Trying Native American game, playing as Micmaq

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dragonwarrior

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Hi all,

I'm fairly new to the game having played a few test runs and read some of the forum posts am just starting my first real game as the Micmaq with the Conquest of Paradise DLC. I know this will be tough, but I love a challenge and it will keep me out of the European machinations for a bit.

I'm planning on playing a colonisation/diplomatic game for quite a bit. The plan (and we all know what happens to plans in any game or indeed in life itself) is to try and maintain high relations with as many tribes as possible, not declaring war unless essential to my expansion and even then trying to insult/embargo them into declaring war on me and bringing in Federation/Alliance members to help me. I will be trying to colonise the coast from my base working both ways, up the coast to try and block Great Britain (they went for me in one test play when i made the mistake of colonising inland, allowing them a foothold) and down the Eastern Seaboard to Mexico. I will also be building some native buildings, primarily income generators but maybe getting half price advisors as well.

As for Native Ideas, I will be focusing an Admin. Saving the rest and when able to ranking up Diplomacy to get ships for trade protection as well as the extra colony range, Military when the Military are maxed or close to it.

I plan on maxing Native Ideas nearer the time when I should (in theory) meet the one European Power.

Main thing as with any game is that I have fun :)
 

grisamentum

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Your tech/ideas strategy needs a little work.

Reforming as a native council automatically puts you 6 techs behind the person you reformed off of (2 in each category). This means there is absolutely no point to researching techs as a native american since you will get all those techs for free anyway.

The only teching you want to do as a native american is probably to admin 4 (for an idea group), diplomatic 2 (for ships), and military 2 (since you'll cap anyway and there's little to spend military points on).

After that, just save points until you reform. After you reform teching is actually harder (because you lose the -100% tech cost Native Idea) but you don't want to tech more anyway; you want to fall back to 8 techs behind so you can Westernize.
 

TheMeInTeam

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Your tech/ideas strategy needs a little work.

Reforming as a native council automatically puts you 6 techs behind the person you reformed off of (2 in each category). This means there is absolutely no point to researching techs as a native american since you will get all those techs for free anyway.

The only teching you want to do as a native american is probably to admin 4 (for an idea group), diplomatic 2 (for ships), and military 2 (since you'll cap anyway and there's little to spend military points on).

After that, just save points until you reform. After you reform teching is actually harder (because you lose the -100% tech cost Native Idea) but you don't want to tech more anyway; you want to fall back to 8 techs behind so you can Westernize.

You can make a real case for sitting in native council for longer and taking exploration. NA take no penalty to monarch points, so you can spam out the ideas pretty hard @ ADM 4, and with exploration colonists + tribal colonists + base rate growth you can really put the pedal down on expansion, letting the AI tech for you. I've not had much trouble (though it's a bit painstaking) winning wars + taking colonial provinces as native tribal councils via abusing scorched earth + assault garrison with all the money you tend to get as a native. Once you have AI provinces and core them, you can even build some western troops and apply the federation morale bonus to them, which is kind of disgusting lol.