• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Xanadu

Protector of Paradise
5 Badges
Jan 12, 2001
5.042
0
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis: Rome
  • Europa Universalis IV
  • 500k Club
Also colonial dynasym will kick in and gradually increase for England through the game. Spain and Portugal start with a strong colonial dynasym, but it dies off as the game progresses. France get colonial dynasym likwe England, but doesn't receive as many colonists.
The Netherlands go beserk with colonists if they pop up.
 

unmerged(1047)

Commander, US Pacific Fleet
Feb 21, 2001
5.167
1
As England, you will start getting colonists from colonial dynamism in around 1560 or so. (This amount and time is hardcoded, and unrelated to religion). You can also get zero-two a year from religion, depending on which religion you are. (If you want to be absolutely historical, England would be Protestant after roughly 1532, except for a few years between 1553-1558, and may go to Reformed sometime after 1600.)

You can also get a colonist a year by building a shipyard, which you can do at navy tech 16. (Note that you won't get more by building more than one shipyard!)

In any case the most you can have is 6/year.

BTW, as mentioned by me previously, the navy tech that boosts spotting coastal provinces is level 13. There may be one after that also, but I don't recall which.
 

unmerged(3016)

Captain **
Apr 15, 2001
340
0
Visit site
On the subject of colonial dynamism - who gets it and who doesn't and how do you know if you've got it? And what difference does it make?

sorry , thats quite a question.
 

unmerged(1047)

Commander, US Pacific Fleet
Feb 21, 2001
5.167
1
What colonial dynamism actually does is give you more colonists per year - this is in addition to, but just like, the ones you get for religion or having a shipyard. It can vary from zero to (I think) 3 per year. (I might be wrong there - it might be 4, but I know it's at least 3.)

Generally only the historical colonial powers (England, Spain, France, Russia, Portugal... maybe one or two more I'm forgetting) get colonial dynamism. It changes over time - there's about six specific dates on which the values change. (One of them is 1560, which is when England and France start getting some.) In IGC some of the ROTW countries get some too - this is why you see Mughal, Thai and Vietnamese colonies all over.

I don't know the exact figures, but Spain and Portugal start high (2 or 3 a year) and go down over time. Most other countries start with none and gain some later. I think you can observe it by hovering over the colonists symbol on the top status bar - it will tell you why you get your colonists, and 'colonial dynamism' will show if you have any.

There's only 5 reasons in EU you can get colonists anyways, and two of them are one-time deals. The main 3 are religion, colonial dynamism, and whether or not you have a shipyard. The 2 one-timers are arrivals of conquistadors or explorers, and random events.
 

unmerged(3016)

Captain **
Apr 15, 2001
340
0
Visit site
Sheridan - thanks for the response.So if I understand it correctly there is no factor in the game that increases your % chance of success when it comes to establishing a colony ? You just have fewer or more colonists to chuck at the 'problem' depending on circumstances?
 

unmerged(1047)

Commander, US Pacific Fleet
Feb 21, 2001
5.167
1
There are little things you can do - clean out the natives, bring in a conquistador, that sort of thing. (I'm told that some countries get a bonus if the natives are still there, though I haven't tested this. It usually looks easier to me after killing them off.)
 

unmerged(3016)

Captain **
Apr 15, 2001
340
0
Visit site
Originally posted by Sheridan
There are little things you can do - clean out the natives, bring in a conquistador, that sort of thing. (I'm told that some countries get a bonus if the natives are still there, though I haven't tested this. It usually looks easier to me after killing them off.)

Yes , I have done these things.The conquistador helps a lot but I cant decide if troops just make the natives madder and madder.Do the natives influence the final size of the city you establish? I was under the impression that if you kept them intact you got a bigger city population.
 

unmerged(7154)

Sergeant
Jan 4, 2002
56
0
Visit site
Keeping natives in is supreme , last night playing venice i manage to colonize the eastern province of java creating a city of about 16.000 citizens trading spices , this was much better than my corfu& crete province together.
When natives agression is up to 5 they usually dont attack your colony unless you fail in a colonization attempt.

Playing it safe the best place to start colonization is in the Indian ocean's islands (reunion, sokotra, and other 2) + santa elena , fauclands in the atlantic.

I still havnt found how the shipyard stuff works, venice have 2 of them but still 1 colonist /year (of course they can not afford another one when colonizing pacific costs almost 150D )
 

SideshowBob

Colonel
25 Badges
Apr 12, 2001
903
0
  • Cities: Skylines - After Dark
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Green Cities
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - Snowfall
  • Hearts of Iron II: Armageddon
  • Mount & Blade: Warband
  • Cities: Skylines
  • Europa Universalis: Rome
  • Iron Cross
  • Hearts of Iron III
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
Originally posted by Themistofelis

When natives agression is up to 5 they usually dont attack your colony unless you fail in a colonization attempt.

I still havnt found how the shipyard stuff works, venice have 2 of them but still 1 colonist /year (of course they can not afford another one when colonizing pacific costs almost 150D )

There will be a check for native uprising if you fail acolonisation attempt or move new troops into the province. Tip don't keep topping up the number of troops by adding another 1000 over and over cause everytime you do you risk an uprising.

Golden shipyards give you one extra colonist if you have at least one of them. Ie. you get one extra colonist if you have 1 or 100 golden shipyards.
 

Xanadu

Protector of Paradise
5 Badges
Jan 12, 2001
5.042
0
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis: Rome
  • Europa Universalis IV
  • 500k Club
Originally posted by Fromtia


Yes , I have done these things.The conquistador helps a lot but I cant decide if troops just make the natives madder and madder.Do the natives influence the final size of the city you establish? I was under the impression that if you kept them intact you got a bigger city population.

The native population in each province has its' limit. Some can only go as high as 300. some as ahigh as 15,000, or even higher. It just depends where you go. The Indoneasian island are the ones with the highest native populations. Each time you bring in troops another check is made to see if they atack you. Only send in what you need , and as few times as nessecary.
 

unmerged(1047)

Commander, US Pacific Fleet
Feb 21, 2001
5.167
1
It of course depends on the native aggression - generally I've found that natives with an aggression of 5 or more tend to rise up, capture the colony, and force me to send in troops at least once per province. So (unless their population is huge) I usually destroy them. The low agression ones (my favorites in this regard are Massachusetts and Kebec) can usually be kept on.

What happens is when your colony hits level 6, the natives join the population and make it a city, with population roughly 600 more than the native population. If you clear them, then the colonists work as we're all familiar with.

And yes - on shipyards, you only get one colonist per year for having shipyards. It doesn't matter how many you have. I usually end up with around 5-6 shipyards though, as I like to put one in each major ocean region I have bases in (North Atlantic, South Atlantic, Mediterranean, Indian Ocean, North Pacific, South Pacific, Indonesia - and often North Atlantic will have two, one in Europe and one in North America. I don't always have bases in all these regions though.) For instance, as France I'll usually have one in Kebec or Isle Royale, one in either Normandy or Morbihan, and one in Provence... and then build more as my colonies get more remote. In a recent colonial-Austria game I had them at Istria, the Falklands, San Bernardino and Timor.
 

Xanadu

Protector of Paradise
5 Badges
Jan 12, 2001
5.042
0
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis: Rome
  • Europa Universalis IV
  • 500k Club
I tend to build at least two in the Orient when I play a European country because it is so far away from home.
 
Aug 26, 2001
2.678
0
Visit site
Originally posted by Fromtia
On the subject of colonial dynamism - who gets it and who doesn't and how do you know if you've got it? And what difference does it make?

sorry , thats quite a question.

Countries with colonial dynamism.The list is from the file colonist.csv ,within bracket not confirmed.

ENG;SPA;FRA;(HAB);HOL;(VEN);(PRU);POR;RUS;TUR;(SWE);(DAN);(OMA);USA

but not at the same time.
 
Last edited:

unmerged(3016)

Captain **
Apr 15, 2001
340
0
Visit site
I became colonially dynamic in my current Mughal Empire game.It was quite an exciting moment for me.So you could add the Mughals to that list.
 
Aug 26, 2001
2.678
0
Visit site
The list is from the file colonist.csv,and some perhaps not get any
colonial dynamism at all. I will update the list,when I know for sure.
I will play the countries, to chack it out.
 

SideshowBob

Colonel
25 Badges
Apr 12, 2001
903
0
  • Cities: Skylines - After Dark
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Green Cities
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - Snowfall
  • Hearts of Iron II: Armageddon
  • Mount & Blade: Warband
  • Cities: Skylines
  • Europa Universalis: Rome
  • Iron Cross
  • Hearts of Iron III
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
Originally posted by Fromtia
I became colonially dynamic in my current Mughal Empire game.It was quite an exciting moment for me.So you could add the Mughals to that list.

Originally when the game was 1st being developed Muslim countries received colonists, i think if you look in the rule book you will find that it says they get +1. However under playtest it was discovered that caused un-historic muslim colonisation so it was taken out.

When the guys that did the IGC added leaders etc for certain countries they also wanted to allow them to do some colonising. To get round this they gave certain Muslim countries 'Mughals for example' some colonial dynamism. I think the Mughals start the game with +2, which then drops to +1 after a while and eventually down to nil.
 
May 4, 2001
3.522
0
Visit site
Originally posted by Adler
The list is from the file colonist.csv,and some perhaps not get any
colonial dynamism at all. I will update the list,when I know for sure.
I will play the countries, to chack it out.


It works like this (IIRC):

Add together the values in colonist.csv and trader.csv, divide by 100, and the given country will get that many settlers per year. The years given in the files represent "until this point."

I don't know why they use two files: there's no restriction on what you can use your colonists for, whether you get them from the colony file or the trader file.


So, to summarise:
England gets 0 until 1560, then 2/year till 1615, then 2.5 (?) a year till 1665, 4.5/year till 1760 and then 5/year to 1792. (I'm pretty sure all fractions get rounded down, but not certain.)

Spain: 2/year till 1615, 3/year till 1665, 1/year till 1760 then 0.

You can work out the rest yourself, I'm bored now :D
 

unmerged(3016)

Captain **
Apr 15, 2001
340
0
Visit site
Originally posted by SideshowBob


Originally when the game was 1st being developed Muslim countries received colonists, i think if you look in the rule book you will find that it says they get +1. However under playtest it was discovered that caused un-historic muslim colonisation so it was taken out.

When the guys that did the IGC added leaders etc for certain countries they also wanted to allow them to do some colonising. To get round this they gave certain Muslim countries 'Mughals for example' some colonial dynamism. I think the Mughals start the game with +2, which then drops to +1 after a while and eventually down to nil.

This fits with my experience in my current game.Had I known about colonial dynamism when I started the game I would be able to confirm the +2 , but I didn't find out until about 1650 or so.At that point , the point at which I describe as becoming colonially dynamic more properly me learning how to hold my cursor over the colonists header I had +1 for a shipyard and +1 for colonial dynamism.IIRC I started getting colonists at the begining of the game.I'll look at a saved game to be sure.