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AVN

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In the past Castellon has written a FAQ which describes the chances of success of colonization under the 1.06 patch. Because there have been a lot of changes in the game I decided to spend some time on finding the formula for 1.07 Beta patch Nov 2003 (the most recent one).

I haven't finished all the testing yet, but the following formula seems to estimate the chances quite well.

Chance of successful colonization =
Base percentage -
Difficulty modifier -
Climate modifier -
Colonization attempts modifier -
Year modifier -
Culture/religion modifier -
Number of colonies penalty +
Production efficiency bonus +
Conquistador bonus +
Colony level bonus +
Trade post bonus +
Bonus for adjoining colony or TP.

In case the result of this formula is negative or zero, the chance will be set on 1. In case the result is greater than 95 it will be reduced to 95.

In this formula is
Base percentage = 100

Difficulty modifier = 4 x Native tolerance value + 4 x Difficulty for colonization modifier. Both values can be found in provinces.csv
In case there are no natives in the province the native tolerance value penalty is removed from the formula (set at zero).

Climate modifier = 10 if the province has climate 4 or 6 (unless the capitol of the colonizing country has climate 4 or 6 too, in that case the penalty is set at zero).
The climate modifier = 0 for all other climates.
The climate can be found in provinces.csv too.

Colonisation attempts modifier = 20 - number of colonisation attempts
The minimum value of this modifier is zero.

Year modifier = 25-integer((current year-1419)/8).
After 1619 this value stays at zero.
Furthermore when the colonizing country tries to upgrade an existing colony/TP this value will also be zero.

Culture/religion modifier.
If the province doesn't have the same culture as the colonizing country the penalty is 8%.
If the province doesn't have the same religion as the colonizing country the penalty is 5%.
These two penalties will be added together if the province doesn't have the same culture and same religion as the colonizing country.

Number of colonies penalty = 5*(Number of colonies the colonizing country have - administration value of the monarch of the colonizing country).
The colonizer only receives this penalty when he tries to create a new colony (so this penalty isn't effective for upgrading existing colonies).

Production efficiency bonus = integer (production efficiency/10)

Conquistador bonus = 5 * movement rating of conquistador in province.

Colony level bonus = 4 * current level of colony.

Trade post bonus = 5 if there is a trade post in the province.

Bonus for adjoining colony or trade post = 5

What has no influence on the formula :
1) Number of natives in the province (unless the number is zero).
2) Stability
3) Difficulty level
4) Nation bonusses (as they were used in patch 1.06).

As I said I still have a number of tests to do, but I like to give these results already. I will update this post when I have more test results.

Of course comments are welcome too :)
 

Castellon

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Someone already did one you could search for it. I will update mine when 1.08 comes out and the changes become official.

Interesting work though.
 
Feb 10, 2003
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Castellon said:
Someone already did one you could search for it. I will update mine when 1.08 comes out and the changes become official.

Interesting work though.

Well yes this this is for the newer patch...

It seems that it is impossible to paint the world in your colour now, because after building a certain number of colonies your chances to found a new one are 1%. And it is not possible to make all colonies into cities.

:mad: :mad: :mad:
 
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malagate89 said:
Well yes this this is for the newer patch...

It seems that it is impossible to paint the world in your colour now, because after building a certain number of colonies your chances to found a new one are 1%. And it is not possible to make all colonies into cities.

:mad: :mad: :mad:

Agree. It appears to be impossible. But that is certainly more realistic than before. I remember a game as Portugal where I had colonised all colonisable provinces but 3-4 by the year 1620 or so. The 3-4 I missed were colonised by another (Oman I think it was). This really was a little bit unrealistic. Do you not agree?

So somehow, even if you becomes disappointed because you cannot repeat successes of earlier games, you really should applaud a change if it makes the game more realistic. The game can be as joyful. If not more. The game is more of a challenge now than before. On 1.05 I made a WC as Albania. I am not sure I could do it today, even though I am a better more skilful player now.
 

unmerged(20844)

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the new colonization scheme has made it much better. personally i only take the provinces that i know ican turn into cities. the only times i violate this principle is if i need some colony as a land bridge between 2 regions that i control, or as a foothold on some continent, or so as to border someone

i always admire those that have the patience to test :)
 

VPeric

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Great work!! It surely took you a lot of time, and I applaud you.

All though it isn't really related to the colonizing chances, I would like to add that the minimal cost of sending a colonist is 20d (I have, at least, never seen smaller values).
 

Castellon

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It sucks. It would be like implementing that after you conquer 50 provinces, you will automatically kose every province above that "because it is unrealistic to build such a big empire".


IT IS COMPLETELY UNREALISTIC THAT FOR A COUNTRY WITH MANY COLONIES THE SUCCESRATE OF FOUNDING A NEW COLONY BECOMES ALMOST ZERO!!! :mad: :mad: :mad:
 

Castellon

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Nations of that time may not have been able to support that many colonies though.
Grow them to cities and they are self sustaining.
Another option would be to base the price of starting a new colony on how many you had existing.
 
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There are simply not enough colonists to convert every TP or colony into a city. And it wouldn't be beyond the power of an empire to have tradeposts all over the world. If Britain was able to colonize 20% of the globe in real life then a supercountry the size of Europe could have colonized the world.

It is too much an artificial way to prevent world conquest, it would be like not being able to have more than 50 provinces in your empire.
 

doktarr

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malagate89 said:
There are simply not enough colonists to convert every TP or colony into a city.
True, but that's not unrealistic in the game's time frame.
malagate89 said:
And it wouldn't be beyond the power of an empire to have tradeposts all over the world.
It's probably feasible to have TPs all over the world... once you raise a TP to level three it no longer adversely effects your percentages. An empire with the right DP settings could go through three provinces a year, or about 1200 provinces in the time period.
malagate89 said:
If Britain was able to colonize 20% of the globe in real life then a supercountry the size of Europe could have colonized the world.
See, what you're really complaining about here is not the maximum sub-city colonies rule. You're complaining about the fact that colonists are tied to religion and DP settings, as oppose to size or population. That's a reasonable complaint, but it has nothing to do with this rule. The only thing this rule prevents you from doing is putting down level one colonies everywhere so that nobody else can colonize anything.
malagate89 said:
It is too much an artificial way to prevent world conquest, it would be like not being able to have more than 50 provinces in your empire.
I don't see how this rule keeps you from pulling off a world conquest. You still have to conquer every nation to do that. Maybe a few nations will have some more colonies, but compared to the overall difficulty of a WC that's just a small extra hurdle.
 

saskganesh

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There are simply not enough colonists to convert every TP or colony into a city. And it wouldn't be beyond the power of an empire to have tradeposts all over the world. If Britain was able to colonize 20% of the globe in real life then a supercountry the size of Europe could have colonized the world.
/QUOTE]

you overlook that Britan also conquered many pagan countires (in game terms) so the big red blob wasn't just because of colonists.
 

Nikolai II

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Jason Bush said:
Can someone explain what the line "colonisation attempts" in the country scenario files means/does. Thanks.

From this thread I suggested this thread where Castellon suggested this thread for more information in the matter.

I hope we (rather belatedly) are helping you out. :)