These are my suggestions for more colonial features to be added. I don't expect everybody to like all of them, and numbers are likely to be unbalanced. I get that some of this is a little odd, and I probably won't stand by all of these.
1. Arm Natives
This option would be placed on the province screen of rival's colonies and allow you to grant the natives in that province the same unit types as you use when they rise up against their colonizers. This would cost (15? 50?) military points. Grants (1?) Power Projection
2. Discourage Settlement
Probably placed near arm natives, decrease the settler chance in a rival colony by (10? 25? 50?) For (five years? One year? Forever?) This would cost administrative points. Grants (1?) Power Projection
3. Harass Shipping
Next to Arm Natives and Discourage Settlement, this would steal some of the colonial maintenance the colonizer spends on growing the colony. Grants (1?) Power Projection
4. Forts
Forts next to uncolonized or partially colonised provinces stop native uprisings in those provinces
5. Contesting Colonies
By sending an army (maybe even a fleet) to a (coastal, perhaps?) province that's being colonized, you have to option to try and seize the colony. This would cause nearby (Not really sure how this would work) fleets and armies of the nation colonizing and the nation seizing the colony to be hostile to one another. During this time the colony is under the control of the aggressor but still has the religion and culture of the colonizer. The colonizer should now move forces to the colony to recapture it. This would be just short of war, and would capture quite well events like the Dutch snatching New Sweden and the English taking New Nederland from the Dutch. I'm sure there are more examples, but these come to mind. This feature is intended to represent small colonial border conflicts and minor incursions. The AI should be extremely reluctant to engage with large fleets and armies.
6. Raise Colonial Militia
Probably most useful when seizing or having a colony seized, this would allow you to gain a few regiments from your colonies to stave off an attack on your colonies.
7. Colonial Entry and Exit Points
These simulate the main ports where colonists leave for and arrive at the New World. I'm not sure how these would be determined, (Important centres of trade and the like should certainly increase the chances) but Colonial Entry Points should slowly gain development when you colonize provinces in their colonial region. This is to simulate the growth of important New World cities like New York, Boston, Havana, Rio de Janeiro, and New Orleans. On the other hand, colonial exit points determine the main ports the colonists are leaving from. They would probably just receive extra trade value and taxes, but they could also increase settler chance. Each nation could receive one colonial exit point per coastal trade node they have land in, and one Entry Point per colonial region/trade company region after a certain amount of provinces in that region is met.
Thanks for reading. To be honest, I'm surprised you made it so far, if you did
1. Arm Natives
This option would be placed on the province screen of rival's colonies and allow you to grant the natives in that province the same unit types as you use when they rise up against their colonizers. This would cost (15? 50?) military points. Grants (1?) Power Projection
2. Discourage Settlement
Probably placed near arm natives, decrease the settler chance in a rival colony by (10? 25? 50?) For (five years? One year? Forever?) This would cost administrative points. Grants (1?) Power Projection
3. Harass Shipping
Next to Arm Natives and Discourage Settlement, this would steal some of the colonial maintenance the colonizer spends on growing the colony. Grants (1?) Power Projection
4. Forts
Forts next to uncolonized or partially colonised provinces stop native uprisings in those provinces
5. Contesting Colonies
By sending an army (maybe even a fleet) to a (coastal, perhaps?) province that's being colonized, you have to option to try and seize the colony. This would cause nearby (Not really sure how this would work) fleets and armies of the nation colonizing and the nation seizing the colony to be hostile to one another. During this time the colony is under the control of the aggressor but still has the religion and culture of the colonizer. The colonizer should now move forces to the colony to recapture it. This would be just short of war, and would capture quite well events like the Dutch snatching New Sweden and the English taking New Nederland from the Dutch. I'm sure there are more examples, but these come to mind. This feature is intended to represent small colonial border conflicts and minor incursions. The AI should be extremely reluctant to engage with large fleets and armies.
6. Raise Colonial Militia
Probably most useful when seizing or having a colony seized, this would allow you to gain a few regiments from your colonies to stave off an attack on your colonies.
7. Colonial Entry and Exit Points
These simulate the main ports where colonists leave for and arrive at the New World. I'm not sure how these would be determined, (Important centres of trade and the like should certainly increase the chances) but Colonial Entry Points should slowly gain development when you colonize provinces in their colonial region. This is to simulate the growth of important New World cities like New York, Boston, Havana, Rio de Janeiro, and New Orleans. On the other hand, colonial exit points determine the main ports the colonists are leaving from. They would probably just receive extra trade value and taxes, but they could also increase settler chance. Each nation could receive one colonial exit point per coastal trade node they have land in, and one Entry Point per colonial region/trade company region after a certain amount of provinces in that region is met.
Thanks for reading. To be honest, I'm surprised you made it so far, if you did
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