One of the defining factors of post-World War II events was the way the world changed in terms of sovereignty. At the end of 1949, Africa had 4 independent countries. The remaining areas had all been claimed by European powers. This same pattern could be found in other areas of the world. Starting in the 15th century, the colonial empires spread their influence around the globe but by 1949 their grip had begun to weaken. Some regions had received a taste of independence during the war when retreating forces created moments of self determination. At other times, one side would encourage regions held by the other to resist by suggesting that independence could be the outcome. These actions would inevitably lead to what came to be known as decolonization.
In game terms, a colony is another region on the map with some specific conditions applied. Colonies are assigned to their metropole (colonizing region) and cannot act independently of them. When a player opens diplomatic negotiations from Spanish Guinea, they are immediately presented with Spain. As with any region, they have their own population, industries and garrisons though colonies have no standing armed forces. They can even begin research or expand their industries if they posses sufficient resources. Colonies are not playable regions and the AI acts as the administrative leader in the colony on behalf of the metropole. Players interact with colonies in one of two ways, either as the metropole - often referred to as the parent - or as another nation.
Interacting with the colony of another region is generally done for the purpose of affecting the relationship between the parent and the colony. Some of the new diplomacy options can be used to decreasing colonial unrest. A US player might work to discourage independence in places such as Kuwait or Tunisia. And of course the reverse will likely be a popular tactic, such as encouraging Cypriot independence or arming the Algerian opposition. Just don't get caught doing it.
As a colonial parent, the interactions are somewhat different. Direct diplomacy with your own colony is allowed although it is not a negotiation. Colonies will accept all offers from their parent regardless of value and will even pass along surpluses at regular intervals. This means a profitable colony is worth keeping within your control as it will fund your national goals. Colonies will also adopt the same cabinet priorities as their parent region causing them to be governed in a similar fashion.
The advantage to the game of the new colonies system is also that it provides points of conflict. As a colony is a separate region, war can be declared without engaging the parent region. While in most cases this will incur the wrath of the parent region, some colonies have historical grievances or ownership disputes make these attacks less politically charged and in some cases, the parent will simply have no further interest in the colony for whatever reason. Colonies that become independent are also a prime candidate of interest for the Super Powers, as each tries to expand their Sphere of Influence into all regions of the world.
Overall, we are very excited to have this feature added to the Supreme Ruler Cold War world.
- Chris Latour, BattleGoat Studios.
In game terms, a colony is another region on the map with some specific conditions applied. Colonies are assigned to their metropole (colonizing region) and cannot act independently of them. When a player opens diplomatic negotiations from Spanish Guinea, they are immediately presented with Spain. As with any region, they have their own population, industries and garrisons though colonies have no standing armed forces. They can even begin research or expand their industries if they posses sufficient resources. Colonies are not playable regions and the AI acts as the administrative leader in the colony on behalf of the metropole. Players interact with colonies in one of two ways, either as the metropole - often referred to as the parent - or as another nation.
Interacting with the colony of another region is generally done for the purpose of affecting the relationship between the parent and the colony. Some of the new diplomacy options can be used to decreasing colonial unrest. A US player might work to discourage independence in places such as Kuwait or Tunisia. And of course the reverse will likely be a popular tactic, such as encouraging Cypriot independence or arming the Algerian opposition. Just don't get caught doing it.
As a colonial parent, the interactions are somewhat different. Direct diplomacy with your own colony is allowed although it is not a negotiation. Colonies will accept all offers from their parent regardless of value and will even pass along surpluses at regular intervals. This means a profitable colony is worth keeping within your control as it will fund your national goals. Colonies will also adopt the same cabinet priorities as their parent region causing them to be governed in a similar fashion.
The advantage to the game of the new colonies system is also that it provides points of conflict. As a colony is a separate region, war can be declared without engaging the parent region. While in most cases this will incur the wrath of the parent region, some colonies have historical grievances or ownership disputes make these attacks less politically charged and in some cases, the parent will simply have no further interest in the colony for whatever reason. Colonies that become independent are also a prime candidate of interest for the Super Powers, as each tries to expand their Sphere of Influence into all regions of the world.
Overall, we are very excited to have this feature added to the Supreme Ruler Cold War world.
- Chris Latour, BattleGoat Studios.