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We Who Are About 2 Die

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One of the issues that bother me is the absence of non-war antagonistic actions. To raid another country you have to be at war. It defeats the point of being a tribe and under plays why civilized areas did not like them. Raiding did not denote war necessarily, no more than highway banditry did. Anyway I address that in another post.

Returning to the point of non-war hostile action, Civilized peoples and tribal peoples did not respect the territorial integrity of the other. They had vastly different understandings. It is the large scale case of the shepherd versus the farmer. And this lead to occupations and settlements non respective of ownership. Germans streamed across the border of Rome. Greek city states outside of Greece and Anatolian coast were founded in areas that had native populations.

Colonization
Similar to migration cohorts, Republics and city states (less than 6 territories & are not tribes) can spawn colonization ships from there port cities for a hit to stability, money and a lose of population. Unlike migration cohorts, they cannot abandon their ports. The ships are effected by naval range. With these ships, Republics can colonize unprotected ports of tribal nations (migratory and settled not federated), getting negative opinion modifiers. The other nation also gets a casus belli against the occupier. The republic or city state does not need to be at war with the tribal nation to seize the port just have enough ships to out number the inhabitants of the port. Once claimed the migration fleet will disappear like migrant cohorts, leaving populations of the originators culture and religion and creating a feudatory.

Migration
This is a simple fix; allow migration cohorts to occupy land without needing to be at war. While limiting their mobility, migration cohorts cannot pass through nor occupy forts and areas that fall within a fort's zone of control if they are at peace with the nation. If they are at war with the nation they can occupy all areas that they occupy and are larger than the domestic population. The penalty for peace settlement would be an negative opinion hit and a small ae hit of 1. The other nation also gets a casus belli against the occupier.

Thank for Reading
Feel free to add your own suggests and/or critiques.
 
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Calardaras

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This is indeed a viable option to simulate the Galatians.
But without war seems too imbalance. I think the problem comes from the strange war mechanism. Why can you really control an area only after a peace agreement?
 

We Who Are About 2 Die

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This is indeed a viable option to simulate the Galatians.
But without war seems too imbalance. I think the problem comes from the strange war mechanism. Why can you really control an area only after a peace agreement?
It will only be unbalanced if the development team do not fix the fort problem. I believe the casus belli and the negative opinion will cause the ai to declare on the migrant occupier.

Perhaps an increased ae penalty for seizures as well
 

Flame13223

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This is a simple fix; allow migration cohorts to occupy land without needing to be at war. While limiting their mobility, migration cohorts cannot pass through nor occupy forts and areas that fall within a fort's zone of control if they are at peace with the nation. If they are at war with the nation they can occupy all areas that they occupy and are larger than the domestic population. The penalty for peace settlement would be an negative opinion hit and a small ae hit of 1. The other nation also gets a casus belli against the occupier.
There's some unbalanced ways to exploit the migration system as is, I agree with the sentiment but I think currently migration is far to easy and far too powerful. It should have severe limitations on it. Things like range, attrition, food requirements, pops dying off as part of attrition if it's too severe, time restrictions on how long you can keep them in a migrating state and also in general they should be pretty bad at combat.

Splitting them also needs to be nerfed heavily. Currently many occupied lands have 1 or 2 pops in them, you can lift up 6 pops into a migrating state and split them 6 ways, get 6 different territories all at once without any penalties. It's insane how quickly you can grab land, and each grabbed land has its own growth rate and benefits from growth rate buffs such as omens and the like. It's kind of insane really.

There should also be a difference between a full migration and just a partial migrartion. A full migration of all your territories should have different rulesets than just one territory migrating over.

EDIT - Granted, partially the reason why migration is so overpowered right now, is because the cost - Stability - is not really a big deal. Negative stability doesn't do all that much and goes back fairly quickly.
 

We Who Are About 2 Die

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There's some unbalanced ways to exploit the migration system as is, I agree with the sentiment but I think currently migration is far to easy and far too powerful. It should have severe limitations on it. Things like range, attrition, food requirements, pops dying off as part of attrition if it's too severe, time restrictions on how long you can keep them in a migrating state and also in general they should be pretty bad at combat.

Splitting them also needs to be nerfed heavily. Currently many occupied lands have 1 or 2 pops in them, you can lift up 6 pops into a migrating state and split them 6 ways, get 6 different territories all at once without any penalties. It's insane how quickly you can grab land, and each grabbed land has its own growth rate and benefits from growth rate buffs such as omens and the like. It's kind of insane really.

There should also be a difference between a full migration and just a partial migrartion. A full migration of all your territories should have different rulesets than just one territory migrating over.

EDIT - Granted, partially the reason why migration is so overpowered right now, is because the cost - Stability - is not really a big deal. Negative stability doesn't do all that much and goes back fairly quickly.
I do not play migration tribes often because how tedious the process is to migrate. Rather boring and long. So, I have not idea to where to begin to address that problem.
 
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Flame13223

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I do not play migration tribes often because how tedious the process is to migrate. Rather boring and long. So, I have not idea to where to begin to address that problem.
I'd say colonization is much more tedious, but I don't normally play migratory tribes either, however I played in 1.2 one of the tribes in the Dahae, I forget the name, it's the northernmost one with direct access to all the uncolonized lands of the map. I managed to grow exponentially throughout the game to the point where the Seleucid empire was puny comparatively. Even Maurya was merely equal in size and population and I actually gave up and became a kingdom because I felt like there was no challenge if I kept migration colonizing.