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Hello everyone and welcome to another development diary for Europa Universalis IV. Today we’ll be talking a little bit about how colonial nations are evolving with Leviathan.



When a colony nation is formed you can pick what kind of colony this will be. This type of colony can then be upgraded for a cost for the overlord and a change of liberty desire for the subject. You can always change a colony to become another type of colony, but that will increase their liberty desire.

eu4_27.png

Crown Colony
This type of colony is for areas you want to have most control over, where liberty desire should be lowest.
  • global_autonomy = -0.05
  • recover_army_morale_speed = 0.02
  • embracement_cost = -0.1
  • governing_capacity = 100
  • global_autonomy = -0.05
  • global_colonial_growth = 10

Increase Draft from Colony (+10 Liberty Desire)
+5 Land Forcelimit for Overlord & -5 Land Forcelimit for Subject
Enlarge the Gold Fleet (+10 Liberty Desire)
+20% Treasure Fleet Income for overlord
Increase Religious Control (+10 Liberty Desire)
+1% Missionary Strength & -1 Heathen Tolerance for Subject
Increase Integration (-10 Liberty Desire)
-10 Liberty Desire for Subject & TBD for Overlord



Private Enterprise
This is the colony type you want to have when you want to maximize profits, where you want the colony to providea strong navy and control trade.
  • global_ship_trade_power = 0.2
  • embracement_cost = -0.1
  • merchants = 1
  • production_efficiency = 0.05
  • global_ship_trade_power = 0.2
  • global_trade_goods_size_modifier = 0.2
  • naval_tradition_from_trade = 0.1
  • ship_power_propagation = 0.1
  • 5% less Tariffs for Overlord

Increase Trade Power Transfer (+10 Liberty Desire)
+2% Trade Power for Overlord, and -10% Trade Power for Subject
Encourage Cash Crops (+10 Liberty Desire)
Increases likelihood of cash-crop goods to appear for subjects new colonies.
Increase Navies from Colony (+10 Liberty Desire)
+5 Naval Forcelimit for Overlord & -5 Naval Forcelimit for Subject
Increase the Gold Tax (+10 Liberty Desire)
Effects TBD

Self-Governing Colony
This is the colony type that will expand and develop fastest, but they will have the highest liberty desire, and the perks you can give them are not beneficial directly to you.

  • global_ship_trade_power = 0.2
  • embracement_cost = -0.1
  • merchants = 1
  • production_efficiency = 0.05
  • colonists = 1
  • development_cost = -0.15
  • liberty_desire = 25
  • 10% less Tariffs for Overlord

Allow Autonomous Trade (-5 Liberty Desire)
+5% more trade power for subject.
Allow Autonomous Taxing (-5 Liberty Desire)
+5% more tax for subject
Allow Autonomous Militias (-5 Liberty Desire)
+5% more manpower for subject
Allow Autonomous Navy (-5 Liberty Desire)
+10% more Sailors for Subject

There are also different events happening depending on which colonial type your colony is.
eu4_28.png


We are not just adding new features and polishing them, for 1.31 there is also currently over 500 different older bugs that has been fixed so far, and we have been busy tweaking and improving the interface as well.

Some of the UI improvements include.

- Alert for Inactive Merchants
- Alert for when one of your coasts are being invaded by an army.
- When you view rebels in the stability view, the locations will revolt risk for that rebel will highlight on then map.



Now we are taking a small hiatus from development diaries, until we are back to talk about diplomacy by the end of March.
 
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This looks like a pretty good mechanic, finally an attempt to differentiate the different Colonial reality between for example the English Thirteen Colonies and the Spanish Viceroyalities.

Two things:
-Will we be able to customize Colonial Nation's flags like we can customize their names? It would be really neat if we could.
-Drafting Ships and Soldiers from colonies reduces a flat -5 / +5 Force limit, wouldn't it make more sense to be percentual, like 10%-20%? Feels a bit weird that some nation who only has a 7 province colony on Canada can draft as many soldiers as the one who controls the entirety of Mesoamerica.
 
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I like the focus on bugfixes and that there are new ways to play with colonial nations. Now I have to think more about it - and I have more to do in peacetimes, as I could use that time and change the colony. I hope that, the increase religion control helps that the colonys actually convert.

I also really like the events - I hope there are a lot of events for the colonies AND the overlords, and not just 3-10. Are there any numbers or examples?

Is there a reason for the break? (holidays?) - so the next dd will be at 30. of march?

and for the alerts - great, but please don't stop there. There are much more needed, f. ex. pls finally the state agenda alert.
 
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Hello everyone and welcome to another development diary for Europa Universalis IV. Today we’ll be talking a little bit about how colonial nations are evolving with Leviathan.



When a colony nation is formed you can pick what kind of colony this will be. This type of colony can then be upgraded for a cost for the overlord and a change of liberty desire for the subject. You can always change a colony to become another type of colony, but that will increase their liberty desire.

View attachment 690253
Crown Colony
This type of colony is for areas you want to have most control over, where liberty desire should be lowest.
  • global_autonomy = -0.05
  • recover_army_morale_speed = 0.02
  • embracement_cost = -0.1
  • governing_capacity = 100
  • global_autonomy = -0.05
  • global_colonial_growth = 10

Increase Draft from Colony (+10 Liberty Desire)
+5 Land Forcelimit for Overlord & -5 Land Forcelimit for Subject
Enlarge the Gold Fleet (+10 Liberty Desire)
+20% Treasure Fleet Income for overlord
Increase Religious Control (+10 Liberty Desire)
+1% Missionary Strength & -1 Heathen Tolerance for Subject
Increase Integration (-10 Liberty Desire)
-10 Liberty Desire for Subject & TBD for Overlord



Private Enterprise
This is the colony type you want to have when you want to maximize profits, where you want the colony to providea strong navy and control trade.
  • global_ship_trade_power = 0.2
  • embracement_cost = -0.1
  • merchants = 1
  • production_efficiency = 0.05
  • global_ship_trade_power = 0.2
  • global_trade_goods_size_modifier = 0.2
  • naval_tradition_from_trade = 0.1
  • ship_power_propagation = 0.1
  • 5% less Tariffs for Overlord

Increase Trade Power Transfer (+10 Liberty Desire)
+2% Trade Power for Overlord, and -10% Trade Power for Subject
Encourage Cash Crops (+10 Liberty Desire)
Increases likelihood of cash-crop goods to appear for subjects new colonies.
Increase Navies from Colony (+10 Liberty Desire)
+5 Naval Forcelimit for Overlord & -5 Naval Forcelimit for Subject
Increase the Gold Tax (+10 Liberty Desire)
Effects TBD

Self-Governing Colony
This is the colony type that will expand and develop fastest, but they will have the highest liberty desire, and the perks you can give them are not beneficial directly to you.

  • global_ship_trade_power = 0.2
  • embracement_cost = -0.1
  • merchants = 1
  • production_efficiency = 0.05
  • colonists = 1
  • development_cost = -0.15
  • liberty_desire = 25
  • 10% less Tariffs for Overlord

Allow Autonomous Trade (-5 Liberty Desire)
+5% more trade power for subject.
Allow Autonomous Taxing (-5 Liberty Desire)
+5% more tax for subject
Allow Autonomous Militias (-5 Liberty Desire)
+5% more manpower for subject
Allow Autonomous Navy (-5 Liberty Desire)
+10% more Sailors for Subject

There are also different events happening depending on which colonial type your colony is.
View attachment 690254

We are not just adding new features and polishing them, for 1.32 there is also currently over 500 different older bugs that has been fixed so far, and we have been busy tweaking and improving the interface as well.

Some of the UI improvements include.

- Alert for Inactive Merchants
- Alert for when one of your coasts are being invaded by an army.
- When you view rebels in the stability view, the locations will revolt risk for that rebel will highlight on then map.



Now we are taking a small hiatus from development diaries, until we are back to talk about diplomacy by the end of March.
This is an awesome update to colonial nations! I'm excited to try all the new types out and experiment with each to suit different playstyles. One question: what qualifies as a "cash crop", here? Does that refer specifically to actual crops like sugar, tobacco, and cotton, or does this upgrade just generally increase the likelihood of high-value trade goods spawning? And if it's the former, does the policy force a specific crop depending on the region, like sugar for the Caribbean and tobacco for the Thirteen Colonies?

Also, while I'm here, I'm going to continue with my weekly Cato-style request for you guys to take another look at the Pacific Northwest. I'm worried that if it isn't improved in the North American update, it never will be, which would be a great shame. As things stand, it's one of the few parts of the map that have remained untouched (and if and when we get updates to Africa/South America/Scandinavia, it might be the only region that remains largely untouched in the game's final state).

A little work here would go a long way: some impassable terrain to represent the Coast and Cascade ranges (the latter of which dwarfs the Appalachians, who already got impassable terrain in this patch) and give the region some strategic depth, a couple estuaries/natural harbors (of which the region has many of great significance-- Coos Bay, for example, is the largest Pacific port between San Francisco and Seattle and was once the largest timber-exporting port in the world), a handful of new provinces to put them in, and one or two new tags to represent the high population density and rich history of the peoples of the Pacific coast would make it finally feel on par with the rest of the continent and a truly fun and worthwhile part of the game.

Thanks for all your good work! I'll look forward to the end of March for the next diary <3
 
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What about colonies expanding into different colonial regions turning into that region's particular colony?

This way you can avoid a Caribbean CN in the US and vice versa or a Mexico CN in Peru.
 
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what's the point of self-governing colony?
As I understand it, it seems sort of an investment.
Yes, it is the least profitable one and the most unreliable one, but it also expands faster and develops faster than the others.
If you are able to keep it under control early on, then they would become a dominant power in the new world, able to defend and fight for themselves, and you will not need to babysit them everytime there is conflict in the area.
Also, you can change the relationship back to Crown colony when you feel they are powerful enough.
 
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There's some very wrong and very backwards logic here - giving the colony the least control makes them the least unruly and giving them all control makes them the most unruly. No taxation without representation was about 13 colonies not having a say, not them complaining that they have too much control over their own affairs.

Why would anyone ever choose the option to have the highest LD except if they want to continue playing as that nation?
 
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9th day of the 3rd month being read as the 3rd day of the 9th month somewhere I’d wager.

Yes, I looked at the date at the bottom of the screen that says 09/03/2021.

I guess my brain is too americanized these days
 
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This is an awesome update to colonial nations! I'm excited to try all the new types out and experiment with each to suit different playstyles. One question: what qualifies as a "cash crop", here? Does that refer specifically to actual crops like sugar, tobacco, and cotton, or does this upgrade just generally increase the likelihood of high-value trade goods spawning? And if it's the former, does the policy force a specific crop depending on the region, like sugar for the Caribbean and tobacco for the Thirteen Colonies?

its a +100% chance to the chance of high value trade goods where they are applicable.
 
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Yes, I looked at the date at the bottom of the screen that says 09/03/2021.

I guess my brain is too americanized these days
Two small typos (I presume), Crown Colonies have "global_autonomy = -0.05" twice and Private Enterprises have "global_ship_trade_power = 0.2" twice

Hmm, and a small question - is the 5%/10% lower tariffs multiplicative or additive with the set tariff rate?

Love the UI changes!
 
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I hope you mean 1.31 as 1.32 is probably going to be a long way off ;) Anyways, nice DD, I should probably try playing Colonial as I've never tried it...
yeah, was a typo
 
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Increase Religious Control (+10 Liberty Desire)
+1% Missionary Strength & -1 Heathen Tolerance for Subject

Will there be a change in Colonial Ideas for this? At present, Colonies get to completely disregard tolerance penalties, so giving them less Tolerance doesn't really do anything.
 
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its a +100% chance to the chance of high value trade goods where they are applicable.
Good to know, thanks! That's an awesome buff that I will definitely be using anytime I pick that CN type. Will it choose randomly between the two or three highest valued goods that have a chance to spawn in the province, or will it select the very highest available? And how will this work with gold, since it doesn't have a trade value?
 
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Korfax124 said:


I hope you mean 1.31 as 1.32 is probably going to be a long way off ;) Anyways, nice DD, I should probably try playing Colonial as I've never tried it...
yeah, was a typo

Sad. I still had some hope for a small free patch, as Emperor is already out so long. But then there is the hope, that we don't need to wait to long for the next... but as you'll make a break with dds until end of march.. I dunno. :)
 
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