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# Colonization

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, Africa and Australia, as well as Siberia and islands in the Pacific.

## Objectives

The main benefit of colonialism is to improve the income generation and military logistics of the colonizing country. This is because colonized territories overseas can provide large boosts in trade income to the colonizing nation, especially western technology nations, as well as provide staging points for naval and land warfare around the world.

This is accomplished primarily by creating colonial nations, which are AI-controlled subject nations that will produce their own military and navy but will provide trade power and other benefits to the colonizer, and creating trade companies, which are semi-autonomous provinces that provide substantial trade bonuses in trade nodes that the colonizer can control. The type of subject nation created depends on its location in the world.

Any nation can benefit fully from overseas territories, even very distant ones, if they choose to make that territory into a state. Provinces in colonial regions should not be made into states, as the provinces are eventually ceded to the formed colonial nation. Western technology nations will most likely prefer to make trade company provinces if possible instead of creating new overseas states, due to the bonus trade power and the ability to ignore religious differences. However, for many other nations, overseas states can sometimes be very profitable.

## AI Colonizers

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 by unlocking Exploration ideas or Expansion ideas.

National ideas:

Exploration:

Expansion:

The list above indicates AI nations that are weighted towards choosing Expansion or Exploration ideas. However, AI nations will now pick idea groups dynamically, so an AI nation not on this list may decide to start colonizing.

As well, the list above does not mean all the aforementioned countries will actually colonize. Some of them might cease to exist early on or never form, while others may get colonists too late to do any meaningful colonization. Also, the AI will not pick Exploration ideas unless it has at least one port.

## Discovery

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 essential to finding provinces to colonize.

How a nation goes about exploring depends on whether El Dorado is enabled or not. That said, the following factors are true regardless of DLC:

• A conquistador is required to explore on land (unless the country is at war; see below), and an explorer is required to explore at sea. These are special military leaders that are given pips as though the country had 80% as much tradition as it really does, in exchange for being able to explore.
• The “Quest for the New World” idea, the second idea in the exploration idea group, is required to hire explorers and conquistadors. A handful of countries (notably ) have an explorer in 1444 despite not having the idea; these leaders cannot explore in ocean provinces until Quest for the New World is unlocked.
• While at war, armies can enter all enemy provinces, even those hidden by terra incognita, assuming movement isn't blocked by forts or blockades. This can be done by clicking to move the army into a suspected province within the terra incognita; the army will move regardless if they are able to. The province will be revealed once the army enters it. Movement into the province takes as just as long as if it was being explored with a conquistador.
• Undiscovered land provinces have a chance per month to be discovered by owners of adjacent provinces (typically taking 3–5 years). and colonial nations have national ideas that make this discovery instant.
• Discovery of individual provinces will occur based on contact with other nations. In general, a province will be revealed to a country if:
• The country in question explored any adjacent province at least 25 years ago
• Any country, that owns provinces undiscovered by the original country, discovered the capital province of the original country at least 30 years ago.
• Any neighboring country, in the same culture or religious group as the original country, explored a province at least 75 years ago.

As well, exploration can now be accomplished via the Diplomatic option to Share Maps, which will reveal entire regions to the requesting nation at the cost of prestige if the nation being asked to Share Maps has already explored that region, and the nation requesting the maps has units in an adjacent region. Additionally, the new Espionage option Steal Maps, unlocked by completing the Espionage idea group, can be used to reveal regions in the same manner, but without the Prestige cost.

• An army (of any size) led by a conquistador can be moved into land provinces covered by terra incognita and thus discover them. If that land is owned by another country, the conquistador will merely discover the province when movement finishes instead of actually moving into it, unless that country grants military access. Conquistadors can move through primitive nations (those in New World technology groups that have not yet reformed their governments) even without access.
• A fleet (of any size) led by an explorer can be moved into sea zones covered by terra incognita and thus discover them. Upon entering a sea zone, they also have a chance to discover coastal provinces adjacent in that zone (increased by the explorer's Maneuver skill). Having a ship patrol back and forth will eventually reveal all coastal provinces (typically in 6–12 months). Ships take attrition as normal while exploring; fleet basing agreements can therefore extend a nation's effective exploration range.

• An army (of any size) led by a conquistador, can be sent on a mission to hunt for the Seven Cities of Gold via the army interface. To do this, the army must be within a Colonial Region and the exploring nation must not have a capital in a colonial region. The army will then automatically move through terra incognita in the region, uncovering it as it moves, with a chance to trigger various random events.
• For unexplored provinces that are not in colonial regions, or for nations whose capital is located in a colonial region, land exploration follows the same process as it does without El Dorado, as listed above.
• Any fleet led by an explorer and containing at least 3 light ships or 3 heavy ships can be sent on an exploration mission via the fleet interface, and will do so automatically once assigned.
• The fleet can be sent to explore 'the waters' of a region, meaning the explorer will discover open sea and coastal sea zones, but will not discover land provinces, or they can be sent to explore 'the coast' of a region, meaning the explorer will explore and reveal coastal land provinces in that region. Typically 'the waters' of a region must be explored first before 'the coast' becomes available as a mission. While exploring open sea, the explorer will discover all sea zones in that region before returning. While exploring a coastal sea zone, they will discover all coastal provinces bordering that sea region before returning. Right-clicking on unexplored ocean will automatically start the exploration mission for the appropriate region, as long as it is within range.
• Fleets on exploration missions do not suffer attrition, but only missions to regions within their country's colonial range can be explored this way. Fleets on exploration missions cannot be recalled or reassigned during the mission, only disbanded, which may kill the explorer. Explorers may trigger certain random events while on missions. If the explorer dies, the fleet will automatically return home but will take attrition while doing so.
• An explorer can also be sent to circumnavigate the globe. The fleet will take sea attrition as normal while on this mission, and may sink, killing the explorer as well. The first nation worldwide to have an explorer successfully circumnavigate the globe receives +100 prestige. Any other nation that completes this mission afterwards receives +10 prestige. This exploration mission can only be completed once per nation, though it can be repeated if failed.

## Colonists

A Colonist envoy is required to start a colony.

+1
• Expansion idea 1: Additional Colonists
• Exploration idea 1: Colonial Ventures
• Exploration idea 6: Free Colonies
• American idea 3: Empire of Liberty
• Canadian idea 3: Settling the Interior
• Carib idea 5: Carib Seafarers
• Leonese idea 3: Conquest of the New World
• Malayan sultanate idea 7: Settle the Islands
• Moluccan idea 3: Dominance over the Outer Islands
• Muscovite idea 5: Siberian Frontier
• Nizhny Novgorod idea 5: To The East!
• Norwegian idea 3: Pioneer Spirit
• Spanish idea 3: Inter Caetera

Passing a Mayan, Inti, and Nahuatl religious reform allows a nation to select a Colonist as one of the five options. Selecting the Clan Migration Native idea, for nations with a Native Council government, also provides a Colonist. Parliaments also may pass a bill granting an extra colonist for 10 years.

### Native policies

An example of native policies in game

Native policies allow a nation to decide on their foreign policy regarding indigenous natives in colonizable province around the world. A native policy must be chosen when a nation unlocked their first colonist (from any source). The original selection is free. Changing native policies costs -1 stability, but has no cooldown.

Native coexistence policy grants a -100% bonus to the chance to get a native uprising, effectively reducing aggressiveness in all colonizable provinces to 0. This policy is beneficial for when a nation's armies are busy elsewhere and can't be wasted sitting on a colony, when manpower is too precarious for constant skirmishes, when a nation is too poor to maintain a garrison, or for native and Sub-Saharan nations who may actually lose battles with natives in the early game.

Native trading policy grants a -50% bonus to native uprising chance (effectively reducing aggression by half) and a +50% to native assimilation.

Native assimilation means that the goods produced in a colonized province will increase by a factor equal to (native population/20000), rounded down, once that colony becomes a full province. As such, a colony with 1400 natives in the province will gain 0.07 goods produced when the colony completes. The native trading policy increases this by 50%, so the goods produced in the same province with 1400 natives will be increased by 0.105. This choice could be useful if playing , which also has a bonus to native assimilation in their national ideas, or for any nation that can handle a few revolts and will be coring and taking full control of the province when completed, or any nation controlling a significant percentage of the generated trade value.

Native repression policy grants a bonus+20 to global settler increase. While this policy makes for more rapid early colonization, the bonus is not overwhelming at higher technology levels. The provinces will require garrisons as native uprising chance is not reduced.

### Colonial range

The range from which a nation can establish a colony from a core is called the Colonial Range. It is measured from that nation's nearest core province and it expands depending on the diplomatic technology level of the nation as well as events, advisers, missions, policies, ideas, and other bonuses. Fleet basing rights from third countries do not extend this range. This range also controls how far Explorers can go on exploration missions. If a nation has no ports, they can only colonize adjacent land provinces, regardless of Colonial Range.

To check the range to a given province, change the map mode to "Colonial Range", and hover over the province of interest. The range will show, green for in range and red for out of range.

+50%
• Exploration idea 3: Overseas Exploration
+33%
• Norwegian idea 2: The Call of our Forefathers
+25%
• Portuguese idea 1: Legacy of the Navigator
+20%
• Exploration-Plutocratic: The Colonial Companies Act
• Naval-Exploration: Skilled Cartographers
+15%
• Couronian idea 5: Couronian Colonization

AI nations also receive a +25% colonial range bonus, as they are not smart enough to colonize staging areas for future expansion.

The Navigator Diplomatic Advisor gives a +20% colonial range bonus.

### Travel Time

The speed at which a nation's colonists travel to claim and establish colonial territory is completely unrelated to the travel time of Merchants and Diplomats. It is based primarily on distance from the capital but, unless the target province is directly land connected to the capital, colonists travel by sea. The actual route taken is the shortest sea distance from either the capital's port (or, if it is inland, a port that is directly connected to it) to either the target province's future port location, or the port that is closest to the target province.

Example: 's capital is Lisboa. In order to colonize Pipil (839), a province next to the Mayan nation of on the west coast of Central America, a Colonist would first travel all the way south to Cape Horn in South America, then back north to reach Central America again. However, if colonized Chortli (2637) first, which is the province north of Pipil but on the east coast of Central America, then a Colonist subsequently travelling to Pipil would have its travel time dramatically reduced.

Colonist travel time can be difficult to predict due to their coded preferences for travel. For port provinces not directly connected to one's capital, colonists will always travel by sea to where the port will be located, even if it would be faster to travel overland from another port (or the province borders both coasts like in Central America). For inland provinces not directly connected to the capital, colonists always travel to the closest non-blockaded port to the target province even if it would be quicker to travel cross country from a port on a different coast. These unusual rules can sometimes account for extended colonist travel time.

Nations in Colonial Regions, especially North America, can experience unusually long travel times for Colonists. Normally, this is because if a nation's capital is coastal, Colonists will always prefer to travel by sea, even if travelling by land would be faster. It may be prudent to move the capital inland if this becomes an issue.

Colonists travel across open sea much faster than through land or coastal sea provinces. For example, European colonists can reach the Caribbean faster than Sub-Saharan West Africa, even though it is physically much farther away.

Colonist travel time is a fixed value based on the rules explained above; no events or ideas modify it. Colonists return instantly the day after either the colony becomes a city or they are recalled. As of patch 1.14, colonist travel times will sometimes be bugged; if the travel time to a province seems much longer than it should be (in particular, if it is exactly 601 days), try saving and reloading the game.

As soon as any nation chooses to send a Colonist to a province, no other nation can send a Colonist to that province unless the colony is later destroyed before completion, even if the Colonist will actually arrive two years later. Two nations cannot 'race' and see which Colonist will arrive first to the province.

### Population

Once a Colonist arrives in an unowned province the population starts at 10. Colony populations grow at a base rate depending on the nation's Global Settler Increase modifier, which is largely dependent on Diplomatic Technology level but also by some ideas and other modifiers.

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 be randomly assigned a trade good based on a weighted list of goods available in that geographical region. This list can be seen via hovering over the large question mark icon in the uncolonized province screen. A colony becomes a full city when its population reaches 1000, and is destroyed if its population reaches 0; this can happen due to attacks by natives, events and colonies being destroyed by other countries in a war. Resending a Colonist is required to restart these colonies.

Colonists can be sent and recalled to other colonies in progress as many times as is warranted. Colonists can even be sent to colonies of enemy nations that have been seized with military power by using the “Seize Colony” army option. A captured colony retains the culture and religion of its original owner, but is instantly converted to those of its new owner once a colonist arrives.

### Global Settler Increase

Colonies grow by a flat amount of settlers each month. This number is the nation's Global Settler Increase, which is the number of additional colonists added to a colony per year. For example, if the country's global settler increase plus the province's local settler increase is 15 per year, the colony will get one settler most months but two settlers every fourth month, for a total of 15 for the year. Diplomatic technology provides additional Global Settler Increase:

Diplomatic technology Global settler increase
(cumulative)
1 10
3 25
10 35
15 50
23 75
26 100
32 150

Global settler increase is further improved by the following bonuses:

+25 yearly
• Native idea 7: Great Winter Hunts
• Spanish ambitions
+20 yearly
• Exploration idea 4: Land of Opportunity
• Colonial idea 6: New Frontiers
• Navarran idea 3: Intrepid Pioneers
• Siberian idea 7: Hunting Expansion
• Expansion-Exploration: Colonial Expansion
+15 yearly
• Cham idea 4: Cham Migrations
• Portuguese idea 6: Land Before Faith
• Thomondian idea 7: Thomond's Overseas Ambition
+10 yearly
• Expansion idea 3: Faster Colonists
• Exploration-Plutocratic: The Colonial Companies Act
• Humanist-Exploration: Native Assimilation Act
• Quantity-Expansion: Colonial Garrisons

and the following static modifiers:

Modifier Settlers per year
Colonial maintenance -125 to 0
Arctic -10
Arid -10
Tropical -10
Treaty of Tordesillas
(Catholic country settling a colonial region assigned to them by the pope)
+10
Violation of Treaty of Tordesillas
(Catholic country settling a colonial region assigned to someone else by the pope)
-20
Grant New World Charter burgher estate interaction +10
'Heretics Deported' Protestant church aspect +15
Tengri nation with Orthodox syncretic faith +10
Repression Native Policy +20

### New settlers chance

If a colonist is in the colony there is some probability that 25 settlers reach the colony. Each 1% of probability is equal of 3.0 settlers per year (0.01 chance/month x 12 month/year x 25 settlers). The New Settlers chance is determined by the following:

Modifier Chance Mean settlers/year
Base + Base Value 10% 30
Per 100 population ("colony level")[1] 1% 3
Per percentage point production efficiency[2] 0.2% 0.6
Per point native aggressiveness[3] -0.5% -1.5
Same religion 1% 3
Same culture 1% 3
Same culture group 1% 3

There are a few policies that can increase the chance of new settlers.

+5.0%
• Expansion-Plutocratic: Taxation with Representation
• Exploration-Innovative: Benign Neglect

### Important Modifiers to Colony Growth

#### Terrain

The location and terrain of a potential colony will affect the rate of growth of the colony. Colonies in Arid, Tropical or Arctic locations will receive a -10 Settler Growth Rate penalty, and a colony with no adjacent colonies of that nation will receive a further -5 penalty.

If controlling an area ahead of other colonizers is a concern, a nation can prefer to colonize locations with favorable terrain, but other major factors such as amount of hostile natives and the presence of a Center of Trade need to be considered as well.

#### Events

Main article: Exploration idea group events
Main article: Expansion idea group events

The Exploration and Expansion idea groups unlock several events that can trigger to modify colony growth rate or size directly, and can be either beneficial or detrimential. The events Colonist Rush and Colonial Enthusiasm give the following powerful, but temporary, modifiers to colony growth:

• Gain “Colonial Enthusiasm” modifier for 10 years:
• +5% Colonist chance
• +25 Global settler increase

Some nations that were historical colonizers, notably and , have unique missions or events that will improve Settler Growth.

#### Missions

A nation with a Colonist can receive missions to colonize particular provinces. The mission will select provinces within Colonial Range, preferring the ones with the highest Development. This mission also grants the powerful Colonial Enthusiam modifier, but the colony must be developed to 400 population before the mission will be completed.

There are also missions that request the discovery of some region of the New World and that also grant the Colonial Enthusiam modifier, but remember that the modifier is not stackable with itself.

#### Treaty of Tordesillas

With El Dorado DLC, the first Catholic nation to form a Colonial Nation (that is, to core 5 provinces in a Colonial Region) while the Papal State's opinion of them is at +50 or more, will be assigned that region. That nation and their associated colonial nation will receive a +10 increase to settler growth within the region. A single nation can have any number of colonial regions assigned to them by the Pope.

If another Catholic nation colonises a province in that region, they will receive severe penalty for "Violated the Treaty of Tordesillas". These include a -20 Local Settler Increase penalty when colonizing that colonial region, as well as a -10 Yearly Papal Influence penalty and a -50 to Papal opinion of that nation.

These modifiers can only affect Catholic nations; nations of other religions can receive neither the bonuses nor the penalties.

If the nation owning a colonial region is completely annexed the colonial region will revert to no nation having a colonial claim, and a new nation can be assigned the region by creating a colonial nation, or owning a current colonial nation in the region.

Historically this try to represent the treaty made between Portugal and Spain with divided the american continent in two, curiously this treaty has been made before America discovery

#### Native Policies

With the Cossacks DLC, a nation must select a Native Policy that represents how that nation will interact with native peoples around the world. This only refers to indigenous native populations in uncolonized provinces, not to any 'official' Native American, African or Indonesian nations.

If a nation selects Repression, they will receive a +20 Global Settler Increase Bonus, at the cost of more uprisings of the natives. The other two policies do not affect Global Settler Increase.

#### Natives Encountering our Colonies

Main article: Natives events

Without the Cossacks, when a Christian state establishes a colony in the New World with at least 300 natives, it triggers the Natives Encountering our Colonies event. All three options enable events that can lead to temporary boosts to Global Settler Increase and Colonist Chance, and will unlock other events related to the decision chosen. Non-Christian nations cannot receive any of these events.

#### Maintenance

Colonial maintenance is the money that a nation spends in maintaining its colonies, and can be adjusted through a slider in the Economy tab. At 100% maintenance, the cost of the ${\displaystyle i}$-th active colony per year is given by

${\displaystyle {\text{cost per year}}=\left(24+{\frac {\text{base tax + base production + base manpower}}{4}}\right)\cdot \left(1+\max \left(i-{\text{number of colonists}},0\right)^{2}\right)}$

As shown above, 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):

Colony over cap: Cost multiplier for that colony:
1st 2x
2nd 5x
3rd 10x
4th 17x

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.

## Natives

Colonizable provinces are usually occupied by natives, who may attack a colony there, depending on several factors. Natives are also very likely to attack land units passing through their province, regardless of whether the province is colonized. However, these attacks depend on Aggressiveness, so taking the "Coexistence" Native Policy disables these random attacks and taking the 'Trading' Native Policy reduces the chance of an attack occurring by half. This can be very important for North or South American natives who may have to cross uncolonized territory to attack a war target, especially since North or South American Native nations begin at Military Technology 1 and so can actually lose battles, or at least significant amounts of manpower, in battles with the local native population in a province.

### Population

Native population in 1444.

The size of the native population determines how many native regiments attack at a time. The native population in a province can be reduced permanently using the Attack Natives military action. However, when the colony becomes a full city, it will gain a bonus to Goods Produced depending on the remaining population of natives. This bonus is equal to Native Population /2)/ 10000), rounded down, so a colony with 1400 natives in the province should gain 0.07 goods produced when the colony completes. This is called the Native Assimilation bonus. Because of this, it is usually beneficial to leave the native population alone if the colony can be protected by an army.

The Native Policy Trading increases the Assimilation bonus by +50%, effectively increasing the Goods Produced in the Colony, once complete, by half of what it normally would have been due to native population. So a colony with 1400 natives in the province would gain 0.105 goods produced when the colony completes.

Using the Military Action Attack Natives will permanently reduce the native population in a province. The action may need to be performed multiple times in order to completely drive out the local population, as native regiments that break from combat due to low morale are not killed and so return to the 'population' of the colony.

### Aggressiveness

Native aggressiveness in 1444.

Aggressiveness ranges from 0 to 10 and determines how likely the natives are to attack a colony. Each point of Aggressiveness represents an extra 1% chance of a native uprising happening per month. If a native Uprising happens, native regiments equal to the native population in the province will appear and attack any military units in the province, or begin a siege of the province if not. If the siege is finished (which will take 1 month), the Settler Population in the colony is reduced by an unknown but flat amount, which can destroy the colony completely.

Taking the Trading Native Policy adds -50% to the chance of uprising, effectively halving Aggressiveness. Taking the 'Co-Existence' Native Policy will add -100% to the chance of uprising, effectively removing Native Aggressiveness in all provinces.

### Ferocity

Ferocity ranges from 0 to 10. Natives regiments in the province get a +5% damage bonus per point of Ferocity.

### Units

Natives use low-tech units:

Area Name Off. Def. Off. Def. Off. Def. Total pips
Americas Native American Archer 1 0 0 0 1 0 2
Africa African Spearman 1 1 0 0 1 0 3
Asia East Asian Spearman 1 0 0 0 1 0 2
Arctic Archer Cavalry 1 0 0 0 1 1 3

## Occupation

During a war, a colony can be occupied like any province. The development of a colony through normal growth will continue unabated, but a Colonist present in the province will no longer be able to attract new 'bonus' settlers. An army standing in an occupied colony will have the option to Seize Colony for 25 Military Points. The colony ownership will transfer to the nation that used the action. The colony will keep the culture and religion of the previous owner until a colonist from the new owner reaches the colony.

An alternative option is the Military Action Burn Colony for 5 Military Points. The colony is completely destroyed and the province becomes, once again, an uncolonized province.

Since a colony keeps growing under occupation, it is possible that it will become a full colonial province while being occupied. Unless the 'Seize Colony' option was used earlier, the 'finished' province will belong to the original owner.

Note that if a Colonist is present in the colony at that moment it is occupied, it is not recalled automatically and will be unavailable until the occupation is lifted, as they are 'trapped' in the province.

## Colonial provinces

Once colonization is finished, a colony becomes a full-fledged province. A newly colonized province will be part of a Territory until the owner chooses to upgrade that Territory into a State. This means that the minimum Autonomy in the province will be 75% and that Estates will not increase their demands for more assigned provinces based on the finished colony. However, the owner will still be able to build buildings, recruit troops, build ships, and improve the province's development level, and the nation will be now able to trace Coring and Colonial Range from this province.

If the area is made into a State, the colony will become, for all intents and purposes, a regular province. The Autonomy floor will be 0%, and the province can also be assigned to an Estate or given a Parliament seat. Both of these groups will count the province as part of the nation's total development for determining how much territory they require to remain happy.

If the finished colony is in a Colonial Region, the colonizing nation will retain control of the province until a total of 5 provinces are colonized by that nation in the same Colonial Region. All provinces will then be ceded to a newly formed Colonial Nation.

Provinces colonized by a nation will receive the same religion and culture as the parent nation. Provinces in Trade Companies are an exception, these provinces will keep their religion and culture.

In addition, no colonized province ever causes Overextension in the parent nation, even if left uncored. This applies even if the parent nation conquered land from another nation that had previously colonized it; as long as the province had ever been a colony in the past, it will cause no Overextension, though it may still have Unrest.

## Colonial Subject Nations

Main article: Colonial nation

Colonial Nations and Trade Companies are specialized Subject Nations that can be formed via Colonization (or conquest of the appropriate regions). Understanding both types of colonial subject nations is key to benefitting from the Colonization process.

Using Colonial Nations or Trade Companies to produce and control Trade Value in nodes, as well as utilizing them to gain free Merchants or military control of overseas territories, are some of the benefits these subjects can provide a parent nation.

## Seven Cities of Gold and the Fountain of Youth

Main article: Seven Cities events

With El Dorado, using a Conquistador to explore Terra Incognita in a Colonial Region will sometimes trigger events based upon the search (and sometimes discovery!) of mythical locations in the New World. These events can provide Monarch Points, Ducats or Prestige and add flavor and occasionally material benefit to the exploration of the New World.

Locality Failure Partially discovered Completely discovered
El Dorado -10 +5 for 50 years +10 / -1
Cibola -10 +5 for 50 years +10 / +0.5 yearly
City of the Caesars -10 +5 for 50 years +10 / +0.5 or +0.3 yearly
Sierra de la Plata -10 +5 for 50 years +10 / +20%
Norumbega -10 +5% for 50 years +10% / +5%
Kingdom of Saguenay -10 +5% for 50 years +10% / +10%
Quivira -10 +5 for 50 years +10 / +0.5 yearly
Fountain of Youth -10 +0.5 for 50 years +10% / +0.5 yearly