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mruuh

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I meant is there time between getting the pop-up (even if you pause it) and the war starting to get troops to full maint...or is it a case of full morale will kick in eventually i.e. at some point before the war is finished?
No, the troops will keep fighting with their original 0.50 morale, but for some reason, they eliminate the natives much faster, and with smaller losses. I don't really understand why, this is my empirical observation from three or four recent campaigns.
 

mruuh

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No, the troops will keep fighting with their original 0.50 morale, but for some reason, they eliminate the natives much faster, and with smaller losses. I don't really understand why, this is my empirical observation from three or four recent campaigns.
Ah, looking at the morale damage formula on the wiki (https://eu4.paradoxwikis.com/Land_warfare#Morale_damage), it seems that maximum morale value is used, not the current morale.
 

QuestingMod

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These are all reasonable suggestions, but why colonize Arguin? The development is poor, the natives are many, and it has no strategic value. If you can reach Arguin then you can reach Cape Verde, which starts with 0 natives (so it automatically becomes your religion/culture) and can be used to fabricate claims on Mali, just as Arguin can.

Personally, I just avoid colonizing heavily populated provinces at first so I can use minimal soldiers. Natives stop being a problem by mid-game, when only 3 or so armies at 0 maintenance can be left to counter them. Given that the native repression policy effectively doubles your colony growth in the early game, it's immensely valuable.
 

mruuh

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I think Portugal has "colonize Arguin" as one of its early missions, so many players will want to do that. I generally ignore that province until I can take it as a "oh and by the way, this province too" peace deal in a war against whoever owns it.
 

qwertzuiop

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I often use Native Repression policy together with the attack natives action in the early game, and after that I just switch to native coexistence policy (it's worth it because it means you don't have to micro-manage everything). Native coexistence also has the advantage that it disables native uprisings even in provinces you are not colonizing. This makes it possible to "Hunt for the seven cities" in North and South America with a 1k army led by a conquistador and on minimal maintenance.

In my opinion, if you have to guard colonies by keeping armies in the colony or in adjacent provinces, it's just not worth it. Armies are better used elsewhere, and if you are in a situation where you have to increase army maintenance to guard colonies when you would otherwise be at zero maintenance, you probably lose more money than the Goods Produced bonus from natives would give you in the long run.
 

PaulMClem

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i highly doubt youd need a "stack" on full maintance for any natives, how many are there and what is their ferocity
5000 a time. A 5k stack on 0 maint can get speared to death.

As it happens I went for the -100 uprisings (Native Coexistence) and Arguin is now a city. In addition I found the Ivory Coast Trade Node, moved a merchant there to push to Seville and now I'm drowning in duckets i.e. making 3 a month :D
 

Piotrzeci

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-Coexistence policy is a good Don't-Annoy-Me button. It is obviously worse than both Trading and the very best Oppression, but it makes you not to worry about stupid colonies on the other side of the globe. Sometimes it is better to just be lazy and instead of 20+ settlers take a policy that does nothing but saves you from caring. You can also change it for one Stab once you have good enough tech to just park one/two troops there and good economy to support them on 1/2+ maintenance all the time.
-Also it is JUST Arguin. You will never state that, it is a 2/1/1 province, produces fish and other provinces in the state are... crap and probably won't be yours anyway. Just kill the natives there. Having a production bonus is nice... but will it ever pay off the money you pay for troops (and reinforcing them!)? Once you calculate how much this province can make money from the modifier alone multiply it by 25% as it will not be stated and... Yeah. It won't be worth.
 

Vulkandrache

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Also it is JUST Arguin. You will never state that, it is a 2/1/1 province, produces fish and other provinces in the state are... crap and probably won't be yours anyway. Just kill the natives there
Attacking natives costs 10 mil per 1k dudes.
50 mil in the early game while you are rushing tech 5 is a big deal, especialy with the sub-par ruler Portugal starts with.

2. It was a mission
Send the colonists to Arguin, the mission becomes invalid if you already have a colony there.
You want the "we need bases" mission at the start and go for Cape Verde.

i highly doubt youd need a "stack" on full maintance for any natives, how many are there and what is their ferocity
You very much need a full stack with early techlevels.
Starting with tech 9 you armys might be able to beat natives at 0 maintenance, before that forget it.

You mean the Native Repression Policy i.e. no nerf to uprisings but quicker colonisation?
The only reason to use the first one is if you want to be lazy. There is never a reason to use the second one.
At the start of the game
Early on your Settler Growth is only ~40 so getting +20 is significant upgrade
later on your colonist bonus % doenst matter, your colonies will grow from the settler growth.
It gets interesting once you hit 100+ and you start to run 8 or more in parallel.
 

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Having played a sizeable number of colonization games, I can safely say early colonial growth that comes from native repression policy has no meaningful point except getting to a few colonial nations faster. This *might* be important if most/all colonial powers remain catholic so you get "dibs" on on those colonial areas and/or if you want to utilize the "+1 to all" age bonus.

Filling out colonial nations early is a mistake, since they will continue to expand into <insert other colonial area here>. What you want is to get 5 in each colonial area and then move the next one, grabbing as much CNs as you can (so they pref. remain small). You can always simply take other colonies from the colonial powers for trivial amounts of warscore.
Early trade company zones are also a huge drain on your finances and manpower. You'd have to pay both for army maintenance (an army that is not yet that superior that you can have 2k guarding an 8k province) and colonial maintenance. Plus, most of them are tropical, which makes the growth even slower. I'd avoid colonizing the African coast early (except centers of trade) and stick to the islands + South Africa that are not tropical.
 

AnssiA

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Having played a sizeable number of colonization games, I can safely say early colonial growth that comes from native repression policy has no meaningful point except getting to a few colonial nations faster. This *might* be important if most/all colonial powers remain catholic so you get "dibs" on on those colonial areas and/or if you want to utilize the "+1 to all" age bonus.

Filling out colonial nations early is a mistake, since they will continue to expand into <insert other colonial area here>. What you want is to get 5 in each colonial area and then move the next one, grabbing as much CNs as you can (so they pref. remain small). You can always simply take other colonies from the colonial powers for trivial amounts of warscore.
Early trade company zones are also a huge drain on your finances and manpower. You'd have to pay both for army maintenance (an army that is not yet that superior that you can have 2k guarding an 8k province) and colonial maintenance. Plus, most of them are tropical, which makes the growth even slower. I'd avoid colonizing the African coast early (except centers of trade) and stick to the islands + South Africa that are not tropical.

I feel main advantage of doing some colonizing on Ivory coast is to get a new expansion direction. After having a colony if Africas you get to attack Mali, Kongo and friends, and bit later on Zansibar.
 

Bibor

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I feel main advantage of doing some colonizing on Ivory coast is to get a new expansion direction. After having a colony if Africas you get to attack Mali, Kongo and friends, and bit later on Zansibar.

Cape Verde and the Bonny Islands have no natives, are not tropical and can serve the same purpose.

Thus, for Portugal, Cape Verde > Sao Tome & Principe > Cape > Mauritius > India/Indochina is a valid strategy.
 

AnssiA

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Cape Verde and the Bonny Islands have no natives, are not tropical and can serve the same purpose.

Thus, for Portugal, Cape Verde > Sao Tome & Principe > Cape > Mauritius > India/Indochina is a valid strategy.

Depends if you are religious or not. Deus Vult requires touching borders. Then again, you can also just build spy network, send colonist, fabricate claim, abandon colony.
 

iquabakaner

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Cape Verde and the Bonny Islands have no natives, are not tropical and can serve the same purpose.

Thus, for Portugal, Cape Verde > Sao Tome & Principe > Cape > Mauritius > India/Indochina is a valid strategy.
I've always found dominating the Cape to get 100% in Zanzibar is the most reliable way of getting huge trade income. :)
 

Piotrzeci

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I guess you can focus on Ivory Coast and try to colonize Africa turning whole coast into Trade Companies (and building shipyards there(Even more ships!)) and just creating a loop from Zanzibar to Seville (or maybe even conquer Arabia and go further) or focus on the New World.