This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.1.
Colonization is one of the gameplay features available within the game as the setting is within the age of colonization. Nations can explore and colonize the continents of the Americas, Asia, and Africa.
- 1 Objectives
- 2 AI colonizers
- 3 Discovery
- 4 Natives
- 5 Colonial provinces
- 6 Colonial nation
- 7 Strategies
The essential aim of colonialism is to generally out-perform your rivals, through:
- Prestige and influence: To mold a prestigious global empire, befitting of your great nation; and
- Trade and finance: To maintain dominance and control of global trade by cultivating and steering trade towards your capital
You should accept that tax and tariffs from your colonies will make up the minority of your profits.
Not all AI nations will gain colonists, and only a limited number of nations will join the colonial race. An AI nation may gain a colonist via their national ideas or unlocking exploration ideas or expansion ideas.
- National ideas: Castile Spain Norway USA Muscovy Russia Malaya Sulu Pattani Brunei Malacca and Makassar
- Exploration: Portugal Castile Spain Granada England Great Britain Scotland Ireland France Revolutionary France Brittany Netherlands Holland Flanders and Friesland
- Expansion: Portugal Castile Spain England Great Britain Sweden Scandinavia Muscovy Russia Tripoli Tunisia Morocco Mamluks Egypt Algiers Oman Burgundy Switzerland Styria Japan Ming Kachar Manchu Qing Nogai Uzbek Bukhara Oirat Qara Qoyunlu Aq Qoyunlu Mongolia Kazan Chagatai Crimea Golden Horde and colonial nations
This does not mean all the aforementioned countries will actually colonize. Some of them might cease to exist early on, while others may get colonist too late to do any colonization. Also the AI will not pick exploration ideas or expansion ideas unless it has a port.
Although some uncolonized provinces may be visible at the beginning of the game, much of both land and water is covered by terra incognita. Discovering these areas is useful for finding provinces to colonize.
- An army led by a Conquistador can move into terra incognita land provinces and thus discover them. If that land is owned by another country, the Conquistador will discover the province instead of moving into it, unless that country grants Military Access. Skilled Conquistadors have a chance to discover adjacent provinces as well. All armies, even those without a Conquistador, can march into undiscovered land provinces owned by enemies during wartime.
- A fleet led by an Explorer can move into terra incognita sea provinces and thus discover them. Upon entering a sea province they also have a chance to discover neighboring coastal provinces (increased by explorer skill). Having a ship patrol back and forth will eventually reveal all coastal provinces (typically in 6–12 months), though it's important to beware naval attrition while doing so.
- Undiscovered land provinces have a chance per month to be discovered by owners of adjacent provinces (typically taking 3–5 years). Russia and colonial nations have ideas that make this discovery instant.
- After 25 years, discoveries will spread to other countries of the same tech group as that of the discoverer. A country that changes tech group will immediately have all provinces known to that tech group revealed.
A colonist is required to start a colony.
The range where you can establish a colony from a core province of your own nation is called the colonial range. It expands depending on your diplomatic technology level, modifiers, other bonuses, events and mission
AI nations also receive a +25% colonial range bonus, as they are not smart enough to colonize staging areas for future expansion.
The speed in which your colonists travel to claim and establish colonial territory, it is primarily modified by distance from your capital.
Once a colonist arrives in an unowned province the population starts at 10. Colony populations grow at a base rate depending on administrative technology, further modified by some ideas. In addition, as long as a colonist remains in a colony, they have a chance each month of bringing in 25 additional population, speeding growth greatly. Once a colony reaches a population of 300, it will become eligible for a random event that assigns it a trade good appropriate to the region it is in. A colony becomes a full city when its population reaches 1000, and is destroyed if its population reaches 0; this can be done by natives spawning, events and colonies being destroyed by other countries in a war. These means you will have to resend your colonist.
This is a steady addition each month. For example, if your current growth rate is 15 per year, you'll get one settler most months but two settlers every fourth month, for a total of 15 for the year.
|Modifier||Settlers per year|
|Colonial maintenance||-125 to 0|
|No Adjacent Province Controlled||-5|
The development of a colony through growth will continue unabated even if the colony is under occupation. An aggressor attempting to seize colonies during a war should keep this in mind, less a colony be seized too late in a war, thereby precluding the possibility of converting its culture and religion with a colonist, as well as incurring an added coring cost.
New Settlers chance
Each 1% chance of 25 New Settlers per month equals an average of 3.0 settlers per year (0.01 chance/month x 12 months/year x 25 settlers). The New Settler chance is determined by the following:
|Base + Base Value||10%||36|
|Per 100 population ("colony level")||4%||14.4|
|Per 100% Production Efficiency||20%||72|
|Per native aggressiveness||-0.5%||-1.8|
|Trading in Cotton||5%||18|
|Same culture group||1%||3.6|
Colonists will no longer be able to attract new settlers when a colony is under occupation, even if there is no indication of such on the interface. Aggressors attempting to steal a colony nearing completion should keep this in mind, less a colony is occupied too early in a war.
This section considers how quickly colonies will grow to a city of 1000. The terms colonists and settlers will be used interchangeably here. Also, the steady "Growth" and random "New Settlers" contributions will be combined, with New Settler groups of 25 treated as simple average growth. Your mileage will vary both due to averaging, and because subtle effects of the spurts have been ignored. To simplify, we'll focus on total settlers per year. On the Colony info popup, this number is obtained by taking its Growth value and adding three times the New Settler chance (see above). For example, if your colony has Growth of 50/year and New Settlers 10.0% chance, then your colony receives an average of 80 settlers per year (50 + 3 x 10).
The Colony Level modifier for New Settlers is set to +4.0% for new colonies (which start with 10 settlers), and this Level increases by +4.0% for each hundred settlers, starting at 200. Stated another way: divide your number of settlers by 100, drop the fraction, and multiply by 4 to get your Colony Level modifier, with the exception that it's also 4% under 100. Also note that the Colony Level modifier won't actually increase until the 1st of the month after it passes a hundred-colonist mark; apparently the code checks whether to increase the modifier before adding new population on the 1st of each month. And any Event that increases settlers by 100 (or whatever) likewise won't affect Colony Level until the next month starts.
The 4% Colony Level steps correspond to 12 more settlers per year. This can be critical when chances for growth are very low, such as a Jungle colony early in the game. If a colony only grows by 10 per year in total, it would take 19 years to get from 10 to 200 colonists - but after that it will only take 4.5 years to get to 300 colonists, given the +12 bump at 200 (see inset to left). Such a colony would take 35 years in total to become a city. A more typical early-game hardship colony (Expansion idea but jungle colony) is Growth of 15 and a 1% New Settler minimum, i.e., 18 settlers per year, which averages 10.6 years to get to 200 colonists (190/18), then 3.3 years for the next 100. This colony needs 24.0 years in total to get to 1000.
In summary, Colony Level is critical at low growth rates. But at high rates, +12 per year doesn't matter so much; you'll have a city in a few years, either way. Be all that as it may, every hundred-mark speeds your growth 4% more, no matter what your initial growth rate is. By the 900 mark, the 36% Colony Level contributes 108/year (36 x 3 a.k.a. 9 x 12).
For the record, the New Settlers chance has a minimum of 1% (3 settlers per year). In severe cases, you won't get the bump in New Settlers rate at 200 colonists, etc., if the modifiers are so low that the total is still under the minimum. Such a colony will take decades to get to a city, unless it gets lucky. Fortunately, things like Colonial Enthusiasm are global, and there may be a tendency for the game to give a rush of colonists to such colonies. And Admin Tech's Colonial Growth rates eventually raise every colony.
The table to the right shows how many years and months it takes a colony at a given population and current growth rate to reach a city of 1000. This table:
- Shows current settler population in the leftmost column and current growth rate across the top. For example, the hardship jungle colony starting with 10 population and 18 settlers/year is highlighted.
- Each cell shows the number of years and months to reach 1000 population. The hardship colony becomes a city in exactly 24 years.
- The only thing changing over time is the Colony Level modifier as each hundred mark is passed. In a real game, tech levels, Events, and many other things may change rates, usually for the better.
- A custom function was used which looped through months until reaching 1000. (The graph above only used a spreadsheet to calculate the population once a year.) However, it still modeled New Settlers with averages. To wit, instead of each New Settler percent taking ~2 years to contribute its 25 people when treated as a 12/year average, the actual game usually jumps to 25 in the middle of the 2 years, which pushes one over the hundred-marks sooner than an average. So, the real time to become a city is slightly faster than what is shown here, but would take a Monte Carlo analysis to model fully.
- Some odd things are seen at the extremes, such as a colony of 900 people with only 10 settlers/year taking longer than a colony with 875. Why? Because the colony with 875 only needs 25 more to reach the next hundred mark (900) and have its 10/year increase to 22/year.
There is a modifier called 'Colonial Enthusiasm' which can be given through events and missions. The events 'Colonist Rush' from Exploration and 'Colonist Enthusiasm' from Expansion give this modifier. These two events can only happen if the player has picked the associated idea group. The following bonuses are given:
The modifier lasts for 5 years. If a mission to colonize a province is available but all colonists are currently busy, consider recalling one and sending it to the mission target, then abandoning the target colony as soon as the mission is completed. This grants the Colonial Enthusiasm modifier while avoiding the expense of maintaining too many colonies.
Colonial maintenance is the money that you spend in maintaining your colonies. At 100% maintenance, the base cost of a colony per year is given by
base cost per year = 24 + base tax / 2
A country can support a number of colonies equal to its number of colonists at the base maintenance cost. After this the marginal maintenance cost starts rising swiftly (the tooltip claims exponential growth but the formula is actually quadratic, not exponential):
maintenance cost multiplier for nth colony = 1 + max(n - number of colonists, 0)^2
|Colony over cap:||Cost multiplier for that colony:|
Note that unlike force limit, this is applied to each colony individually in the order that they were founded, so the more recent colonies will be saddled with the higher cost multipliers.
Colonizable provinces are usually occupied by natives, who may attack a colony there. If an army is not stationed there, they will reduce the colony's population of settlers. Otherwise they will attack the army, sparing the settlers. Natives are also very likely to attack land units passing through their province regardless of whether the province is colonized.
The size of the native population determines how many native regiments attack at a time. The native population can be reduced using the Attack Natives military action. However, when the colony becomes a full city it will gain 0.2 base tax and 0.1 base Manpower per 1000 remaining native population, so it is usually beneficial to leave the native population alone if the colony can be protected by an army. Due to an error in coding, when a colony becomes a city it does not gain any bonus manpower from having natives integrated onto the population.
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 1.7.
Aggressiveness ranges from 0 to 10. It determines how likely the natives are to attack. (How much per point?)
Ferocity ranges from 0 to 10. Natives get a +5% damage bonus per point of Ferocity.
Natives use low-tech units:
|Americas||Native American Archer||1||0||0||0||1||0||2|
|Asia||East Asian Spearman||1||0||0||0||1||0||2|
- A province can only be colonized if the province is coastal or adjacent to a province already colonized by the nation.
- A colonial province is assigned the culture and religion of its owner when a colonist arrives there.
- A colonial province is assigned a trade good sometime after it reaches 300 population.
- Since patch 1.4 colonial provinces are autocored once they became a city.
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 1.7.
Colonies are often considered distant overseas unless any of the following is true:
- The province is on the same continent as the capital.
- The province has a land connection to the capital; crossable straits are acceptable here.
- The province is close to the capital. Though the exact threshold is not currently known, provinces that require 5 days or less of base diplomat travel time are considered close, and those that need 8 days or more are distant. [please improve]
Example 1: If the Ottomans conquered only Alexandria from the Mamluks, it would be distant overseas. However, if it then conquered a strip of land along the Mediterranean that connected Alexandria to Istanbul – via the crossing over the Sea of Marmara – Alexandria would no longer be distant overseas.
Example 2: Castile can cross the Mediterranean and conquer North African provinces as far as Casablanca, Fez, Tlemcen, and Al-Djazair without receiving the distant overseas penalty because these provinces are sufficiently close to its capital in Toledo.
Distant overseas has the following effects:
- Tax: -75%
- Production efficiency: -100%
- Manpower: -75%
- Local land force limit: x1/5
- Local naval force limit: x1/6
- There is no penalty to production income from gold.
- Main article: Colonial nation
Colonial nations, introduced in patch 1.4, are a form of subject state available to any colonial power, that can form in America and Australia . They are not playable without the Conquest of Paradise DLC.
- Colonial Expansion vs. Colonial Restrictions: The bonus from Colonial Expansion is very small, but might as well be taken if one is not planning to eventually take Colonial Restrictions. At an effective -41.68 colonists per year per colony on average, Colonial Restrictions is a rather severe damper on colonial growth, but could be taken after all desired colonies are taken, assuming one is not also aiming for Economic Ideas.
At lower levels of Diplomatic technology, when colonization range is still short, island hopping is essential to crossing oceans.
Listed roughly from north to south then east to west:
- In the earliest start, Norway controls a few islands to the north of the British Isles. From east to west these are the Shetlands, Färöarna, and most importantly, Iceland. From Iceland the nearest land to the west is Greenland, from which the east coast of modern-day Canada is easily reached.
- Northwest of Africa, Portugal controls Madeira and the Azores, while the Canarias (next to Madeira) belong to Castille and later Spain. These give a boost in getting to Bermuda, the easternmost of the North American islands, or the northeast coast of South America.
- Cape Verde is initially unowned, but eventually belongs to Portugal. It is the closest approach to the New World from Europe or Africa, being situated roughly between the closest parts of Africa and South America.
- To the very south there is St. Helena, initially unowned. This gives a slight boost towards the east coast of South America or the Falkland Islands. This is a rather far choice, however.
Listed roughly from north to south then west to east:
- The islands north of Japan and the Kamchatka Peninsula will lead to Aleut, which is connected to the North American mainland. This is the shortest path.
- Guam from the north or Palau from the west will lead to Micronesia. From there, the Marshall Islands are next to the east, then Wake Island to the north, then Midway to the east, and finally Hawaii to the east. However, it is a long way from Hawaii to the North American mainland.
- Numerous islands to the east of Australia lead to the Samoa Islands. From there, the Society Islands, Tahiti, and Rapanui give further reach east. From the last, the west coast of South America (much of it occupied by the Inca) can be reached, or the Galápagos to the northeast.
Most habitable land in Australia is on the east coast. Listed roughly from north to south:
- The safest route is to go to Micronesia or the Marshall Islands as above, then south to Nauru, Vanuatu, and New Caledonia; this also provides the closest point to New Zealand.
- A shorter route is to hug the north coast of New Guinea more closely: Irian, Rabaul and/or Papua, and the Solomon Islands. However, this route has severe native activity.
- Australia can also be rounded from the south. Starting from any of the islands northwest of Australia, Wadjuk on the southwest corner of Australia can be colonized. From there it's straight to Kaurna on the east side of the continent.
Listed from east to west:
- The Andamans (unowned) form an outpost in the Bay of Bengal between modern-day India and the Malay Archipelago. All of the surrounding land is owned, however.
- South of the Malay Archipelago is unowned Christmas Island, followed by Cocos island to the west. To the west of that is Diego Garcia, right in the middle of the Indian Ocean.
- North of Diego Garcia are the Maldives and Ceylon, leading to the south tip of modern-day India.
- West of Diego Garcia are Mahe slightly to the north, and Mauritus and Bourbon to the south. West of these is Madagascar.
Reaching the East Indies
Reaching India, the East Indies and the rest of Asia is a historical achievement.
Reaching this area will give the player access to valuable trade goods such as spices and tea. Reaching these territories may be challenging especially in early game but may be worth while because of access to goods. The most effective way is to colonize territories in Africa "hopping" all the way around the Cape of Good Hope. Then the player must cross the Indian Ocean which can be done by taking land in North Eastern Africa and the Arabian Peninsula or by island hopping by using Diego Garcia, the Maldives and other islands in the region. From there the player may chose to stay and conquer India or move to the Pacific Islands and Asia.
Colonizing America can be beneficial to most any power with the ability to colonize. The American continent is rich in resources and trade goods. The first step may be to colonize islands in the Caribbean, colonize Brazil or Canada and Greenland, depending on the player's location. Then, it is best to conquer native states before any other colonial power has the opportunity. The player should generally be careful when conquering Aztec or Inca because the large amount of gold provinces acquired may result in inflation. Lastly, the player should try and unite the colonial territory to ensure maximum stability and protection against rebels and foreign aggression.