Currently, Colonial Nations are Monoliths.
Yet Historically, different countries administered their colonies differently.
Being inspired by this thread: https://forum.paradoxplaza.com/foru...-colonial-nations-into-colonial-areas.980297/
I would like to propose a better system for representing this:
As it works now, when you have 5 provinces in a Colonial Region, a Colonial Nation forms which will include all future colonies in that region. These regions are very large:
I would propose an alternative system that integrates several mechanics:
Similar to your Native Policy, have a Colonial Policy that lets you set how your Colonies will be handled: Area-Based, Region-Based, or Colonial-Region-Based.
Essentially, an area-based policy would form a Colonial Nation once you have 5 provinces in adjacent areas within the Colonial regions.
Region-Based Colonial Nations would form a Colonial Nation once you have 5 provinces in a region.
Region-Based Colonial Nations would form a Colonial Nation once you have 5 provinces in a colonial region.
You would get a free Merchant when you have 10 or more Colonial Provinces in a Trade Region and you have more than a certain share of the trade power in that region.
Additionally, you would be able to set a Province, or even a State as a Crown Colony and prevent it from forming a separate Nation. Later, you could release that Crown Colony as a Colonial Nation or join it with an existing one, as you see fit.
Related to this, would also like to see an integration of Trade Company Regions with Colonial Regions and have the option of forming Trade Companies in areas like the Mediterranean, especially when you are having to compete with other colonizers and can't build up a full Colonial Nation. Crown Colonies in the Americas could be granted to form Trade Companies if so desired, instead of a Colonial Nation.
This would be most useful in sections where you were not able to colonize enough provinces to form a Colonial Nation.
NAVAL REWORK:
-Give Heavy Ships, Galleys, and Light Ships the ability to each carry a single Army unit.
-While carrying a unit, attrition for the ship and the unit should be increased significantly each month, when away from friendly coastlines, thus making transporting units longer distances a dicey affair until the later techs.
-Rework Transports to be Crown-Chartered Trade Ships, not carrying units, but rather supporting Trade Missions too and from Trade Regions. Rather than sailing in circles, Trade Ships would actually travel too and from major areas of trade carrying event-based goods or ducats for the crown, similar to the idea of Gold Ships from the new world, but simultaneously increasing trade power along the route.
-Trade Ships would now require escorts to protect them from pirates and protect trade. They should also be cheaper than other classes.
-Merge the Protect Trade and Hunt Pirates Missions for Light Ships into One Mission. When Trade Ships come within their trade zone, they would escort those ships, preventing pirates.
-Unescorted ships would be vulnerable to pirates and have their assets, and the ship itself, sunk or seized.
-Trade ships, escorted (or unescorted at great risk!) by light or heavy ships, should also be able to be assigned to ferry colonists to the new colonies, simultaneously increasing the growth rate of the colony, at the expense of the opportunity cost of other potentially more lucrative missions.
-Limit all ships to one upgrade. Upgrading a ship would give it 'veteran warship' status, which would give Naval Tradition and Prestige. However, they can only be refit once, and eventually they will need to:
-Be converted into trade ships or sold.
-Allow old ships to be converted into trade ships by stripping them of most of their guns. A veteran ship that was converted to a trade ship would still give some naval tradition, but would not be as efficient as a dedicated Trade Ship (more maintenance cost and the like).
-Galleys should be reworked in this manner:
+Can be used as Trade Ships when not at war.
+Cost manpower alongside sailors.
+Cheaper.
+Can not be upgraded to Veteran Status!
Please share more ideas and add to the thread!
Yet Historically, different countries administered their colonies differently.
Being inspired by this thread: https://forum.paradoxplaza.com/foru...-colonial-nations-into-colonial-areas.980297/
I would like to propose a better system for representing this:
As it works now, when you have 5 provinces in a Colonial Region, a Colonial Nation forms which will include all future colonies in that region. These regions are very large:
I would propose an alternative system that integrates several mechanics:
Similar to your Native Policy, have a Colonial Policy that lets you set how your Colonies will be handled: Area-Based, Region-Based, or Colonial-Region-Based.
Essentially, an area-based policy would form a Colonial Nation once you have 5 provinces in adjacent areas within the Colonial regions.
Region-Based Colonial Nations would form a Colonial Nation once you have 5 provinces in a region.
Region-Based Colonial Nations would form a Colonial Nation once you have 5 provinces in a colonial region.
You would get a free Merchant when you have 10 or more Colonial Provinces in a Trade Region and you have more than a certain share of the trade power in that region.
Additionally, you would be able to set a Province, or even a State as a Crown Colony and prevent it from forming a separate Nation. Later, you could release that Crown Colony as a Colonial Nation or join it with an existing one, as you see fit.
Related to this, would also like to see an integration of Trade Company Regions with Colonial Regions and have the option of forming Trade Companies in areas like the Mediterranean, especially when you are having to compete with other colonizers and can't build up a full Colonial Nation. Crown Colonies in the Americas could be granted to form Trade Companies if so desired, instead of a Colonial Nation.
This would be most useful in sections where you were not able to colonize enough provinces to form a Colonial Nation.
NAVAL REWORK:
-Give Heavy Ships, Galleys, and Light Ships the ability to each carry a single Army unit.
-While carrying a unit, attrition for the ship and the unit should be increased significantly each month, when away from friendly coastlines, thus making transporting units longer distances a dicey affair until the later techs.
-Rework Transports to be Crown-Chartered Trade Ships, not carrying units, but rather supporting Trade Missions too and from Trade Regions. Rather than sailing in circles, Trade Ships would actually travel too and from major areas of trade carrying event-based goods or ducats for the crown, similar to the idea of Gold Ships from the new world, but simultaneously increasing trade power along the route.
-Trade Ships would now require escorts to protect them from pirates and protect trade. They should also be cheaper than other classes.
-Merge the Protect Trade and Hunt Pirates Missions for Light Ships into One Mission. When Trade Ships come within their trade zone, they would escort those ships, preventing pirates.
-Unescorted ships would be vulnerable to pirates and have their assets, and the ship itself, sunk or seized.
-Trade ships, escorted (or unescorted at great risk!) by light or heavy ships, should also be able to be assigned to ferry colonists to the new colonies, simultaneously increasing the growth rate of the colony, at the expense of the opportunity cost of other potentially more lucrative missions.
-Limit all ships to one upgrade. Upgrading a ship would give it 'veteran warship' status, which would give Naval Tradition and Prestige. However, they can only be refit once, and eventually they will need to:
-Be converted into trade ships or sold.
-Allow old ships to be converted into trade ships by stripping them of most of their guns. A veteran ship that was converted to a trade ship would still give some naval tradition, but would not be as efficient as a dedicated Trade Ship (more maintenance cost and the like).
-Galleys should be reworked in this manner:
+Can be used as Trade Ships when not at war.
+Cost manpower alongside sailors.
+Cheaper.
+Can not be upgraded to Veteran Status!
Please share more ideas and add to the thread!
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