From http://forum.paradoxplaza.com/forum...alis-IV-Developer-diary-18-–-Sail-away-with-me!
Bonus Detail: Colonization
The colonization system in Europa Universalis IIII worked well, but had one small annoyance; you had to continually send out your colonists. We looked to see what we can do with the sending colonist mechanic to make it less of a chore while at the same time keep the feel of the old system.
Now, when you send out a colonist, you automatically succeed, but only 10 people arrive in this new land. And they take a while to grow; if you leave your colonist envoy there then it will help the colony grow faster – but he can’t be everywhere at once. Every month, the colonist envoy will have a chance to add to the population of the colony, based on the old success formula you are familiar with.
So instead of spamming out colonists as soon as you got a new one, you now place your limited colonial envoys in building up colonies, in a more strategic way. Where do you want to emphasize your growth? When do you relocate your envoy?
- Colonist Envoy & Colonist is the same thing, we just call colonists, missionaries, diplomats and merchants for envoys as a group.
- Colonists are no longer a renewable resource.
- You have a set amount of colonists, depending on ideas and status.
- It takes X amount of time for a colonist to reach its destination, depending on technology and distance.
- There is no longer a default amount of colonist you have, you have to decide to become a colonial power.
- Colonies grow every month, depending on climate, natives, technology and other factors.
- If a colonist is present in a colony, it grows quicker.
- Colonies not yet full cities cost a fair amount of maintenance.
- A large native presence increase the amount of trade a colony produces, offsetting costs..
So how do you get colonists...
All in all, this makes for a colonial game that feels much much more historical.
Bonus Detail: Colonization
The colonization system in Europa Universalis IIII worked well, but had one small annoyance; you had to continually send out your colonists. We looked to see what we can do with the sending colonist mechanic to make it less of a chore while at the same time keep the feel of the old system.
Now, when you send out a colonist, you automatically succeed, but only 10 people arrive in this new land. And they take a while to grow; if you leave your colonist envoy there then it will help the colony grow faster – but he can’t be everywhere at once. Every month, the colonist envoy will have a chance to add to the population of the colony, based on the old success formula you are familiar with.
So instead of spamming out colonists as soon as you got a new one, you now place your limited colonial envoys in building up colonies, in a more strategic way. Where do you want to emphasize your growth? When do you relocate your envoy?
- Colonist Envoy & Colonist is the same thing, we just call colonists, missionaries, diplomats and merchants for envoys as a group.
- Colonists are no longer a renewable resource.
- You have a set amount of colonists, depending on ideas and status.
- It takes X amount of time for a colonist to reach its destination, depending on technology and distance.
- There is no longer a default amount of colonist you have, you have to decide to become a colonial power.
- Colonies grow every month, depending on climate, natives, technology and other factors.
- If a colonist is present in a colony, it grows quicker.
- Colonies not yet full cities cost a fair amount of maintenance.
- A large native presence increase the amount of trade a colony produces, offsetting costs..
So how do you get colonists...
- if you border horde territory you have 1 colonist.
- 1st idea in 'exploration' gives 1 colonist.
- 6th idea in 'exploration' gives 1 colonist.
- full exploration idea group give you 1 colonist.
- 1st idea in 'expansion' gives 1 colonist.
- There are also 2 countries getting a bonus colonist in their ideas.
All in all, this makes for a colonial game that feels much much more historical.