For colonial nations.
- −10% Development cost
- +0.5 Yearly republican tradition
- −15% Advisor costs
- +25% Provincial trade power modifier
- +2% Missionary strength
- −10% Idea cost
- −10% Regiment cost
- Adjacent provinces of a colony are revealed.
- +20 Global settler increase
- +1 Leader(s) without upkeep
- +10% Morale of armies
Formation of colonial nations
This section may contain outdated information that is inaccurate for the current version of the game.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 1.14.
Conquest of Paradise divides the New World and Australia into several 'colonial regions' for colonial nation formation purposes. Colonial nations form if 5 cored overseas provinces exist in a single colonial region. A colonial power may have multiple colonial nations under its rule. They do not use up diplomatic relation slots.
Nations with their capitals in colonial regions will not form colonial nations, even if they take land in another continent. For example, if the Iroquois (in North America) colonize Brazil (in South America), the colonized land will remain under direct Iroquois control. This territory will get the usual distant overseas penalties, unless a land connection is established to the capital.
Note that even if the colonizer makes a territory in a colonial region into a state, the corresponding colonial nation will still be formed.
There are 12 colonial regions in the game.
List of colonial regions
|Continent||Colonial region||Colour||Key provinces|
|North America||Colonial Alaska|
|North America||Colonial Canada|| IICOT: Hochelega (993), Winnipeg (1008)|
Estuary: Stadacona (994), Muskegon (1005)
|North America||Colonial Eastern America|| IICOT: Honniasont (2555)|
INH: Massachusetts (968)
|North America||Colonial Louisiana|| IICOT: Tamaroa (900), Potawatomi (944)|
Estuary: Chitimacha (893)
|North America||Colonial California||Estuary: Chinook (873)|
|North America||Colonial Mexico|| ICOT: Cuetlaxtlan (2647)|
IICOT: Pueblo (880)
|North America||Colonial Caribbean||INH: Havana (484), Barahonas (490)|
|South America||Colonial Colombia|| INH: Cartagena (828), Panama (835)|
Estuary: Guayaquil (819)
|South America||Colonial Peru|| ICOT: Lima (809)|
IICOT: Chuquiabo (802)
|South America||Colonial La Plata|| IICOT: Asuncion (775)|
INH: Picunmapu (787)
|South America||Colonial Brazil|| IICOT: Manaus (2934)|
INH: Bahia (756), Rio de Janeiro (763)
|Oceania||Colonial Australia||INH: Eora (1090)|
When a colonial nation is formed, the flag used to represent the nation is generated by dimidiating the motherland's flag with a solid strip of colour. This colour varies, depends on the colour of the colonial region of the colonial nation. If the motherland's flag changes (e.g., if the motherland is Castile, and Castile forms Spain or if the overlord is annexed), the colony's flag will change as well.
Most of the colonial nations have names based on the overlord however some have historically relevant names. The table below lists all possible names.
|Name||Colonial region||Motherland||Further triggers|
|Pacifico Norte||Colonial Alaska||Spain|
|Alyeska||Colonial Alaska||Russian culture|
|New [Root.GetName]||Colonial Alaska|
|Colonial Eastern America|
|Colonial La Plata|
|[Root.GetAdjective] Canada||Colonial Canada||France, French culture group|
|Acadia||Colonial Canada||France or French culture group|
|Nouvelle-Écosse||Colonial Canada||France||is the overlord of Scotland, is allied with Scotland or owns a province in the Highlands or Lowlands|
|Newfoundland||Colonial Canada||Great Britain or England|
|[Root.GetAdjective] Quebec||Colonial Canada||Great Britain or England|
|Laurentia||Colonial Canada||Great Britain or England|
|Borealia||Colonial Canada||Great Britain or England|
|Nova Scotia||Colonial Canada||Great Britain or England||Scotland does not exist and owns a province in the Highlands or Lowlands|
|Vinland||Colonial Canada||Scandinavian culture group|
|Nova Hollandia||Colonial Canada||Netherland, Holland or Dutch culture|
|[Root.GetAdjective] Canada||Colonial Canada|
|Manitoba||Colonial Canada||owns Manitoba (1010)|
|Hudson Bay||Colonial Canada|
|Rupert's Land||Colonial Canada|
|Thirteen Colonies||Colonial Eastern America||Great Britain or England|
|Nouvelle-Flandre||Colonial Eastern America||France or French culture group||owns Vlaanderen (90)|
|Floride||Colonial Eastern America||France or French culture group|
|Florida||Colonial Eastern America||Spain|
|Massachusetts||Colonial Eastern America||owns Massachusetts (968)|
|Connecticut||Colonial Eastern America||owns Connecticut (2010)|
|Manhattan||Colonial Eastern America||owns Manhattan (965)|
|Delaware||Colonial Eastern America||owns Delaware (957)|
|Conoy||Colonial Eastern America||owns Conoy (953)|
|Alabama||Colonial Eastern America||owns Alabama (924)|
|Virginia||Colonial Eastern America|
|[Root.GetAdjective] Louisiana||Colonial Louisiana||France or French culture group|
|Manitounie||Colonial Louisiana||France or French culture group|
|Illinois||Colonial Louisiana||France or French culture group||owns Illinois (915), Kaskaskia (916) or Cahokia (917)|
|owns Illinois (915), Kaskaskia (916) or Cahokia (917)|
|[Root.GetAdjective] Louisiana||Colonial Louisiana|
|Ohio||Colonial Louisiana||owns Ohio (948)|
|Missouri||Colonial Louisiana||owns Tamaroa (900) or Missouri (902)|
|Arkansas||Colonial Louisiana||owns Quapaw (897)|
|Michigan||Colonial Louisiana||owns Potawatomi (944) or Michigan (945)|
|Wisconsin||Colonial Louisiana||owns Sauk (912), Mesquakie (913) or Winnebago (914)|
|Iowa||Colonial Louisiana||owns Iowa (905)|
|Sisseton||Colonial Louisiana||owns Sisseton (908)|
|Kansas||Colonial Louisiana||owns Kansas (898)|
|Nebraska||Colonial Louisiana||owns Pawnee (901) or Omaha (903)|
|Yankton||Colonial Louisiana||owns Yanktonai (906) or Yankton (907)|
|[Root.GetAdjective] Columbia||Colonial California||Great Britain or England||Britsh culture group|
|New Albion||Colonial California||Great Britain or England||Britsh culture group|
|New Spain||Colonial Mexico||Spain|
|New Castile||Colonial Mexico||Castile|
|[Root.GetAdjective] Mexico||Colonial Mexico|
|Belize||Colonial Mexico||owns Belize (843)|
|Nicaragua||Colonial Mexico||owns Nicaragua (837)|
|Panama||Colonial Mexico||owns Panama (835)|
|Honduras||Colonial Mexico||owns Belize (840)|
|Hispaniola||Colonial Caribbean||Spain||owns Les Cayes (488), Tortuga (489) and Barahonas (490)|
|Castile||owns Les Cayes (488), Tortuga (489) and Barahonas (490)|
|Aragon||owns Les Cayes (488), Tortuga (489) and Barahonas (490)|
|Isla Juana||Colonial Caribbean||Spain||owns Havana (484), Moron (485) and Guantanamo (486)|
|Castile||owns Havana (484), Moron (485) and Guantanamo (486)|
|Aragon||owns Havana (484), Moron (485) and Guantanamo (486)|
|Antilles||Colonial Caribbean||France or French culture group|
|Cuba||Colonial Caribbean||owns Havana (484), Moron (485) and Guantanamo (486)|
|[Root.GetAdjective] West Indies||Colonial Caribbean|
|West Indies||Colonial Caribbean|
|The Caribbean||Colonial Caribbean|
|Saint Lucia, Saint Vincent, Montserrat, Gonave, Aruba, Bonaire, Mustique, Bequia, Grenada, Dulcina, Barbuda, Abaco, Eleuthera, Sabinal, Saona, Mayreau, Anguilla, Anegada, Tortola, Alcarraza, Mayaguana, Saint Croix, Vieques or Roatan||Colonial Caribbean|
|New Granada||Colonial Colombia||Spain||owns Granada (223)|
|Castile||owns Granada (223)|
|Aragon||owns Granada (223)|
|[Root.GetAdjective] Colombia||Colonial Colombia|
|[Root.GetAdjective] Peru||Colonial Peru|
|Cajamarca||Colonial Peru||owns Cajamarca (813)|
|Lima||Colonial Peru||owns Lima (809)|
|Cuzco||Colonial Peru||owns Cuzco (809)|
|Argentine||Colonial La Plata||British culture group|
|Rio da Prata||Colonial La Plata||Portugal|
|Transplatina||Colonial La Plata||Portugal|
|[Root.GetAdjective] La Plata||Colonial La Plata|
|[Root.GetAdjective] Paraguay||Colonial La Plata|
|[Root.GetAdjective] Chile||Colonial La Plata|
|Argentina||Colonial La Plata|
|Uruguay||Colonial La Plata||owns Uruguay(772)|
|[Root.GetAdjective] Brazil||Colonial Brazil||Portugal|
|Terra de Vera Cruz||Colonial Brazil||Portugal||is Christian|
|Granada Al-Jadida||Colonial Brazil||Morocco, Granada or Algiers||is Muslim|
|Rio Grande||Colonial Brazil||owns Rio Grande (753)|
|Bahia||Colonial Brazil||owns Bahia (756)|
|Australia||Colonial Australia||Great Britain or England|
|Tierra Austral||Colonial Australia||Spain|
|Terre Australe||Colonial Australia||France or French culture group|
|New Holland||Colonial Australia||Netherlands, Holland or Dutch culture|
|[Root.GetAdjective] Australia||Colonial Australia|
|Terra Australis||Colonial Australia|
If no name is available (because none of the names defined for the colonial region have triggers that are satisfied by this colonial nation, because all the names for which this colonial nation satisfies the triggers were already used by other colonial nations, or because no names were defined for the colonial region), the colonial nation will be named after a province of its parent country--e.g., "New London" or "New Paris".
A colonial nation contributes a percentage of its total income to the homeland through variable tariffs. A newly formed colonial nation will have a default tariff of 10%. The motherland country can then adjust this rate separately for each colonial nation in the subjects interface with the Increase/Decrease Tariffs interactions.
There are also frequent events that present the option to raise tariffs for a particular colonial nation at the expense of some liberty desire. This is generally the preferred method to manage tariff levels as it will not cost any monarch points.
The tariff efficiency of the motherland country will increase the value of the tariffs collected from its colonial nations, at no additional cost to those colonial nations. Extra ducats of the listed amount will simply be generated ex nihilo and added to the motherland's treasury.
A colonial fleet is not necessary to maintain and transport income home from the colonies, as was required in earlier versions of the game.
- Main article: Subject_nation#Subject_interactions
As of 1.12, it is now possible to interact with a vassal. This is done through the Subject Interaction section of the Subject Menu.
- Main article: Subject nation#Liberty desire
Colonies have a liberty desire ranging from 0 to 100. The main determinants of liberty desire are tariff level, relations, and relative military strength. With the Conquest of Paradise expansion it becomes possible to support independence of a colonial nation when their liberty desire is over 50%. As long as the liberty desire is below 50%, the colonial nation is unable to declare independence, and a foreign nation(s) cannot support its independence. Two disloyal colonies may form an alliance with each other, letting each call the other into an independence war.
War exhaustion causes more liberty desire proportional to the amount of WE a country has, i.e. if the player has 2 WE, they will have +2% liberty desire.
As of 1.19, Liberty Desire in subjects can now be reduced by developing in your subject's provinces.
Expanding colonial nations
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 1.13.
Colonial nations will automatically acquire ownership of any province in its designated colonial region that its overlord has taken ownership of. The overlord does not need to have a core on these provinces for this transfer of ownership to occur. This automatic transfer of province ownership makes colonial nations an important tool for expansion by conquest in the New World, as the overlord merely needs to acquire ownership of provinces in a peace deal, and may then leave the colonial nation to deal with the associated coring costs and overextension penalties.
Colonial nations can be sold provinces within 2 provinces of its colonial region. If the overlord had cores in these provinces, the colonial nation will gain a core as well. Provinces crossing one body of water can also be sold - for instance one can sell provinces in the southern half of New Guinea to a CN in mainland Australia.
Colonial nations controlled by the AI can no longer create their own colonial nations due to a restriction that a country with a its capital in a colonial region cannot create colonial nations at all, this does not change when the former colonial nation achieves independence.
Bureaucratic candidates with high administrative skills are ideal governors for an expanding colonial nation, as this will address the need for in both coring provinces and expansion ideas. (As of patch 1.8 colonial nations elect their own leaders so this is only noteworthy if one is playing as a colony, though one may still wish to replace the colonial governors, as the overlord, if the colonial nation has a weak administrative leader or has low stability.)
Players that have the El Dorado expansion enabled can get the 'Treaty of Tordesillas' event. It requires the player to be Catholic, to be the first to form a colonial nation in a colonial region, and to have more than 50 relations with the Papal states. It will give a +10 bonus to settler growth for colonizing in that region, while other Catholic nations suffer a -20 penalty to settler growth and a stacking -50 relations penalty with the Papal States and the claimant country. Protestant nations are unaffected by any Treaty of Tordesillas claims.
Diplomacy and warfare
Colonial nations can form alliances with and declare war on the Native states. Their ability to declare war is restricted with natives in that the colonial nation must border the native nation first before being able to declare war, even when a colonial nation has a casus belli such as Colonial Conquest: an Eastern American colonial nation can declare war for any casus belli with their neighbors, but not the Aztecs or Inca unless it borders them directly.
A colonial nation can declare war with other colonial nations loyal to a different power, but two colonial nations that share the same overlord cannot declare war with each other: Castilian Brazil can declare war on Portuguese Brazil, but not Castilian La Plata, for example. A colonial nation can only take provinces it has claims on, and is unable to demand others. The exception is that a colonial nation can still demand full annexation (before 1.12) if the combined war score is less than 100%.
However, a colonial nation is unable to declare war on any other state on its own. Further, two colonial nations under different overlords cannot go to war against one another if the overlords are allied to each other.
Unlike in a traditional Vassal relationship, the mother country is not automatically involved in these wars, even if the Colonial Nation is the target of a Native or other colonial nation. If the war is going badly for a colonial nation, however, the mother country can try to put a stop to it before everything gets out of hand. The colonial power can try to enforce a peace settlement on the power that is threatening the subject colony. If the target of this request refuses, then the imperial power will join that war – as will the mother country of any other involved Colonial Power.
If a regular established country declares war on a Colonial Nation, the colony is treated like an ally or vassal and the mother country is automatically called into the war.
A colonial nation's war for independence will call on any foreign allies that had pledged to support its freedom.
If a colony wins an independence war, it forms a new nation, free of ties to the mother country. The colonial nation will form its own government at this point, with the choices of Administrative Republic, Administrative Monarchy, Noble Republic and Merchant Republic. Several formable nations exist for former colonial countries; it may form one when the war is over.
However, a colony that loses such a war keeps the tariff level at where the overlord set it before the conflict, and the Colonial Nation’s desire for liberty will be lowered by 15-25 points after the defeat, depending on whether the player chooses to kill or spare the colonial leader. It will then slowly climb back (by the default 1% per year) to the default level for a given tariff rate.
Other bonuses and penalties
- A colonial nation has -80% bonus to convert culture cost once provinces are annexed and converted to its religion. (On the other hand, it also has its own set of accepted cultures separate from the parent, so it won't necessarily need to do this.)
- A colonial nation can colonize, but only at 25% of the normal settler growth (or -75%). It also receives a -10% settler chance.
- A colonial nation cannot establish colonies outside its colonial region (even if it is within its colonial range) unless it borders the target province directly.
- Colonial nations provide their overlord with 50% of their trade power.
- Each colonial nation increases their overlord's naval force limit by 10.
- Each colonial nation of more than 10 provinces increases their overlord's land force limit by 5.
- Each colonial nation (of at least 10 provinces) increases their overlord's global trade power by 5%.
- If El Dorado is enabled, colonial nations with 10 or more provinces provide their overlord with an extra merchant. If it has gold provinces, every once in a while it sends a treasure fleet, providing the overlord with a large sum of money (and inflation). But only as long as the overlord's home trade port is downstream from the colonial nation's.
The tag that makes it playable to be a colonial nation is 'C00', followed by 'C01', 'C02', 'C03' and so on, from the order that they were formed and from the game's starting overlord.