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Wizzington

Game Director (Victoria 3)
Paradox Staff
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Nov 15, 2007
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Hello and welcome to another development diary for Europa Universalis 4 about the upcoming unannounced expansion, inofficially codenamed 'Secret Denmark'. Today we'll be going over a few features regarding colonialism and the treatment of natives.


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.
You can choose a native policy once you have at least one colonist, and must do so before establishing any colonies. Once chosen, it costs 1 stability to change your native policy. In addition to this paid feature, we've also changed natives somewhat in the free patch by adding a cooldown on how often they can rise up: Once a province has a native uprising, it cannot have another for 1 year.
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Declare Colonial War (Expansion Feature)
Ever wished that Protectores were a little more useful in expanding your overseas Empire? Ever wanted to employ the British strategy in India? The Declare Colonial War feature lets you do just that. When declaring war against an overseas target, those with the expansion will have the option to consider it a colonial war instead of a regular war. Declaring a colonial war prevents you from calling in any of your regular allies, but will let you call in your Protectorates. Other subjects will also be called in as normal.
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Concede Colonial Area (Expansion Feature)
As anyone who's ever fought a war over the New World knows, making peace can be a bit of a hassle. Finding all the provinces you want in a particular colonial area, ensuring they're all selected, and so on. Concede Colonial Area gives you a bit of a shortcut by allowing you to demand every province in a particular colonial region where you already have a Colonial Nation. In addition to gaining all the provinces the enemy has in the region, using this peace option will also block them from colonizing that colonial region while you have a truce.
mknBrOl.png


Well, that's all for today: Short and sweet. Next week's dev diary will be a big one though, as we discuss the concept of diplomatic feedback.
 
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Looking forward to next week.
 
Interesting however I think the natives are a bit weak or Europeans are a bit to strong in the american continents.

Diplomatic feedback, what is that:eek:
 
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These all sound like really good features. Though that native policy mechanic is going to conflict with the colonial policy mechanic of my mod :(.
 
Nice features but dammit! This is very discouraging to starting a new "serious" game before this DLC comes out :(
 
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...is the Imperialism CB a new one, or have I just been missing something?

It's a normal CB, you get it at Dip tech 22 or something like that.
 
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Wow, those are some quality improvements. I love how you guys mix and match new gameplay/mechanics, with quality of life updates such as the improved mercs and army builder last time around and the colonial improvements here. Especially not having to babysit every colony if you don't want to is a great idea. Maybe having to sacrifice stability to change is a bit harsh, but maybe it will be changed during playtesting. I understand you don't want players to be able to change this willy-nilly, or exploit it. Stability seems a bit harsh, both from a monar point-point of view (another admin sink) as well as a thematic point of view (there could be very valid reasons to change your colonial policies, why would this affect overall stability). Something along the line of a 10 year cooldown (inspired by national focus), or maybe a more colonial penalty (less trade power in distant overseas nodes, reduced tariffs etc.).

But lets not get too nitpicky over an as of yet unreleased feature, very nice to see your ideas.
 
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Does this Native Policy system have any differences besides moving the decision out of events and making them interchangeable? It still seems like the general idea is the same.
 
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