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myrsl0ken

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Why not have a garrison option that drains manpower each year proportional to rebellion possibility to suppress revolts? If you run out of MP then you're open to revolt or you have to move troops.
+1000! This would not only remove the micro hell, it would actually create meaningful decisions between "cheap", "effective" and "fast".
 
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Very nice! Just a few things though:

Native Policies (Expansion Feature)
When dealing with the natives in your colonies, you currently only have three options: Kill them all, garrison the colony, or do nothing and hope for the best. Garrisoning every colony can be quite a bit of micromanagement, while killing the natives is counterproductive since you miss out on those sweet, sweet native assimilation bonuses to goods produced. To add a little more choice, we've created a new system called Native Policies. Native Policies lets you pick a single policy for your entire empire between the three choices of Coexistance, Trading and Repression:
  • Coexistance Policy means that you respect native lands and try your best to coexist with them peacefully. It removes all native uprisings from your colonies, at the expense of slower settler growth.
  • Trading Policy means that you try to maximize the economic benefit your empire derives from the natives. It increases the benefit you gain from successfully assimilating the natives.
  • Repression Policy means that you actively persecute the natives, seizing their land and wealth for your settlers. It increases the chance of native uprisings but gives you higher settler growth.

1. Coexistence should not remove all native uprisings. There should be a very low chance, but a chance still. They could always happen, they present a challenge, and permanently disabling them just for picking the coexistence option might be too much.

2. Repression policy should greatly increase native raids and make them really hostile. Everywhere in the world, whenever repressive policies have been used against natives of some land, whether that be Spanish expansion all over Americas or American expansion westwards to the Pacific coast, there have always been rebellions and raids and open warfare. The natives would always present heavy resistance. The chance of native uprisings and toughness should be really high.

3. It might be just me, but haven't these three policies always existed in name? When colonizing first you always get an event with three worded options of 'live and let live', 'present a trade proposal' or 'repel the savages'. I have never seen option to 'garrison' or anything. :)

This is going to be really nice. I only wish 'nation coloured wasteland' feature was released early in a small patch. Eagerly waiting for it! :D
 
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Could you explain the concept of colonial wars a bit more thoroughly? I don't understand what this option does apart from not allow you to call in your allies. Does it apply to the allies of the person you're attacking too or just the attacker? Are you required to use it to get the concede colonial area concession?

What I think would really make this tickbox matter would be that by enabling a colonial war, the war is entirely limited to the theatre in which the war is declared, plus naval engagements. This would mean that, for a colonial war declared over colonies in North Americas, 100% warscore would come from occupying all colonies or colonial nations in that theatre, and occupying or ceding provinces from the homelands are disabled. This would go a long way to stopping any colonial war turning into WW1!

This would also mean that a native nation wouldn't have to occupy Europe for a non-conquest CB.
 
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If native uprisings represent an annoying amount of micromanagement, why not treat them similar to standard rebels? In other words, have a unrest value for natives, and when that value reaches 100%, you get a native uprising in one of your provinces, scaled to how many natives are involved. They could be based on colonial region or native culture (the native culture would have to stay until the colony is mature, for that to work) or culture group.
 
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Yes, we all know that the policies appear in events ^_^; I think the point of this is not to show a brand new feature but show that it is now a non-event mechanic and an effect which an be easily changed.

On the other hand, if you don't like the man with the silly hat's rules, why did you adopt his religion?

Bad argument. In this case, the man with the silly hat would at least make the native ruler an exception. Under certain circumstances (the Native realm is a strong realm in good standing with the Pope), he would even deny the Colonial powers the right to forcefully colonize that region.

1. Coexistence should not remove all native uprisings. There should be a very low chance, but a chance still. They could always happen, they present a challenge, and permanently disabling them just for picking the coexistence option might be too much.

That would completely kill the point of this action, which is the player sacrificing a gain in order to not bother with it (but arguably, the gain should be lower than it currently is).
 
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That would completely kill the point of this action, which is the player sacrificing a gain in order to not bother with it (but arguably, the gain should be lower than it currently is).

No. That still doesn't mean that natives would in any way be perfectly happy and peaceful and allow foreigners to slowly encroach on them, in any realistic way. There should be at least a 1% chance that natives would become infuriated at something and begin an uprising.

Either that, or population growth should be extremely slow to the point that it should take decades to colonize a bunch of provinces.
 
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Does this AI also use native policies and if so is the AI now subject to native uprisings? If they are still exempt then this really sucks as the AI is being given extra settler growth for free.
 
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No. That still doesn't mean that natives would in any way be perfectly happy and peaceful and allow foreigners to slowly encroach on them, in any realistic way. There should be at least a 1% chance that natives would become infuriated at something and begin an uprising.

Either that, or population growth should be extremely slow to the point that it should take decades to colonize a bunch of provinces.

This isn't a realism feature, it's there for convenience. That would remove the whole point of the current implimentation.
 
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An interesting dev diary. The change to demanding colonial areas would definitely make things easier. Im currently in my "Sunset invasion" run and it would make things a lot easier to manage
 

Wizzington

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3. It might be just me, but haven't these three policies always existed in name? When colonizing first you always get an event with three worded options of 'live and let live', 'present a trade proposal' or 'repel the savages'. I have never seen option to 'garrison' or anything. :)
They have, kind of. But the current implementation doesn't really have that big of an effect. All it does is set a flag depending on the option you choose, that allows certain events to trigger. But those events have a pretty long MTTH and some somewhat specific triggers, which makes them quite rare. So the system doesn't really have much of an impact. Plus you can't change to a different policy.
 

josh127

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How will the AI work with regards Native Policies? Given that they don't currently get uprisings, will they all be locked into coexistance, or will they be allowed into the other options at the cost of actually getting uprisings now?
Would love to know this as well. The AI has a greatly reduced chance to get uprisings as it is because it can't handle them. It should be locked out of Repression for sure, and probably instead of getting a cheat here, should just be locked into coexistence.

Of course, using the manpower drain suggestion someone else made, the AI and player could both choose between the three. The trick would then be keeping your manpower pool above 0 which the AI is usually better than the player at since it's not at war as much. (Plus it's nice it was stated as a garrison option so if you don't want to do it that way you could still stand troops. Maybe there's a reason to or you're dealing with a large area and find it just as easy to move a small stack as it is to pay attention to manpower)
 
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