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jesse9o3

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Titles says what it's all about, I'm playing Netherlands on HoD and want to turn some of my colonies into states but I need more colonial power and don't know how to get more without turning all of my colonies into dominions.
 

Arentak

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Building ships helps. Adding a commerce raider added 8 to my colonial power. Adding naval bases helps too. I didn't see how much it helps though.
 

Mars6

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Ships cost maintenance and have a soft cap on how many you can have (influenced by your number and level of naval bases)
Ships and naval bases give more colonial points (but you probably want to turn Java into states, and since they are very far away from your capitol, you need to have some 1000+ CP to turn them into states, and that will only happen in the late game with high level naval bases)
 

call14

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Colonial Power

Each nation starts with a base of 100 points of colonial power from the technology Post-Nelsonian Thought listed as "From Improved Technology".
Each naval base will give 30 points of colonial power to its owner.
Each additional level on a naval base will give 20 more points of colonial power to the base's owner.
Every combat ship in a nation's navy will increase its colonial power by some:
Frigate: 2
Man-o-war: 5
Commerce Raider: 8
Monitor: 10
Ironclad: 12
Battleship: 15
Cruiser: 16
Dreadnought: 22

Colonial Power is invested in colonial races and in making a colony a protectorate. If a nation has enough colonial power free, and a protectorate meets the accepted culture bureaucrat requirement to be made a state, they can incorporate the colony into their nation. This will free up additional colonial power, allowing them to develop new colonies.

The required free colonial power to integrate a colony increases with distance, though, and can easily outstrip the potential colonial power of even a great empire. If a nation wishes to colonize more land, they can release a contiguous group of colonies as a dominion. This is done from the Release tab on the Politics screen, the same way states released as satellites.
 

deanwebb

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Basically, spam ironclads after you get to level five naval bases everywhere. Once you've made states of everything, build cruisers, battleships, and dreadnoughts and scuttle your ironclads so you have a navy that will survive the coming Great Wars.

I would like to see BBs, CRs, and DNs with more colonial power oomph to go along with their upkeep yikes. Ironclads cost 3 upkeep vs. a BB's 50. 6 ironclads provide 72 CP to the BB's 15, and still require less upkeep. (I'll likely mod that on my own private mod and enjoy... )
 

deanwebb

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Did a bit of maths and...

if you have 300 naval support points, you can get the following navies and their corresponding colonial points...

300 frigates: 600 cp
150 manowar: 750 cp
100 comraid: 800 cp
100 monitor: 1000 cp
100 ironclads: 1200 cp
15 cruiser: 250 cp
6 bb: 90 cp
5 dn: 110 cp

So, if you want to have the most colonial points, BUILD IRONCLADS. That, or beg Paradox to re-balance the colonial points that naval vessels provide. The newer ships were fewer in number, but more capable of projecting power when they showed up: I'm for increasing their cp dramatically so the cruisers, battleships, and dreadnoughts hold their own in cp against the ironclads.
 

Matrim_Cauthon

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Did a bit of maths and...

if you have 300 naval support points, you can get the following navies and their corresponding colonial points...

300 frigates: 600 cp
150 manowar: 750 cp
100 comraid: 800 cp
100 monitor: 1000 cp
100 ironclads: 1200 cp
15 cruiser: 250 cp
6 bb: 90 cp
5 dn: 110 cp

So, if you want to have the most colonial points, BUILD IRONCLADS. That, or beg Paradox to re-balance the colonial points that naval vessels provide. The newer ships were fewer in number, but more capable of projecting power when they showed up: I'm for increasing their cp dramatically so the cruisers, battleships, and dreadnoughts hold their own in cp against the ironclads.

Quoted for truth. Please Paradox, listen to this when you make 3.04 patch. Cruisers should have something like 4 times the colonial points they have, battleships 10 times and dreadnoughts 12 times. That way 100 ships are better than 15 or less in patrolling stuff, but not by much, since the few ships we're talking about could destroy the 100 ships easily. Except for torpedos, which are attached to cruisers in the game, naval warfare is very exponential.
 

deanwebb

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I'd say to take the wooden ships' CP down to zero. Then, have the commerce raiders, ironclads, and monitors have greatly reduced CP. Finally, have the modern vessels with much improved CP, a good deal more than the ironclads, but not so much as to give a nation with a good-sized navy some 12000 CP.

I did the above in a mod and it's ridiculous how many CP I have... I'd feel much better with a third or a fourth of that number.
 

unmerged(94026)

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one suggestion: if you want to change the CP, give small ships better CP/consumption ratio. e.g, cruisers are more effective than battleships. Small and fast ships were the main power escorting the trading lines historically, while capital ships were focus on battle.

Also new ships should have better CP/consumption ratio than older ones of their types thus we have reason to refresh the fleet.
 

brycef

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This might be one reason that the AI doesn't upgrade ships till much later in the game. Some countries (like UK) need every colonial point they can get so they just keep ironclads till they make states of everything they can.
 

deanwebb

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There's something to that... after I changed my CP values, I started fighting much more modern navies in colonial powers. I think if I reduce overall navy CP, I might see some massive, modernized naval forces.

... and England making a lot of dominions in order to survive!
 

El Jojo

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Im building a ton of naval bases yet my colonial power does not seem to be increasing at all

Naval bases overseas do not increase Colonial points, only bases linked to your capitol by a land and ships provide colonial points. (And naval bases overseas provide support and thus increase your ship capacity, so they're useful for colonial points but only with a second hand effect)
 

Ackvon

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I think that, yes, the late-game capitol ships and cruisers are under powered in terms of how many colonial points they increase to the number of them you can have, but in 1900, you don't need thousands upon millions of colonial points free so you can colonise, you just need enough to incorporate states for that sweet, juicy industrial power and increased tax efficiency. So, I think that the current colonial points situation is fine in my opinion, but that's just me.
 

aono

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Naval bases overseas do not increase Colonial points, only bases linked to your capitol by a land and ships provide colonial points. (And naval bases overseas provide support and thus increase your ship capacity, so they're useful for colonial points but only with a second hand effect)
Not exactly. Base should be _cored_, but can be overseas.