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Victoria 3 - Dev Diary #32 - Colonization

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Good evening and welcome to this week’s dev diary! Today’s topic is colonization, which in Victoria 3 terms means the process of establishing and expanding colonial states in regions owned by Decentralized nations.

The pith helmet became popular among British forces following the Anglo-Sikh wars, being widely adopted in tropical regions. The helmet has become synonymous with 19th and 20th Century colonial conquests and expeditions.
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To establish colonies, you must have researched the Colonization technology, a tier 1 technology common to many recognized powers at game start. This unlocks Colonization laws as well as the Colonial Affairs Institution, which affects how quickly your colonies will grow.

In 1884 the Berlin Conference initiated the Scramble for Africa. Hungry for new resources and global dominance, the great powers divided the continent between themselves and began a relentless campaign of conquest and colonization, establishing colonial governments to oversee their new domains.
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You can establish colonies in strategic regions where you have declared an Interest, and within those strategic regions you can colonize a state region in which at least one state is controlled by a Decentralized nation. Once you’ve selected a location, one of the provinces in that state region will be the starting point for your colony. Having a colony in a state region does not give you a monopoly on it; other colonial powers can create competing colonies, resulting in split states and messy borders that are sure to generate diplomatic tensions in the future.

Colonial States are a special kind of state that is created by establishing a colony in a Decentralized nation or conquering territory from an Unrecognized power. A Colonial State that borders a non-colonial state belonging to the same country will lose its colonial status and become a regular unincorporated state. Colonial States have a bonus to migration attraction and are affected by certain modifiers from colonial laws and the Colonial Affairs institution. Since Colonial States cannot be incorporated, your institutions do not apply there, and pops living in these states cannot be taxed and will have very little political power to contribute to Interest Groups.

Now, why would you want a colony? Primarily, you’d want colonies to gain access to more natural resources that you may be lacking at home, especially goods required for more advanced manufacturing Production Methods like rubber and dye. Once your colony expands enough that it’s the largest State in its State Region, it will become part of your National Market, giving you direct access to the goods it produces assuming that you ensure market access. Many European powers have little opportunity for aggressive expansion in their homelands, as wars there could become very unpredictable and destructive. And of course, any territory you don’t colonize yourself may fall into the hands of your rivals!

A handy progress bar lets you know how soon your colony will expand, with the corresponding tooltip and nested tooltip breaking down in increasing detail exactly why it is growing (or not growing!) at the current rate.
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The rate of Colonial Growth is determined by your incorporated population, and modified by your Colony Growth Generation Speed (primarily affected by your investment in Colonial Affairs) as well as by local conditions in the State Region.The more colonies you have growing at once, the less quickly each colony will develop, though you can selectively pause and resume Colonial Growth in a state. Once a colony grows, it will expand into neighboring provinces owned by a Decentralized nation within its state region.

Early in the game, the colonization of most regions will be a very long and painful process due to the prevalence of malaria and other hostile conditions. The technology of the time did not allow the European colonial powers to penetrate far into Africa, but with the development of quinine and malaria prevention techniques this would cease to be the obstacle it once was. In Victoria 3, you will need to develop your medical technology and invest in your institutions to overcome harsh penalties to colonial growth in the most inhospitable regions.

Now of course you can’t expect to claim and exploit vast swathes of land without some resistance from the people who live there. While a colony is growing, it has a chance to generate Tension with neighbouring Decentralized nations. If Tension rises too high, the Decentralized nation will begin a Native Uprising - a kind of Diplomatic Play - against you to retake their homeland and expel the invaders. Tension will slowly decay, but on average you can expect the factors advancing Tension to eventually outweigh its decay rate. Though it is very likely that the native inhabitants will be technologically outmatched by a colonial power, there are some factors that give them a fighting chance. Firstly, the colonial power needs to manage the logistics of transporting an army to the region while the Decentralized nation has the home advantage. Secondly, other nations with an Interest in the region can join the Diplomatic Play on either side. If France, for instance, has their own designs for dominance over West Africa they might decide to support Kaabu in their struggle against British encroachment.

Colonial laws are typically supported by the Armed Forces due to their Jingoist ideology, which causes them to advocate for an aggressive and expansionist foreign policy. The Industrialists, ever seeking new sources of profit, especially favor Colonial Exploitation, while the Rural Folk fear for their livelihoods if their agricultural jobs are replaced by cheap colonial labor.
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One of the most important factors affecting Tension decay is your colonial policy. Colonial powers can choose between Colonial Resettlement, which encourages migration to colonies, and Colonial Exploitation, which improves building throughput in colonial states at the expense of reduced Tension decay and Standard of Living for pops in those states.

Let’s sum this up: once you have the appropriate technology and laws, you can start a colony in a Decentralized nation and it will slowly expand over time. The rate of growth is determined largely by your level of investment in Colonial Affairs and the population of your incorporated states. As your colonies grow, they generate Tension with nearby Decentralized nations which can eventually lead to a Native Uprising.

Next week I’ll be handing you over to Ofaloaf of Monthly Update video fame, who will talk in more detail about the Decentralized nations of Victoria 3’s world map.
 
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The technology of the time did not allow the European colonial powers to penetrate far into Africa, but with the development of quinine and malaria prevention techniques this would cease to be the obstacle it once was. In Victoria 3, you will need to develop your medical technology and invest in your institutions to overcome harsh penalties to colonial growth in the most inhospitable regions.
But what about developing your cocktail technology and bartending institutions for those delicious delicious Gin and Tonics?
 
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crownsteler

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It is (really) good to see that colonies start out as single provinces(?) and slowly grow to incorporate more of the state region. And that this can result in split states. But what happens when there are multiple decentralised states in a single state region? Will the colonial growth stick to one of the decentralised states, or will it randomly grow over whatever decentralised state gets in the way?

A downside I see here is that it is a fairly shallow system which doesn't really respect the complexities of real world colonialism and the politics and relations with the native states. It seems more fitting of settling the Great Plains or Outback than the colonialisation of Africa.

The second thing I find disappointing is that colony growth seems to be indepedent of player investment in a region; it does not seem to be like you need to build ports, administration, railroads and trade and production infrastructure to grow the colony, but rather a matter of investing your colonial points in one or more states to grow it fast enough to outcompete the other nations?
 
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Well short and to the point.
I love it.
But this opens up so many more questions than it answers.
Good work
 

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@neondt It says that Colonial Resettlement grants Immigration Attraction to Unincorporated States. Does that mean that I can use this to change the demographic makeup of the land I conquer even if it is not a colony? Would that in turn mean that playing a moralistic, xenophobic state is a valid alternative to accepting other cultures?
Oh my, the potential for the Balkans...
 
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It's not a huge deal, but given that it's one of the most important frameworks in understanding colonial history/theory/research, maybe "Colonial Resettlement" policy should instead be called "Settler Colonialism" with the other being called "Exploitation Colonialism"?
 
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It's not a huge deal, but given that it's one of the most important frameworks in understanding colonial history/theory/research, maybe "Colonial Resettlement" policy should instead be called "Settler Colonialism" with the other being called "Exploitation Colonialism"?
I ask this in all sincerity since I actually don't know the significance: What is the difference between switching the order of the words?
 
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Back in the comments to Dev Diary #16 (States), we heard this:
Right now, all states in the same State Region share a market but we're looking at moving this to the State level (The reason it's on the State Region level is because it made sense in earlier versions of the Market system).
However, in this dev diary, we're instead hearing this:
Once your colony expands enough that it’s the largest State in its State Region, it will become part of your National Market, giving you direct access to the goods it produces assuming that you ensure market access.
Based on this, it would seem that the plan to move markets from state regions to states has been abandoned. Could you confirm whether or not this is the case?
 

neondt

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Will the Congo have extra events attached, like the congo conference or will it follow normal colonisation?

There will be content for the exploration and colonization of the Congo, but that doesn't replace the normal colonization mechanics. At no point is anyone awarded "free" colonial states.

Are there Journal Entries that 'encourage' you to colonize?

We have a Journal Entry called "Scramble for Africa"!

I assume colonization of the two Americas will be far easier then Africa?

Large portions of Africa are very difficult to colonize due to malaria etc, so for the most part decentralized nations in the Americas are much easier to colonize.

Ah, so this is where split states come into play, then!

Anyways, are there any laws you can pass to reduce Tension growth or increase decay? There were advocates for an "ethical" colonialism at this time, such as the Liberal Imperialists of Britain; will their policy preferences be represented?

Colonial Resettlement improves your tension decay compared to Colonial Exploitation. We also have some content for the EIC and Dutch East Indies inspired by historical attempts to do, with heavy quotation marks, "ethical colonialism", but that's not related to the mechanic of colonizing decentralized nations.

Is it correctly understood that 'growing a colony' is practically expanding it to more provinces within said state?

And what is the economic costs to expanding a colony? Could I make one with let say Lübeck?

Can you give us some estimate how expensive colonizing and maintaining colonies is? Do you need large/medium size economy to do that, or is it feasible for minors as well?

That's correct, colony growth is based on province-by-province expansion into a state region.

The economic cost is represented by the cost of maintaining the Government Administrations that generate the Bureaucracy used to invest in the Colonial Affairs Institution. This is scaled to your population, which is good for small countries because they can invest about as easily as a large country, but also bad because the impact is also scaled to your incorporated population, meaning small countries ultimately still colonize at a slower rate.

Do military expeditions play any role in colonial expansion? They absolutely should

The military role of colonial expansion is represented partially by the need to respond with force to native uprisings in decentralized nations, and partially by invasions of the centralized countries in Africa. More on which countries are which next week!

What limits are there on how many colonies you can start at once? Is it cost restricting it or some sort of hard cap number?

You can start as many colonies as you like, but your total growth will be split between each colony. So starting a large number of colonies will make each one grow painfully slowly, which increases the time until you're able to add the state to your national market, increases the chance of generating tension, and leaves more time for your rivals to start up a competing colony.
 
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What about colonial nations?

In previous diaries and teasers, we've seen that almost all colonies in 1836 start out as colonial subjects (East India Company, Hudson's Bay Company, Dutch east Indies, New South Wales, etc.), which honestly adds a lot of flavor and realism, especially compared to Victoria 2. Will it be possible to create new colonial nations, perhaps using decisions/journal system, or will all new colonies be directly owned by the colonizing country (even if unincorporated)? If I colonize, say Kenya, will i be able to create the East African Protectorate in some way?
 
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Is the rate of colonisation affected by your ports and/or navy? It really should be. Britain and France had much larger colonies than, say, almost-landlocked Austria-Hungary (which actually had no colonies, afaik).
 
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What happens when a native uprising succeeds? Does that colony break free, but with a native-led government, or does it break up into the pre-colonial nations? For example, if a Cape Colony encompassing all of South Africa falls to a native uprising, does a native-led South Africa achieve independence, or does Zululand, Oranje, etc. re-emerge?
 
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Nueadkie

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Will centralized countries in Africa also be affected by malaria if they choose to colonize?

Also, what role will the colonial institution have after everything has been colonized? Why not stop funding the institution in that case?
 
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Are there religious plays within colonization? can an overload push for missionaries to a colonial state to try to get the populace to match state religions (potentially inflaming or reducing the chance of triggering a Native Uprising)?
 
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1. Why does a colony has to become the largest State in a state region to join your market and start exploiting local resources? IRL British Guiana was (and is) one of the smallest political units in area, but it did not affect its access to sugar market in UK and other countries.

2. What about colonies and outposts whose most important roles were as trade hubs/transshipment ports/military ports? Like Singapore or Port Aden or Macao or Goa? How will they be profitable?

3. Can an overseas colony ever become an incorporated state of your country?
 
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Will it be possible to colonize as an uncivilized power?

If I am playing as an indigenous nation of Africa, will they have to deal with the penalties imposed by malaria? What if they decide to colonize?
 
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