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Emperor Leo

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Europa Universalis: Rome - Beginner's Guide To Colonisation and Barbarians​
Thank you to Achab and Little Darkling for providing additional material for this guide!​

Part One: Political Map Overlay

If you wish to expand your nation's borders in a relatively peaceful manner, you will have to learn how to colonise the dark wilderness and deal with it's savage inhabitants... the Barbarians! So, let's fire up a new game, playing as Pontus. Pontus is a fun country to play and has a handy Barbarian province ready for colonisation. As usual, when the game begins, your game will look something like this:

ColonyDefault.jpg

You will also notice a handy little tab hanging from your top taskbar. If you hover your mouse pointer over this tab, it will inform you of any provinces, ready for colonising. Here's what to look for:

ColonyTab.jpg
ColonyToolTip.jpg

For this guide, we'll change to a different map overlay, so that we can see Barbarian provinces as lot more clearly. Take a look at the bottom right corner of the screen and you will see the mini-map. To the left of this are six buttons. Each one represents a map overlay (Terrain, Political, Regional, Religion, Trade and Diplomatic). Click the Political map overlay icon. I've highlighted the appropriate icon for you below:

ColonyPolitical.jpg

Now your map should look like this:

ColonyPoliMap.jpg

The brightly coloured provinces show different AI nations. The purple nation is us, Pontus (obviously!). You will notice the dark gray province adjecent to Pontus and many, many more dark gray provinces if you look around the map. These are all untamed Barbarian provinces, untouched by civilisation.

Some Barbarian provinces are more civilised than others, so take a look around your sorroundings on the map to help your decision of where to colonise. The Black Sea coast is rich with "Barbarian" Greek civilisations, so this is a great advantage to any local Greek nations (Pontus, Bosporan Kingdom and Macedonia). Here's a list of the Top Barbarian provinces, their native culture and civilisation value:

  • Olbia / Greek / 70.0%
  • Tyras / Greek / 70.0%
  • Tomis / Greek / 65.0%
  • Trapezus / Greek / 65.0%
  • Saguntum / Iberian / 60.0%
  • Brecci / Pannonian / 50.0%
  • Taurica / Scythian / 45.0%

If you're unsure where to colonise towards in a game, maybe try to aim for these provinces if you're a nearby country.

Part Two: Preparing For Colonisation

Our aim here is to send colonists to Trapezus (the Barbarian province next to Pontus). Unfortunately, it's not as simple as it seems. There are a few requirements which must be fulfilled before colonisation can proceed.

You can only construct a colony if you fulfill the following requirments:
  • You have a province adjecent to the Barbarian province which has a Civilisation value of 50% or more and a population of 10.0 or more.
  • The Barbarian province must have a Barbarian power of 2 or less.
  • Surrounding AI nations must not have a province of greater civilisation value than your own, adjecent to the Barbarian province.
In our Pontus game, you will notice that Armenia, Colchis and Iberia also neighbour Trapezus. So, what's stopping them from claiming Trapezus as a colony for themselves? If you click around these provinces, you will notice that Pontus has a superior civilisation value, meaning that we gain priority over colony construction at Trapezus.

The Governor in control of a neighbouring province adds his / her own Finesse skill to the civilisation value (in regard to colony priority only). For example, if your province have a civilisation value of 50 and your Governor has a Finesse skill of 8, the overall value will be 58 (50+8).

Click on your target colony province to take a closer look. This window should appear in the bottom-left corner of the screen:

ColonyBarbs.jpg

By taking a closer look, we can see if the province is worth our time and effort. In this case the above average civilisation value, Greek culture and Greek religion show that the inhabitants aren't the toothless, savages you would expect, but rather civilised Greeks living a peaceful farming life "off the radar". They may be civilised, but they're just as dangerous as the stereotypical Barbarians. This province is well worth grabbing, though, as these people will provide research and manpower.

You will notice a skull symbol with a number next to it. This is the strengh of the barbarians. In other words, they have the ability to mobilise 8,000 men to defend their lands. This number will increase over time and can lead to the Barbarians outgrowing their surrounding and forming a horde to violently seek out new pastures. So if you neighbour Barbarian land, try to be prepared at all times.

Ok, let's colonise this province! Wait... you can't. The "Colonise" button is grayed out. This means that we don't meet the requirements just yet. In this case, the Barbarian power is way too high. Colonists wouldn't dare to enter these lands! Time to bring our army to the frontier...

Part Three: Provoking Barbarians

Now, we could send our main army into the Barbarian province but the province Supply Limit is only 4. This means that the province can only support 4000 men. Any more men and this inhospitable land will begin claiming the lives of your troops with attrition. Move your main army to your most civilised province which is adjecent to the Barbarian province. In this case, Pontus. Now, recruit a single unit of mercenary Militia at Pontus. I've highlighted the correct unit here:

ColonyMilitia.jpg

These mercenaries cost more gold, but don't drain your manpower pool. There's no point wasting our fine Greek soldiers for this task. Don't appoint a General to this new militia unit and move them to the Barbarian province.

ColonyWaiting.jpg

Now we play the waiting game. These unsuspecting mercenaries are actually bait for the Barbarians. The people of Trapezus will see our incursion into their lands as an act of war and rise up to defend their homes. This can take anything from days to years to happen, so just be patient. It sometimes requires the Barbarian Power to increase. In my example game, the Barbarians took roughly six months to snap and attack my mercenaries.

ColonyHorde.jpg

The poor mercenaries will be slaughtered, but their deaths weren't in vain. The newly formed Barbarian horde will begin marching towards the nearest civilised province (i.e. Pontus), but our army will be waiting. The Barbarians will be led by a random memeber of their community. In this case they're being led by Forrest Gump ;).

ColonyBarbWar.jpg
ColonyRainMan.jpg

Beware, though, for every Conan the Librarian there is an Atilla the Hun or Genghis Kahn. I got lucky this time.

The Barbarians will soon be throwing themselves onto the blades of your main army. If you don't defeat them in one blow, they will retreat to their home province and immediately return to Pontus for more action. This is know as a "ping-pong" battle. Simply wait for the Barbarians to be wiped out and you will be greeted with this message:

ColonyWin.jpg

Once you have totally eliminated a Barbarian horde. You will automatically enslave a fraction of the Barbarians (0.1 Slaves per Cohort) and sieze the gold they have plundered on their travels. The amount of Gold will increase with every province they occupy and loot.

NOTE: The above technique may be considered an exploit or "cheating" by more seasoned players. If you wish to roleplay the situation or your concience gets the better of you, consider provoking Barbarians in a way in which you see fit. To avoid "ping-pong" battles, consider chasing the Barbarians back to their homeland and defeating them on their own turf. This will speed things up, but be careful of attrition.

Now you're safe from threats, let's take another look at Trapezus.

Part Four: Building A Colony

Click on Trapezus (or whatever your target colony is).

ColonyNoBarb.jpg

You will notice that the Barbarian Power has been dropped to 1. This means that there is still a Barbarian presence, but they don't pose any threat to colonists. The "Colonise" button has also been activiated, meaning that we can now proceed! Click "Colonise" to begin.

Once Colonisation has begun, you will notice a new icon (representing a carpenter / builder) has appeared on the map.

ColonyCarp.jpg

Hover your mouse cursor over the new icon to find out when construction of the new colony will be finished. Now, the colonists will have to come from somewhere. A fraction of your capital city's population will migrate to the new colony to populate it.

ColonyFinal.jpg

Congratulations! You have built and populated a new colony! The province is now yours to use how you see fit. Bear in mind that a new colony is extremely weak and will need to "bulked up" as soon as possible using trade, growth omens and good governors.

Also be aware that there is still a Barbarian presence in your new province. They will live among your people for a while until they get assimilated into your culture via event. The Barbarian power will increase twice as fast as normal when they live amongst a colony. Presumably, this is to represent the growing resentment of their homelands being tainted by outsiders. They still have the ability rise up against their new government and attmept to reclaim their homeland. If a Barbarian horde manages to occupy a newly built colony, they will murder it's populace and burn it to the ground. This will cause the province to return to it's Barbarian roots. A Barbarian horde cannot destroy a colony with a population of 7 or more.

Remember not to over-stretch yourself when it comes to colonsation. Continuous colonisation will drain the population of your capital and weaken it substantially, over time!

---------------​

Ok, well that's all for now on this topic. I'm well aware that plenty of information has been left out regarding Governors, Barbarian diplomacy, etc. and I will update and tidy up the guide over time. I can't do it just yet as these guide are utterly exhausting to write, as pathetic as it sounds! :) I hope it's helpful in this state anyway.
 
Last edited:

Achab

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When it comes to a contest between multiple countries over a single colonizable province then its not civilization rating alone what counts.

The local governor finesse is also added to the score, so civilization 50 province with governor finesse 8 gets 58 total what wins over civilization 54 province with governor finesse 3 with 57 total.

The country with higher score here can colonize the province immediately and if not they block the others from doing (as long as it beats them in the score).

Tributaries are not allowed to colonize at all, and they cant prevent others from colonizing just because of higher civ+gov influence.
 
Last edited:

Emperor Leo

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Thank you, Beleg and thanks to Achab. I will update the post at some point. I realise that I left out quite a bit of information, but I was becoming mentally drained after writing that guide and felt that if I cover the basics, I can go back at a later date and tidy it up. I'll try to go as in-depth as possible. In hindsight, I should have tackled Barbarians in a seperate guide and then moved onto Colonisation in the future, as I feel this guide could become quite bloated.
 

unmerged(216148)

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Very tightly written; I can't think of anything to really help add to it! Good job!
 

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Great guide and very helpful! I really do find that these guides help me better understand the game. Keep up the good work.

A small question. More concerning rules on barbarians and combat. When you have wiped out a horde, I notice that there is gain in both gold and slaves. I have read AARs where the gain in gold can be quite high. However, when I manage to wipe out a horde, I never get any gold, (or I get a very small amount). What factors determine the amount of gold and slaves captured?
 

unmerged(216148)

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The amount of slaves corresponds directly to how large the barbarian horde is. The ratio is 0.10 slaves for every thousand enemies you defeat.

Generally you only get gold from barbarians if they've defeated enemies, and/or if they've looted provinces. The amount of wealth they'll have is proportionate to the amount of damage they do. So if you wanna get money from them, you have to try to 'incite' them near enemy provinces, let them loot, then defeat them. Sometimes barbarians spawn particularly large hordes [sometimes up to 15,000 and more] and beat the hell out of a number of minors, or pillage border states of medium powers. That's when you'll start to see the barbarian pinata effect!
 
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mpenni

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Thank you for the reply Little Darkling. I guess it would be a good idea not to go poking these hordes too close to home then. Large hordes do not loot one province tribes, they take them over. I wonder what happens to their loot. Does it become the treasury of the new government that they create?
 

unmerged(216148)

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I'm not so sure on that one! I only know that the captured areas change to the barbarian horde's culture/religion, and that they retain the army. If their territory isn't big enough to justify the size of the army, though, they'll downsize it in a hurry. You could always check by using the diplomacy function and clicking on the tribe after it takes over another nation, but I think new nations get a gold boost in any case so it might be a moot point.
 

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With your permission, Achab, could I use the information in your list to expand this guide? I would credit you, of course.
 

Achab

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With your permission, Achab, could I use the information in your list to expand this guide? I would credit you, of course.

Go ahead ;) Other folks contributed there too, so they deserve their credits as well.
 

unmerged(174531)

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actaully there is a tiny mistake.
A province with a low supply limit doesnt necessary drain your manpower pool as soon as you surpass this limit as the guide states.
MArtial skill of the commanding general adds to this limit 1:1.
So you can march in with a decent force and stay there until they come.
The barbarians also get terrain crossing penalty sometimes if they pop up in a province with your forces already in.
This way you dont need mercanaries and avoid the exploit feeling.
 

OberGeneral

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Quote by Achab
The local governor finesse is also added to the score, so civilization 50 province with governor finesse 8 gets 58 total what wins over civilization 54 province with governor finesse 3 with 57 total.

In this instance, if you are the country with the civilization of 54 and governor finesse of 3, you could remove the governor and (if one is available) replace him with a governor of 5-10 and the you will trump the other counties
chance. I may be stating the obvious but thought I would add this point.
 

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I've updated the guide with a couple of points.

If anyone has reliable information regarding a Governor's effect on a colony (culture conversion, religious conversion, Barbarian assimilation, etc.) it would be most helpful!
 

jhhowell

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I've updated the guide with a couple of points.

If anyone has reliable information regarding a Governor's effect on a colony (culture conversion, religious conversion, Barbarian assimilation, etc.) it would be most helpful!

That's easy enough. Governors with high Finesse (7+) make assimilation faster, low Finesse (<5) make it slower. Looks like a zero Finesse governor (and an empty governor office) prevent the assimilation event from firing at all. Low governor Charisma (<5) can yield an event that causes a barbarian uprising and a popularity hit for ruler and governor. As I read the events, "NOT = { barbarian_power = 0.1 }" means the standard province religion or culture conversion events can't fire on colonies. Though it doesn't matter much if I've misread that, the mtth is almost a factor of ten longer anyway. See the events/colony.txt file.

Regarding your guide, my only comment is the bit about whether a province is worth colonizing. You say Trapezus is worthwhile because it's already same culture, same religion. That's certainly nice, but my question is when is a province ever not worth colonizing if the opportunity is available? If one somehow managed to run down the capital population severely (as I did in an Epigoni game a while ago as the Seleucids, before realizing that Epigoni strongly encourages border provinces to have large garrisons attached...) I could see waiting on certain colonization opportunities. Maybe. :) But in the end colonies will always be same religion, same culture provinces, so colonization always a great benefit in the long run. My suggestion would be to revise that paragraph to say that Trapezus for Pontus is an even better deal than a normal colony, but that colonizing is (almost) always a good move regardless.
 

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Regarding your guide, my only comment is the bit about whether a province is worth colonizing. You say Trapezus is worthwhile because it's already same culture, same religion. That's certainly nice, but my question is when is a province ever not worth colonizing if the opportunity is available? If one somehow managed to run down the capital population severely (as I did in an Epigoni game a while ago as the Seleucids, before realizing that Epigoni strongly encourages border provinces to have large garrisons attached...) I could see waiting on certain colonization opportunities. Maybe. :) But in the end colonies will always be same religion, same culture provinces, so colonization always a great benefit in the long run. My suggestion would be to revise that paragraph to say that Trapezus for Pontus is an even better deal than a normal colony, but that colonizing is (almost) always a good move regardless.

Colonizing a province which is of your primary culture already means that you get the manpower for the freemen settled there immediately, what is a real deal, especially for low population nations.
 

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no Leo you still ingoned my part

I had already added a note about provoking Barbarians in your own way. I didn't want to start going into the details of attrition, as I'll save that for another guide.

That's certainly nice, but my question is when is a province ever not worth colonizing if the opportunity is available?

If your capital is already drained, if the colony is in a new region and you don't have enough governors, if it's colonising in a direction you don't want to head, if the civilisation level is very low, if the colony is in a dangerous area near enemies, if you don't have the money to develop the colony, etc.