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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.
3neT-frlXmAX3kEB8sw7ABgULE-BnLWuFAiJ4PlEOQXwYJEpM2Dz-Xx0xjwkAXeMAQ2wpEOfcHLXdorUEE7hzlZsuPGnIhYvvRJW_KOpI9aLEybOWe5qo4BMrEhStkTUhTayZV4Q
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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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I like the "Diplomatic Play" mechanic but the fact that absolutely no war or not even a colonial uprising can ever occur without a diplomatic play beforehand is still weird to me. I imagine a pitchfork and torch wielding angry mob coming up to the colonial governors house screaming for his head and he comes out the door saying: "Now hold on guys.. we need some diplomatic play first!"
 
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I'm really excited for state regions being able to be split by different countries' colonies. That was one annoying thing about Victoria 2 and I'm glad it's been improved. That combined with national market being determined on a state region level also sounds very interesting because it encourages countries to sometimes support native states against other colonizing powers to ensure they have the largest colony in a state region.
 
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Question 1 here really needs to be answered, as it makes little sense for nations to derive no resource benefit from small colonies...
I'm guessing this is a consequence of everything happening on the state level. Same reason why an OPM in Germany has no control over which market it's in until it's the largest in that state. Each state region can only be in a single market. I can only assume the same is true for Chinese treaty ports (ie. you get the port province, but all the resources stay in the Chinese market).

To me at least, this feels like a step down from Victoria II. "Split states" (which did exist in Victoria II) here seem to work worse. Instead of acting like a true state on its own (with its own factories, resources going to the owner, OPMs can be in any sphere), a split state in Victoria III really seems like a gimped set of provinces that are functionally useless until you control the most provinces in the state region.
 
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Oh it doesn't really matter in the scheme of things. I'm a historian and we use "Settler Colonialism" to describe the specific thing the game is describing all the time, it's just...what it's called. So I don't see any downside to calling it the thing people call it, but if they don't change it I don't think it's a problem or anything.
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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“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.”

So territory conquered from a recognized power will be non-colonial? So if France or UK takes Egypt from the (recognized) Ottomans, after they have colonized africa in a contiguous way with some territory next to Egypt, all their connected african colonial states will become non-colonial and unincorporated in a chain reaction?
 
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Is the war with the natives necessary?
Can I avoid the wars with natives?
As I remember from history of Africa, some lands (like Uganda, Zambia, Botswana) were colonized peacefully, through treaties with the local rulers.
 
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Is there some way to effectively give development aid to decentralized nations? Helping them modernize so you can trade for their resources instead of having to colonize them? May be outside the preview of this DD.
Imho that would be a fairly "modern day" thing to do and would not feel very fitting in this age. Something for a mod set at a later date perhaps?
 
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Hurry up and take my money, I need this game in my life!!1!

Seriously though I am impressed as always with this DD. Every one of these just confirms yet again that this is my most anticipated game in a very long time.
 
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I'm really excited for state regions being able to be split by different countries' colonies. That was one annoying thing about Victoria 2 and I'm glad it's been improved. That combined with national market being determined on a state region level also sounds very interesting because it encourages countries to sometimes support native states against other colonizing powers to ensure they have the largest colony in a state region.
I personally feel the opposite. There are a lot more opportunities for split states to form in Victoria III now, but they functionally act worse (since so much is handled on the state region level, a small split state is basically useless on its own). And I'm kind of weary about how realistic it will be to always aim to be the largest colony in a state region; if I have a single province port in Africa, I shouldn't have to go up against almost impossible diplomatic plays against stronger powers just to have access to the resources in my own split state.
 
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Interesting, but I find it a bit short. And this highly expected DD triggers a lot of questions which will remain unanswered. Two in particular:

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.
So this means Melilla and the Spanish Sahara are treated exactly the same way? Same thing for Algeria or the Four Communes treated in the same way as the deep Sahel?
Or do we still have a lot of variation inside the "colonial" category of states and options to treat each state differently?

Secondly, other nations with an Interest in the region can join the Diplomatic Play on either side.
So a tiny colonial tension could develop into a World War? This has sometimes been theoretically feared (for instance the Crisis of Tangiers) but it never happened and we never had anything close to that. Is there a mechanism which either restrict or discourage the use of some kinds of demands in the context of these specific plays?
 
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I think settlement vs exploitation should definitely be something you set for each for each strategic region, so Britain can settle Canada, Australia, South Africa while exploiting India and the rest of Africa.
 
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Slym

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I don't want to be too much of a wet blanket, but I really hope the AI plays by the some rules as the player when it comes to naval supply and colonization. One of the most obnoxious things about dealing with colonizing AI in EU4 is the fact that they don't (or didn't? I haven't checked in a bit) have native uprisings or naval attrition, making it a pain if they started colonizing areas you were interested in, making it impossible to contest it without a full-fledged war with them.
 

Jamaican Castle

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I imagine a pitchfork and torch wielding angry mob coming up to the colonial governors house screaming for his head and he comes out the door saying: "Now hold on guys.. we need some diplomatic play first!"
People don't just wake up one day and decide they want the governor's head on a pike. There's almost always visible tension beforehand as local leaders try to get enough people behind them to pull off such an uprising, and an opportunity for the colonizing government to consider concessions (or station more troops...)
 
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From an earlier DD (States #16) that seems to answer a common question here:

It is possible to Incorporate any Unincorporated/Colonial State as long as you have the Bureaucracy that would be needed to properly administer it, but this can be a rocky process – while the increased costs kick in immediately, the benefits (taxes, institutions and so on) are only gradually phased in over time. The time it takes depends on how easy it is for your country to integrate the local population – it would be a lot more difficult for Britain to incorporate an Indian state than it would be for them to incorporate the Falklands, for example.
 
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Xain

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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.​
Sorry for being thick, but what do you mean by "Tier I" technology? That it has no prerequisite on the research tree?

"Common to many recognized powers" as in, already researched by them at game start?
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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Still not sold on the idea that you can't set the Exploitation Vs Resettlement colony type on a per-colony basis.
 
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Jetroconsizzla

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Will colonisation by African powers be modelled differently than from that of the European powers. For example as Liberia the colonisation of the hinterland should feel different from that of Britain or France.
 
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Xain

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Also, how does geographical distance factor in the colonisation process? What prevents, say, the Ottoman Empire to establish a colony on the Hawaii archipelago?
 
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MylesSCP

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Oh it doesn't really matter in the scheme of things. I'm a historian and we use "Settler Colonialism" to describe the specific thing the game is describing all the time, it's just...what it's called. So I don't see any downside to calling it the thing people call it, but if they don't change it I don't think it's a problem or anything.
Ok, thanks. I thought maybe the first terms were considered inappropriate and was curious how that was changed by switching the order. I agree if that's the standard names then it would make more sense.
 
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Will you be able to play as a decentralized state? If so, how can you avoid colonization, centralize and create your own countries? Will centralized african countries who become able to colonize have some bonuses for that (you know, since there would probably be less differences between them and the decentralized countries)?
 
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