesn't colonize).

Still, find where I said that and I'll take this seriously. Otherwise you might as well claim the player has a de facto monopoly on everything in EU 4.
 
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Emp_Palpatine

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The player can do whatever it wants in EU4, that's a fact.

I did when I D-Dayed in 1550's to take Manhattan and gain a foothold in America.

So, now the only plan to arrive to a somewhat plausible historical situation by the long run is war & invasion. Not that the colonisation was all pink & flower, but it was not at that scale. Thoudands and men landing in a planned military operation. That's nonsensical.
And my main qualm is the AI can't & won't do it. I don't care for the player, the player can do whatever he fancies. The current situation nullifies the colonial game when AI nations won't be able to form CN in northern America.
And when there isn't 5 provinces available to land and settle in, it can't be happening. Period.

That's also good if there are some native tags with some mechanics if players are into them. But I care when the general balance & scope of the game is broken : this era is an era of Northern America conquest and without player intervention, things should be going roughly in an historical manner : one/several european nations competing between themselves and slowly driving or conquering native tags.

The game is in dire need of rebalance for this aspect of game, for AI tunning and some new feature like the ability to buy land (however unfair the trade was in real life) from native tags to simulate the semi-peacefull acquisition of large swat of land and to provide AI with a way to have a foothold.

How are the AIs (and even player) supposed to do like Cartier in Quebec when all provinces in Canada are occupied by settled tribes? It can't happen when such non-war first settlements existed.

Caveat : I didn't buy Leviathan yet, I don't know if it's worse or better with it. From what I read on these boards, the best option seems to be waiting for now.
 
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So, now the only plan to arrive to a somewhat plausible historical situation by the long run is war & invasion. Not that the colonisation was all pink & flower, but it was not at that scale. Thoudands and men landing in a planned military operation. That's nonsensical.
Internal consistency please.

And my main qualm is the AI can't & won't do it.
See above for why that is not a reasonable argument against natives or the colonization game specifically.

The current situation nullifies the colonial game when AI nations won't be able to form CN in northern America.

Multiple CNs form in NA, which is better AI performance relative to history than the majority of the regions in the world on average.

Not that using historical outcomes as a basis for whether a mechanic is good is valid in the context of EU 4 anyway (it is necessarily not a coherent argumentative position).

And when there isn't 5 provinces available to land and settle in, it can't be happening. Period.

There is no colonial region where this happens in 1.31, unless another AI beats them to it.

That's also good if there are some native tags with some mechanics if players are into them. But I care when the general balance & scope of the game is broken : this era is an era of Northern America conquest and without player intervention, things should be going roughly in an historical manner

Internal consistency please.

If you care about general balance & scope of game, it is not rational to also claim EU 4 should generally result in borders the same as history. Those are self-contradicting points. History depended on cause & effect. Mechanics of EU are its rules, its cause and effect.

Natives are way weaker in EU 4 than other nations right now. To the point it's trivial to conquer them. In that way, they model history. Most suggestions to "fix" them amount to making playing them involve more waiting around.

The game is in dire need of rebalance for this aspect of game, for AI tunning and some new feature like the ability to buy land (however unfair the trade was in real life) from native tags to simulate the semi-peacefull acquisition of large swat of land and to provide AI with a way to have a foothold.

The devs don't know how to build it into EU 4's system. Buying provinces has been a thing since the game released, and the game later introduced trade company charters. But they've never balanced either of these, and have gone out of their way to nerf them out of player viability/general AI usage ultimately.

How are the AIs (and even player) supposed to do like Cartier in Quebec when all provinces in Canada are occupied by settled tribes? It can't happen when such non-war first settlements existed.
This doesn't actually happen in EU 4.

Anyway, let's stop playing pretend. Pulling up a 1617 ironman save as QuizQuiz:
  • Georgia, South Carolina, Massachusetts, Baja Mexico, Alaska, Maine, and the majority of the Canadian coast are still uncolonized.
  • Portugal has remnants of a Mexican CN I conquered, which would otherwise still be theirs.
  • Likewise for Florida, colonized by Castile.
  • The #1 presence in Canada is...Vinland.
  • South America is dominated by Europeans, including Peru, despite the improbability of this happening w/o Incan civil war and that it's ahistorically early to have completely quelled wars there. Not that anybody seems to care when European AI is improbably successful :p.
  • Not counting my dev-pushing, the largest AI native capital is 28 development. Next largest after that is 21. Those are the only two native capitals with development > 20 in all of NA, excepting mine. Which would have been smaller had I not developed it. "Mega-cities", indeed.
  • I am the only native current in military technology.
  • All natives are still lagging in other technologies (including me), though I've captured and cored a lot of land from CNs and in Mexico.
  • Aside from me, none of the natives are colonizing.
  • Counting land I took from other NA natives, natives migrated into/settled 16 coastal provinces total from 1444 until 1617. European colonialism must be dead!
  • There are five colonial nations in NA (Caribbean, US East coast, Mexico, Canada, California), and France is about to form one in Alaska.
  • Compared to Spain, I am still ~5000 monarch points behind in terms of tech and ideas. I have been re-electing frequently and am the closest native to Europeans (this is why I said they are free real estate on page 1, because they are).

Potawatomi, at 178 development total, is 17 technologies behind Spain, and 26 ideas behind Spain. Do the math on that if you want. They're more than a few thousand points behind, Saying the AI's failure to conquer the new world is because the natives are too strong from 1.31 buffs is nonsense in this context. It doesn't even kind of approximate reality of how EU 4 works. You could give Potawatomi to the best player in the world on this save and any random intermediate player joining as literally any European major colonizer on the board would kill them effortlessly.

Caveat : I didn't buy Leviathan yet, I don't know if it's worse or better with it. From what I read on these boards, the best option seems to be waiting for now.

1.31 has a ton of problems independent of the natives, so it's fair to not want to incentivize these practices by getting the DLC right now for sure.
 
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North Eastern America.

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North Eastern America.

The only available spots were in Newfoundland. No way Colonial Canada can form and expand.
The footholds I have was of course taken using nonsensical and ahistorical practices. And I am pretty sure my CN will not expand outside of my meddling as it will be afraid of the native numbers, alliance & dev.


There is no way things can happen here outside of my very own intervention. This leaves with a war-only and player only colonial game.

But of course, we are delusionnal and everything is balanced.
 

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Internal consistency please.
That's called nuance.
It was not war-only or peace only but you seem to think there is only one possible approach to this to suit your black&white understanding.


Not that using historical outcomes as a basis for whether a mechanic is good is valid in the context of EU 4 anyway (it is necessarily not a coherent argumentative position).
Not historical outcomes, historically plausible outcomes given what the time period was. I don't care wether England, France or Naples dominate North America. The point is European powers should do it when on their own, except for player intervention.

[/QUOTE]

There is no colonial region where this happens in 1.31, unless another AI beats them to it.
[/QUOTE]
Well, I must have dream my present run.


Internal consistency please.
Nuance and no manicheism, please.
Less pedentry would be great also.

Anyway, let's stop playing pretend. Pulling up a 1617 ironman save as QuizQuiz:
Player intervention. Irrelevant. The point stands : without player involvement, the game should lead to historically plausible results.
Or play Civilizations.


And also, AI successful in colonial game is actually not an issue, believe it or not, hence the non-reports. It was the case when it had functionnal colonial AI & mechanics (EU1/2).
 
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"This does not happen in EUIV'.

Yes it did. It was simulated by the unsettled provinces, for the lack of a better game mechanic that's cruelly lacking (like buying or negotiating land in exchange of alliances or trade).
 
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Well, the very first settlements were trading stations that were basically bought from the natives. This started massive epidemics and depopulation which basically emptied out the hinterland and allowed mass colonization to take place. This can be done via event.

All up to that point, not pissing off the natives was pretty important, or else kiss your toehold bye bye. After this point, the Europeans (or whoever is doing the colonizing) have the advantage because they become established. The gameplay should shift greatly for the natives - at that point trading with higher tech powers and building your own domestic capability to secure your land becomes paramount. Federations should grand instant institutions and tech gain from the most advanced member.

None of what I'm talking about is unrealistic - it happened in reality. The natives modernized and adapted rather quickly, but due to many exceptional (yes, exceptional - in nearly every other situation the outcome would be far different) circumstances, the British/Americans became way too numerous and expansionist to be stopped.

The primary problem isn't technology or institutions, but manpower. Disease will shatter your manpower base as a native - and the proto-industrial Europe will have a massive surplus population that will swamp the continent.

As for the exceptional circumstances - that is France losing all it's colonies. If neither won, there would be an incentive to treat natives more nicely, as they were useful war allies for both. Their survival chances would be far higher. Generally, the more colonizer nations there are, the better it is for the natives because it increases their chances of surviving.

Generally, speaking of the natives - the further west you are, the higher your chances. The High Plains tribes should be allowed to form hordes once horses appear (which shouldn't be by arbitrary tech level, but by event enabling the construction of cavalry units as well as cheaper developing options to simulate the increased productivity from having horses). It should be difficult and the AI should rarely succeed.

It's a very complicated affair. There are many alternate options for colonization that were rarely practiced, but almost happened - like taking natives as tributaries/vassals
 
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Well, the very first settlements were trading stations that were basically bought from the natives. This started massive epidemics and depopulation which basically emptied out the hinterland and allowed mass colonization to take place. This can be done via event.

EU1/2 had a two step colonization process : first a "trading" outpost, then colonial outpost that grew up to the critical size.
I don't know about events, it could work. I also think a diplomatic option would be great as the AI already know how to buy charter provinces -not that it makes the best choices, but better than nothing.

There could be a somewhat good cooperation between the colonial power & natives as it actually was the case in some case : New France worked its way by being friend and sharing territories with some tribes. It was natives that saved Quebec from its first winter. New France was actually quite friendly with the local native, hostilities with the Iroquois arising only because of jealousy regarding trade rights with their competitors and rivals.

With the current setup, this sort of relationship can't be emulated. War only.
The primary problem isn't technology or institutions, but manpower. Disease will shatter your manpower base as a native - and the proto-industrial Europe will have a massive surplus population that will swamp the continent.

As for the exceptional circumstances - that is France losing all it's colonies. If neither won, there would be an incentive to treat natives more nicely, as they were useful war allies for both. Their survival chances would be far higher. Generally, the more colonizer nations there are, the better it is for the natives because it increases their chances of surviving.
We need such things.


Also, IIRC back in the early EUs, natives took hit to their demographics (there were -wonky- population numbers back then). I don't remember if it was before or after conquest but it existed, especially in former Aztec/Mayan/Incan provinces.

It would be great with we had such mechanics leading to a dilemma for native player:
- Do I trade and cooperate with this colonizer, granting me bonuses for tech and whatever but leaving me open to these devastating "new epidemic events"?
- Do I turn hostile, having less contact with them but paying this by lesser progresses and bonuses.
 

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Again, this is not a property unique to NA, or even to the western hemisphere. Conquests of Iran, India x2, China, steppes, and Europe simply don't happen as historical or even close, routinely.

AI has an absolutely massive advantage against natives in 1.31, should it ever choose to use it.
"Not happening as historical"

that is exactly what makes me question the current state of the game. When left alone to itself the avarage state of the world should reflect the historical state.
Not exactly of course, and not always everywhere, and at best mechanics not script (as in AI is forced to react historical) driven.

But in my opinion EU4 is far from this point and it drifts away even further with every DLC.
 
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Exactly.

Not a carbon copy but at least some general trends (save for deliberate player intervention and the occasionnal historical suprise), with overseas expansion being one among others.

Or I would just play civilizations.
 
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Am I playing a different game or something? In all my games, Portugal, Castille/Spain, and England always gets a foothold in the new world somewhere.
Paradox game, your mileage may vary and that's what frustrating on these boards and these games : when you complain about some broken feature or when you do not think it's broken because you did not experienced the issues, it lead to endless bickering.

But from the reactions here, and in other threads, my guess is more players are experiencing a "locked" colonial situation than those having the luck to see things working as designed.
 

TheMeInTeam

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North Eastern America.

But of course, we are delusionnal and everything is balanced.
If you want respect, you should show some.



Resorting to ad hominem will not strengthen your arguments.

That's called nuance.
It was not war-only or peace only but you seem to think there is only one possible approach to this to suit your black&white understanding.
When I say "internal consistency", I mean in regards to your own standards for what "should happen". For a preference set to be coherent, it must be self-consistent.
Not historical outcomes, historically plausible outcomes given what the time period was. I don't care wether England, France or Naples dominate North America. The point is European powers should do it when on their own, except for player intervention.
Quoted is not self-consistent. If you use "historically plausible outcomes" as the standard you must by necessity be advocating a complete alteration to the core gameplay of EU 4. In a world where the impact of disease in the western hemisphere (and Africa) is a joke, truces always last at least 5 years, and there is such a thing as "100% war score", there must be a *special* reason native strength is particularly egregious.

Strong natives absent a disease model are not less "plausible" than the game's coalition rules by any consistent standard. If you want a different game that's fine, but if that's the case it's easier to just say so.

If not, then please state self-consistent standards.

Well, I must have dream my present run.

First time I've seen that, but I guess 1.31 shouldn't surprise us with its nonsense. We have extremely disparate outcomes, the rare case of arguing from different priors on this forum. My previous 4 games are all consistent with my picture above, yet you have your own. What a mess.

Player intervention. Irrelevant. The point stands : without player involvement, the game should lead to historically plausible results.
Okay, nevermind if this is the way you want to "argue". You were playing as Burgundy, which influences colonizers. Player involvement, therefore your example is irrelevant :D.

Though I again question: from what standard do you derive this "shouldness"? It certainly isn't any of EU 4's core gameplay.

Am I playing a different game or something? In all my games, Portugal, Castille/Spain, and England always gets a foothold in the new world somewhere.
That's what I'm wondering now too. These outcomes aren't even close to each other.
that is exactly what makes me question the current state of the game. When left alone to itself the avarage state of the world should reflect the historical state.
This is a common misconception, and I hold is as an objective misconception.

In real history, we had physics and causal relations. Events happened because of their causes. That was/is the rule of reality, to the best we understand it.

In EU 4, the rules (aka the mechanics) are different. Not just with natives, but with virtually everything. These mechanics have inspiration from history, but they are not causally bound to history. In numerous cases (who makes decisions, economy, peace, truces, monarch points, coalitions, coring, even something as trivial as base income from existing) the game deliberately deviates from historical constraints.

When you abstract to that degree, you necessarily alter causal relationships in the game. But importantly: you can not have a historical outcome that is not bound to previous events in the game, no matter what that outcome is. That is by-definition impossible, because real history did not ignore causal relationships.

The amusing thing is that people insist on natives getting shredded much more frequently than they insist that Aq Qoyunlu should conquer Iran, despite an identical historical sample size and a completely different game ruleset. Motives vary from "I want an easier time as a colonizer" to superiority fantasy to just a plain old reasoning mistake etc. I don't care what the motives are, but I do insist on self-consistency when arguing points. It is not reasonable to claim that a mechanic should be historical (outcome similar to history) and also that the mechanic should not be historical (outcome inconsistent with the large sum of the game's mechanical abstractions).
Not exactly of course, and not always everywhere, and at best mechanics not script (as in AI is forced to react historical) driven.
If you don't script, you can't get "historical" outcomes at the high level of abstraction of EU 4. It's functionally impossible.

Maybe with quantum computing/super computers and a much more detailed model we can manage something closer in the future, but with EU 4 as it stands? Singling out the natives is completely arbitrary, despite how often it happens.
 
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