EU4 - Development Diary - 15th of September

EU4 - Development Diary - 15th of September

  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Groogy

EU4 Game Designer
53 Badges
Sep 4, 2009
5.390
15.703
  • Europa Universalis: Rome
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Ancient Space
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sword of Islam
  • 500k Club
  • IPO Investor
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Paradox Order
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Collection
  • Prison Architect
  • Victoria 2
  • Europa Universalis III Complete
Hey everyone! Today we’ll continue on the native americans that we talked about last week. Last week we covered the migratory mechanics and how they will change. Of course though several nations in North America won’t be migratory and the ones who are can settle down.

I covered a bit that government reforms will be how native americans reform between their different stages. In total there will be 5 categories, which might not sound like a lot but natives will gain at start reform progress quite slowly and the point is for them to reach the end quite quickly by building up. So let’s cover the different government reforms that will be available.

1600171031234.png


The first two categories of government reforms have some modifiers to them, however there are some unusual ones here. In the first tier under the Chiefdom reform you have the Tribal Development Growth modifier. This modifier increases how much of tribal development you gain each month, regardless if you are migratory or settled. We’ll get to how that’s used for settled tribes. The other interesting modifier is the Oral Tradition reform in the second tier which gives you more reform progress growth, a quite helpful one if you intend to go all the way down to the last reforms.

After those two levels of reforms you will be presented with the option to settle down (if you are migratory). This will enable you to take direct control of the tribal land to grow in and build up your tribe.

1600171502868.png


Once settled you get the option to modernize through a European sponsor. Just like before you will adopt the sponsor's government type and it will make you adopt the institutions that the Europeans have. However if you don’t want to do that you have another option. If you wait just another level of reform you can pick what you want yourself.

1600171801922.png


Now if you have somehow stayed migratory the entire way to the end here, you get a special choice to become nomads of the great plains, essentially adopting the lifestyle of the Commanche after European contact.

1600171862984.png


Here’s a list of all the reforms. Keep in mind things are not final and values given here might change!

Base Reform
  • 0.1 Monthly Reform Progress Growth
  • -25% Land Maintenance Modifier
  • -1 Diplomatic Upkeep
  • -50% Institution Spread
Tier 1
  • Chiefdom Reform: 0.05 Tribal Development Growth
  • Federation Reform: 20% Manpower Modifier
  • Clan Council Reform: -33% Stability Cost modifier
Tier 2
  • Martial Tradition Reform: 10% Infantry Combat Ability
  • Oral Tradition Reform: 10% Reform Progress Growth
Tier 3
  • War Band Reform: 15% Land Forcelimit
  • Settle Down Reform: Stops being migratory
Tier 4
  • Codified Power Reform: -2 National Unrest
  • Trading with Foreigners Reform: Will reform off a European
Tier 5
  • Become Monarchy
  • Become Republic
  • Become Theocracy
  • Become Horde


Next up I want to cover buildings. You can build these already as migratory and they’ll move with you as you migrate, but their main use will be by settled tribes that will have more buildings to build. Mainly it’s the old buildings redone and rebalanced a bit but you’ll see some interesting effects to some of these, letting you build up your reform progress gain and tribal development gain as well. Just as with reforms these values are very much work in progress.

Unique Buildings - 200 ducats
  • Fortified House: 10 Land Forcelimit
  • Cermonial Pit: -50% Advisor Cost & +0.2 Reform Progress
  • Sweat Lodge: 1 Diplomatic Reputation
Expensive Buildings - 200 Ducats
  • Palisade: 1 Fort Level
  • Irrigation: 0.05 Tribal Development Growth
Normal Buildings - 100 Ducats
  • Earthwork: 25% Defensiveness
  • Storehouse: 50% Production Efficiency
  • Longhouse: 0.1 Reform Progress Gain
  • Great Trail: 50% Manpower Modifier
  • Three Sisters Field: 50% Trade Goods modifier


Now you’ve seen how you become a settled tribe, so let’s talk about what you do once you’ve become one. As settled you no longer get tribal development from being migratory, i.e you no longer cause devastation and passively gain tribal development. You instead need to build irrigation in provinces held directly by you to grow your tribe. Though you don’t migrate anymore, this development still resides in your capital.

1600172454837.png


That is until you decide to settle it into one of the provinces that is considered your tribal land. This will make the land directly owned by you and up to 10 developments will be moved there. This action costs 50 diplomatic monarch points. You can also decide to settle some development into an already settled province if you so want to, same mechanics apply.

1600172708069.png


Once a province is settled the Europeans can’t just simply colonise it anymore as they could with tribal land and the only way for you to lose control of that now is through a war.

It’s through settling your tribal land, subjugating other tribes while warding off the Europeans that you will grow your nation. All the while dealing with this you invest your resources to develop these provinces so that you can eventually reform and create a nation in the image you want.



I hope you enjoyed the dev diary today. Next one we’ll be covering new federation mechanics & the setup of North America. Cya then!
 
  • 71Like
  • 23Love
  • 16
Reactions:

Mindel

Colonel
2 Badges
Jan 23, 2018
822
796
  • Imperator: Rome Sign Up
  • Crusader Kings II: The Old Gods
Will native American armies be able to move through tribal lands in war?

What about European armies fighting them?
 
  • 7Like
Reactions:

Meglok

Grognard
28 Badges
Feb 29, 2012
7.217
2.754
  • 500k Club
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
Looking good
 

Groogy

EU4 Game Designer
53 Badges
Sep 4, 2009
5.390
15.703
  • Europa Universalis: Rome
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Ancient Space
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sword of Islam
  • 500k Club
  • IPO Investor
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Paradox Order
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Collection
  • Prison Architect
  • Victoria 2
  • Europa Universalis III Complete
Will native American armies be able to move through tribal lands in war?

What about European armies fighting them?
Tribal land does not prevent any kind of movement, it does not require mil access since it is a loose ownership of land
 
  • 26
  • 1Like
Reactions:

arosenberger14

First Lieutenant
72 Badges
Jun 22, 2011
298
241
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Rome: Vae Victis
  • Crusader Kings II: Sword of Islam
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: Dharma
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Age of Wonders III
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris - Path to Destruction bundle
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Mandate of Heaven
  • Majesty 2
This is a good improvement, but frankly I've felt that colonization in the Americas has needed a major overhaul for a long while since it's incredibly ahistoric and not terribly fun for the colonizers or the natives of the Americas. Instead of colonists grabbing land turning it into defined chunks just like in Europe, I'd like to see some sort of more fluid system of European claims based around plantation type resource extraction settlements (sugar, tobacco, etc...) that only start to solidify into "settled" territory later in the game. This would replicate the dynamic where the European explorers would claim vast swathes of land for their monarch, but actual mass settlement into areas not part of the highly developed Aztec or Incan lands didn't really kick off until the 1600's/1700's... and even as late as the 1700s the main focus was around controlling the sugar producing islands in the Caribbean. It'd also prevent the prime mover factor, where the first to colonize the coastline cuts everyone off.

On the native side, contact with Europeans should trigger a disaster representing the Eurasian disease package that historically did a ton of damage to them. It should be easier for the natives to build themselves up pre-contact, but this disaster would be hard to survive and reduce development significantly, weakening the native states and giving the colonizers an opening to take over. It'd be nice if the Europeans could also interact with rebellions in the Aztec and Incan nations more dynamically to represent the historic dynamics of how Cortez and Pizzaro were largely supported by native rebellions and used them to take over the empires. As it is now, it's far too easy and quick for a player to "westernize" as a native state. Giving the natives a disaster to survive before they can start Westernizing could be a more fun mechanic for the player than just "accumulate mana and find a Euro neighbor to reform off of."

Slow down how fast colonizers turn the Americas into just another Europe, add some challenge to Native states advancing, and make the mechanics more historical and colonization could be a heck of a lot more fun and dynamic than it currently is for both the colonizing states and native american states.
 
  • 42Like
  • 6
  • 3Love
Reactions:

wobarch

Second Lieutenant
4 Badges
Nov 5, 2014
116
157
  • Humble Paradox Bundle
  • Imperator: Rome Sign Up
  • Crusader Kings II: The Old Gods
oh okay - I was confused first - but it seems as there are some unique ways to play and decide there now and that is nice.

Are there some general region specific missions and events planed? I would really love to get some north american tribe events about the tribe life, migration, settlement and illness and confusion when the europeans discover and settle. An event about the first gunpowder and an eventchain about the horses and gunpowder would be nice as well. And the possibility to adopt them - as well as the christianity as it was in reality. This also would be a great flavor addition for the coloniser if he gets an eventmessage, that the tribe X decided to follow his faith (or a punishemnt or forced religion cb against the tribe if chosed not to change religion)
Events for the midgame and lategame could also be about the conflicts between settlers and tribes etc.
 
  • 4
Reactions:

AFKaiser

Sergeant
16 Badges
Sep 18, 2019
52
171
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
So, if nomadic tribes become hordes, does that mean that they get to use horde unity / get named as "Khanate" / trigger the "Unguarded Nomadic Frontier" disaster for the EOC? Or it's just a similar government?
Also, now that tier 4 has a reform that requires to neighbor europeans, and AI takes reforms immediately, how does the AI manage it? Are we going to only see AI horde tribes in NA if europeans colonize there too late?
Hoping to see the changes made to federations next week. Thanks for the content!
 
  • 5
  • 4Like
  • 1
Reactions:

Ishmael_Dandalo

Second Lieutenant
41 Badges
May 14, 2015
150
144
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Surviving Mars
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Rome Gold
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
What happens to tribal land if you reform into a horde? Do you annex it like you do when you trade with foreigners or do you lose it? What happens to your tribal development as a horde?

Maybe jumping the gun, but do these changes affect the way that Mesoamerican and Andean countries reform?

Good stuff, @Groogy ! Excited to see the changes to federations!
 
  • 1
  • 1Like
Reactions:

Ishmael_Dandalo

Second Lieutenant
41 Badges
May 14, 2015
150
144
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Surviving Mars
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Rome Gold
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
Also, are all of the base reforms (Chiefdom, Federation, Clan Council) migratory?
 
  • 2
  • 1Like
  • 1
Reactions:

Me_

Myself
67 Badges
Jan 14, 2011
8.231
5.441
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Lithoids
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
Any unique flavour for the NA steppe nomads?
 
  • 6Like
Reactions:

FleetingRain

General
55 Badges
Aug 2, 2014
2.404
2.306
  • Crusader Kings II
  • Stellaris
  • Pillars of Eternity
  • Imperator: Rome Sign Up
This looks good but I'm kinda confused. What will be of the Native advancements? They're gone for good, I imagine?
 
  • 2
  • 1Like
Reactions:

tom025

Captain
50 Badges
Feb 16, 2014
371
230
  • A Game of Dwarves
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris
  • Cities: Skylines - Natural Disasters
  • Stellaris: Lithoids
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Digital Anniversary Edition
  • Victoria 2
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Europa Universalis IV: Res Publica
  • Imperator: Rome
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
I think the cost of the buildings are too high, 200 ducats is a mountain for a North american tribe

Most of the reform are useless for a NA tribe, I think a vast majority of players will choose the tribal growth to quickly resist to euopeans not stability cost or unrest

Do not take my remarks too negatively, I'm Very exited by this content, I want them to be fun to play
 
  • 13Like
  • 1
Reactions:

Sapa Inca

Lt. General
29 Badges
Jan 21, 2017
1.396
131
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Very good job, I like how natives are being integrated in general mechanics of the game like government reform paths, not being arbitrarily blocked of embrace a institution and I like how they will remain a tribe for some time when interacting with europeans.
I like that this fixes mesoamerica and andes too, the AI can't reform his religion but now they can embrace institutions if they survive for enough time to the institution naturally spread in their borders, seeing a mesoamerican or andean tag survive late game and be the only place in the world with 0 institutions is very weird.

I am not a fan of instantly granting all neighbours instituion after a tier 4 reform but I suppose that it should give a good bonus.
When you become a horde with a native american tag is really necessary change your units to horde units? It will remain using native models right?

Maybe would be interesting if when you add tribal lands to your tribe, you first must defeat one (just one) revolt of the generic natives in the uncolonized provinces, I don't known if this would be hard to implement but maybe this would cause the player to think better in what provinces add to his tribal lands first (prefering provinces with less ferocity and less generic natives).
 
  • 1
Reactions:

Smeeved

Nomad
34 Badges
Jan 9, 2015
219
354
  • Europa Universalis IV: Cossacks
  • Prison Architect
  • Imperator: Rome
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Dharma Pre-order
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Victoria 2
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
This is a good improvement, but frankly I've felt that colonization in the Americas has needed a major overhaul for a long while since it's incredibly ahistoric and not terribly fun for the colonizers or the natives of the Americas. Instead of colonists grabbing land turning it into defined chunks just like in Europe, I'd like to see some sort of more fluid system of European claims based around plantation type resource extraction settlements (sugar, tobacco, etc...) that only start to solidify into "settled" territory later in the game. This would replicate the dynamic where the European explorers would claim vast swathes of land for their monarch, but actual mass settlement into areas not part of the highly developed Aztec or Incan lands didn't really kick off until the 1600's/1700's... and even as late as the 1700s the main focus was around controlling the sugar producing islands in the Caribbean. It'd also prevent the prime mover factor, where the first to colonize the coastline cuts everyone off.

On the native side, contact with Europeans should trigger a disaster representing the Eurasian disease package that historically did a ton of damage to them. It should be easier for the natives to build themselves up pre-contact, but this disaster would be hard to survive and reduce development significantly, weakening the native states and giving the colonizers an opening to take over. It'd be nice if the Europeans could also interact with rebellions in the Aztec and Incan nations more dynamically to represent the historic dynamics of how Cortez and Pizzaro were largely supported by native rebellions and used them to take over the empires. As it is now, it's far too easy and quick for a player to "westernize" as a native state. Giving the natives a disaster to survive before they can start Westernizing could be a more fun mechanic for the player than just "accumulate mana and find a Euro neighbor to reform off of."

Slow down how fast colonizers turn the Americas into just another Europe, add some challenge to Native states advancing, and make the mechanics more historical and colonization could be a heck of a lot more fun and dynamic than it currently is for both the colonizing states and native american states.
Unfortunately you're not gonna get anything close to that in this strange SEA update that also includes North American natives. Paradox don't overhaul existing game mechanics in their updates following DLCs. The best you're gonna get is new missions, reforms or content tacked onto existing game mechanisms + a paid unit model pack. Better off waiting for EU5 for something like that.
 
  • 5
  • 2
  • 1Like
Reactions:

Groogy

EU4 Game Designer
53 Badges
Sep 4, 2009
5.390
15.703
  • Europa Universalis: Rome
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Ancient Space
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sword of Islam
  • 500k Club
  • IPO Investor
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Paradox Order
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Collection
  • Prison Architect
  • Victoria 2
  • Europa Universalis III Complete
This looks good but I'm kinda confused. What will be of the Native advancements? They're gone for good, I imagine?
Yepp gone for good, since you get bonuses from reform progress instead which you can by investing money build up faster.
 
  • 9Like
  • 6
  • 1
Reactions:

Tue_p3

First Lieutenant
31 Badges
Dec 25, 2016
269
101
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Third Rome
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
I'm still a bit confused on why you need tribal territory. What are the benefits of having a big tribal territory?
 
  • 3Like
Reactions:

noldorin

First Lieutenant
18 Badges
Apr 4, 2017
237
54
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
I don't like every country having a steppe nomad rule. Not every country should adopt the steppe nomads, as not every country can have a tribal federation. Some restrictions must come. I'm tired of seeing the nonsense countries transition from tribal to nomad rule. For example, Anatolian principalities do not have access to nomadic rule, states that have nothing to do with nomadism have access to it.
 
  • 19
  • 2
  • 1Like
Reactions: