Just one example: Start the game with the Thirty or Eighty years war as England, it is a nightmare to compete Spain or Portugal with their 4 colonists giving 120 people per year in new colony. A country should not be able to increase its colonial empire endlessly so fast.
I think the problem is:
1- there is no really disadvantage to send a colonist somewhere as soon as it is available
2- there is no advantage to keep a colonist at home and nothing else to assign it to
3- a colonist is much more valuable than a trader because 1 colonist = 1 colony with 10 provinces = 1 trader
And with about 10 colonial zones in the game, 1 colonist can potentially create 10 traders.
So having a huge colonial empire in Americas give you a potential strongest commercial empire in Asia. But the opposite is not possible.
4- colonists from Exploration, Expansion and Country ideas are overpowered on long-term and give no chance for a country starting colonial expansion in mid-game.
Here a bunch of ideas:
1- Make colonial cost significantly more expensive especially after the 1st or the 2nd colonist
In this way, we have to decide our priority between navy/army/colonies/etc.
Peacetime mothball the fleet and send 4 colonists or Wartime increase size of the army and keep the colonist home.
2- New role for Colonists
Available with your Colonial Subject (5+ colonial provinces) where the colonist increases the Development (Tax/Production/Manpower) for this Subject. When colony reaches 10 provinces, no more new Trader but the new Colonist role do the same job: Increasing Development AND Trade power in the node.
3- New colony increase Aggressive Expansion
Each Colonist creating a new colony increase your Aggressive Expansion over your neighbours.
Each Colonist improving Colonial Subject (5+ provinces, see above new Colonist role) increase the Aggressive Expansion over Colonial Subject's neighbours.
4- Change "number of colonist" into "chance of getting a colonist"
X colonist = X * 10% chance each month to get a colonist with maximum X colonist available at a time.
%/max can be changed permanently (Spain ideas give +1 max) or during a period of time by others parameters (low religion unity or high war exhaustion, increase %) or events (Huguenots leaving France after Edit of Nantes revoked, 1st country which discovers Americas) or the Colonial cost cursor (same as Army maintenance) to modify this %.
Globally, my idea is to say that Colonial system is too simple. It has to be a big choice and a big colonial empire has to bring as much wealth as it will bring constraints and bad aspects. The same way over-extension by war is not sustainable (core creation cost, diplomatic power cost, aggressive expansion, loans, etc.).
Anyway, this game is still one of my favourite game so good job guys from Paradox, keep going ;-)
I think the problem is:
1- there is no really disadvantage to send a colonist somewhere as soon as it is available
2- there is no advantage to keep a colonist at home and nothing else to assign it to
3- a colonist is much more valuable than a trader because 1 colonist = 1 colony with 10 provinces = 1 trader
And with about 10 colonial zones in the game, 1 colonist can potentially create 10 traders.
So having a huge colonial empire in Americas give you a potential strongest commercial empire in Asia. But the opposite is not possible.
4- colonists from Exploration, Expansion and Country ideas are overpowered on long-term and give no chance for a country starting colonial expansion in mid-game.
Here a bunch of ideas:
1- Make colonial cost significantly more expensive especially after the 1st or the 2nd colonist
In this way, we have to decide our priority between navy/army/colonies/etc.
Peacetime mothball the fleet and send 4 colonists or Wartime increase size of the army and keep the colonist home.
2- New role for Colonists
Available with your Colonial Subject (5+ colonial provinces) where the colonist increases the Development (Tax/Production/Manpower) for this Subject. When colony reaches 10 provinces, no more new Trader but the new Colonist role do the same job: Increasing Development AND Trade power in the node.
3- New colony increase Aggressive Expansion
Each Colonist creating a new colony increase your Aggressive Expansion over your neighbours.
Each Colonist improving Colonial Subject (5+ provinces, see above new Colonist role) increase the Aggressive Expansion over Colonial Subject's neighbours.
4- Change "number of colonist" into "chance of getting a colonist"
X colonist = X * 10% chance each month to get a colonist with maximum X colonist available at a time.
%/max can be changed permanently (Spain ideas give +1 max) or during a period of time by others parameters (low religion unity or high war exhaustion, increase %) or events (Huguenots leaving France after Edit of Nantes revoked, 1st country which discovers Americas) or the Colonial cost cursor (same as Army maintenance) to modify this %.
Globally, my idea is to say that Colonial system is too simple. It has to be a big choice and a big colonial empire has to bring as much wealth as it will bring constraints and bad aspects. The same way over-extension by war is not sustainable (core creation cost, diplomatic power cost, aggressive expansion, loans, etc.).
Anyway, this game is still one of my favourite game so good job guys from Paradox, keep going ;-)
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