- +25% National garrison growth
- −15% Advisor cost
- +25% Hostile core-creation cost on us
- −10% Construction cost
- +15% Fort defense
- +10% Trade efficiency
- −10% Stability cost modifier
- +2 Tolerance of the True Faith
- +10% Religious unity
- +1 Yearly prestige
- +1 Yearly legitimacy
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.17.
This strategy is written in assumption, that the player owns both El Dorado and Conquest of Paradise dlcs.
Overview of starting position
Pueblo has the Native Council government type, and it receives random ruler at the start of campaign – the player can therefore maximize their starting position, by restarting until a highly skilled one is present. Country begins in a relatively safe position, as the strongest nation in the region. At the beginning, it is possible to rival Navajo and Pima, and ally Apache. War fought between those two factions shouldn't be to hard, but since no casus belli is available, the player would need to enjoy the results of unprovoked aggression. However, after dealing with those 3 nations the player will face very limited possibilities of further expansion due to no other targets in the close region. Moreover, the colonisation is not an appealing option, since there is only single province of Jicarilla in the neighbourhood, that can be colonized before reaching 3rd diplomatic technology – other have the Arid climate, which provides them with -10 local settler increase. In order to overcome this situation, the player may either start unprovoked wars with far away located tribes, or sell their provinces to a vassal and begin a migration. To maximise profit from the migration, the player may wish to move their capital to a different province, in order to sell, and later regain Pueblo (880), which has an important center of trade.
The first option would allow the player to vassalize, and later diplomatically annex, any North American nation. After annexing such country, the player will be possible to colonize new areas. The -2 stability hit when declaring a non casus belli war will be easily neglected by many stability cost modifiers.
The second option, while not exclusive with the first one, provide a player with additional profits. First one are the monarch points gained through the migration mechanism. The other is an interesting option to convert to Nahuatl religion. To do this, the player would need to migrate their country to any province bordering Nahuatl country – the best options would be Tamaulipas (858) or yet unexplored Gauchichil (857). As upon migrating to a province all bordering provinces are automatically explored, when the player reach their goal they would have the ability to declare war on Totonac. It would be a good idea to diplomatically annex the main vassal right now, as future migration wouldn't be possible. Other thing needed to be taken into consideration is finishing the native ideas. This is however a tricky issue at the moment, as after the conversion those ideas are not automatically removed, however they will vanish after loading the game. So if the player wishes to have a longer run, they would even be possible to finish a westernisation process with a -100% technology cost, making technologies almost free. In order to convert, the player will need to take Cholula (2644) province, originally owned by Tlaxcala. Fighting with Mesoamerican countries may be hard, especially if they manage to reach 2nd military technology. The first military native idea will only neglect the generic Nahuatl religion +10 morale bonus. Ideally situation would be attacking those enemies, when they are already fighting between themselves. After the conquest, The Temple City of Cholula event should fire in about a year. Taking the second option would change Pueblos religion and government form to a new one. Now the player should work hard on passing religious reforms – they have an easier work than other Nahuatl countries, as the player can vassalise all the smallest tribes in the North America.
An ideal first idea group for Pueblo is , as it provides them with +2 colonists (stacking up to +4 with religion reform and native diplomatic idea bonuses), +20 settler increase, and casus belli on all natives, sparing not-so-expensive Pueblan stability. It is not advised to go above 5th administrative (for idea group), 3rd diplomatic (for settlers increase), and any needed military technology, as the player will get free technologies after a final religion reform. Remaining monarch points may be spent on development, and after passing the reform on new unlocked idea groups. It is a good idea to save them for westernisation as well.