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Aldaron

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Since the Colonial Nations first appeared I was really hyped until I played with them enabled. I wasn't very happy that I had no control over them and that it looked like I was working to strength a future enemy. I then decided to modify with every patch the defines.lua archive making the needed number to create a Colonial Nation absurdly high so they never appeared and play a "normal" game.

But then, we got a new patch that promised a lot of new interactions with the Colonial Nations (and Vassals and Unions) and I decided to play it again. I must say that I like this much more. I prefer to have control over my Colonial Nations and now I have it. But after playing with it, I realized that there could be some extra things that shouldn't be to difficult to implement and that could bring this relationships to a new level. So here we are:

  • You can change the religion of your vassals and unions (and with these last ones, even culture), but you can't with Colonial Nations. The addition of this option(s) would be really cool.
  • My Colonial Nations have sometimes problems with rebels or with wars. I want to help them, but to do so I have to transport troops all the way there. But if we read history, that was not this way. My proposal here is to allow the creation of troops/navies in your Colonial Nations's provinces. These troops will use your Colonial Nation's manpower, but you have to pay for them and their maintenance. Of course, recruiting troops in your CN's provinces will increase Liberty Desire for each regiment/ship recruited. I don't know if this could be done, but bringing manpower back if you disband these units would be cool. This proposal shouldn't be too difficult to be made, IMHO.
  • Sometimes, we realize that our Idea Groups are not the best for us and we change it. My proposal here would be to add this same option for CN. You, as the ruler of those lands after all, should be able to change the Idea Groups of your CN if you want to. Of course, Liberty Desire will rise a lot...
  • Your CN are not always good handling money or there is no more lands that you want to colonize. I propose to add the options to check or uncheck the focuses of your CN. In this way, you can let them/make them stop colonize or send missionaries. Alternatively, you can encourage them to focus on buildings or development.
  • I always wonder why can't I tell my CNs what areas to colonize first. This shouldn't be too difficult to code. It would be awesome if you could also forbide them from colonizing specific areas. Of course, if you haven't ordered them which areas to colonize first, they will colonize as they please.
  • Finally, I always cry when I see that my CNs are failing hard economically speaking, or when they have lots of loans or, even worse, when they are bankrupt. In the CN/Vassal/Union screen I would love to see another column added: budget (a simple one, with their mensual income, be it in green or red). When they are running low of money and want to take a loan, they should ask me first. I will then select one of these options: 1) Let them, 2) Give money myself, 3) Let them bankrupt. Alternatively, when they are going to bankrupt, I should be warned and let me select if I want to save them with money or if I let them fall. Aiding them would increase relations and maybe reduce Liberty Desire. Being passive will have no effect. Not aiding will reduce relations and increase LD.
And I think that's all. I hope people like these ideas and fell free to add additions suggestions.

Other users:

 
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123e55

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+1 !
And when we colonize a rovince next to them , we should sell them it if we want, not him to gain it automatically..
 
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Aldaron

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Agree, I'd also like it if we could focus provinces/resources they will try to develop/build buildings.

Yeah, sounds good.

+1 !
And when we colonize a rovince next to them , we should sell them it if we want, not him to gain it automatically..

I was about to propose it. In general, I think that it might be better if it worked as with Protectorates, so they gain the provinces automatically, but that lets you select one province and have it back by increasing Liberty Desire and losing relations.
 

Aldaron

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OP updated with the two suggestions made by other users.
 

BrokenSky

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Disagree with item 3. You should be able maybe to tell them what idea groups to take at their next slot. Maybe. But changing their idea groups seems too much like playing for them. What I do think is that you ought to be able to influence the group choice with the focus you choose for them; (colonization promotes expansion and maybe exploration? - development promotes economic, military promotes aggressive etc.)

Changing focus increases liberty desire each time (slowly wears off like all events over time)
 

Aldaron

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Well, I don't see why it is bad to "play for them", after all they are part of your empire, much more than vassals of whatever. On the other hand, I just want to make it clear, that changing them should really be increasing their Liberty Desire, so while possible, it shouldn't be a no-brainer.

Thanks for the suggestion, anyway. It is up to the DEVs to choose one of the other option if they finally like the ideas.
 

BrokenSky

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Well, I don't see why it is bad to "play for them", after all they are part of your empire, much more than vassals of whatever. On the other hand, I just want to make it clear, that changing them should really be increasing their Liberty Desire, so while possible, it shouldn't be a no-brainer.

Thanks for the suggestion, anyway. It is up to the DEVs to choose one of the other option if they finally like the ideas.

fair enough? I mean it might work better if it required that you have the idea set you want them to take?
 

Aldaron

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fair enough? I mean it might work better if it required that you have the idea set you want them to take?

Well, I disagree. After all, you might want to make your colony specialize in something while you taking a different path. Don't you think? ;)
 

BrokenSky

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Well, I disagree. After all, you might want to make your colony specialize in something while you taking a different path. Don't you think? ;)

Perhaps? I meant more in the sense that I didn't think that any country would tell their colonies to specialize in something that they were not spec'd in; I can see them telling a wayward colony to be more like the home country, but not less.
 

Aldaron

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Perhaps? I meant more in the sense that I didn't think that any country would tell their colonies to specialize in something that they were not spec'd in; I can see them telling a wayward colony to be more like the home country, but not less.

Well, I meant that you could be a more military-focused country while you want your colonies to be less prone to war and being militaristic and more prone to invest in trade, religion (for conversions) or administration. That's what I meant in the end. Sometimes, AI makes "stupid" or at least suboptimal decisions, having some control over this could not only improve gameplay, but also improve immersion.
 

G.Strategos

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+1
We really need this...
 

Vaximillian

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I'm also confused with the limitation of improve relation action towards your CNs. It can only give a +100 bonus, whereas all other subject types can get up to +200.
I get that you aren't actually supposed to keep your CNs until 1821 but it's still kind of inconsistent.
 

loup99

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This would be good ingame, I support it! At least one of these is partially being implemented.
 

Aldaron

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This would be good ingame, I support it! At least one of these is partially being implemented.

Indeed, I was rather surprised when I saw the dev diary with the possibility of drafting troops in vassal lands. I don't know if devs took inspiration of my proposal or if it was a totally paralel development. In either case, it is a step in the right direction and I happily grant them the right to use these ideas I wrote here as the wish.
 

keytium

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I really don't agree that you should be able to tell your colonial nations where/whether to colonize. The colonists of a colonial nation don't represent concerted efforts from a central government to seize land, they are the way to represent that your colonial subjects will set up their towns and grow in ways that seem best to them based on local conditions. If there is some timberlands in 'unclaimed lands' that your colonial subjects realize that they want why would they ask their overlord if they can start cutting them down? They wouldn't, they'd start harvesting the lumber and a town would grow around that industry.

Also you already get manpower from your subjects. Building things in their land makes sense and should be possible with Cossack, but it should use your manpower.

I think that the idea about loans is great. Better interaction between the colonial nations and their overlord from a treasury standpoint makes a lot of sense.