Just wanted to post some changes I would recommend, to improve the game for all I suppose. (I am not sure yet I want these changes myself lol, I kind of like colonizing and not having to compete with AI)
1. Set AI to ignore tropical provinces or provinces with negative settler growth early game/until they can handle it (Or maybe give them extra settler growth on tropical provinces).
*Why: My first game I played as Portugal, at around 1500+ when I had colonized much of the South Americas and Caribbean Castille still only had two african provinces with -5 settler growth
(-25 tropical). Same for England that was stuck in Guyana in a tropical province. The AI right now just isn't smart enough to realize this is detrimental. Settler chance alone just isn't enough.
EDIT: My colonial Brazil was stuck colonizing a tropical province for 200 years :/
2. Do the same for colonial nations.
*Why: Well dumbo, they obviously do the same thing since they are also AI, how could you not realize that on your own
3. Lock colonial nations to their specific areas
*Why: Well for example I had 4 provinces in colonial Guyana and my caribbean colonial nation decided it was a good idea to grab provinces there (through strait across to island), which prohibited me from forming a nation there.
Also the AI always messes things up, they really should be locked to their area. EDIT: I wanted one to compete with England there
4. Make changes to development of colonial nations (Am I suppose to be able to choose governors and decide stuff over this colonial nations? If so, I haven't found it...someone direct me there please?)
*Why: Well, I did take a look at their development buildingwise and so on, and they are suppose to be doing things "for me" as I read in a paradox article, problem is that they are picking all the wrong stuff, and building things they don't need.
I don't know why but my Caribbean colonial nation decided it was a great idea to just build military buildings for example, and completely ignore trade, production or economy for example. Maybe they should concentrate more on the economic side of things? I also read somewhere that they picked Expansion as their 2nd tree? That they are programmed for that? Shouldn't they also be programmed for Exploration and then be able to pick settler growth policy? Or anything that increases settler growth. Or any ideas that improve economy and makes it easier for them to build stuff, such as Economic for lower building costs (also Quantity I suppose there). And stuff like that. Feel they are a bit weak as of now.
5. Make trade companies more independent, from what I recall from history, companies like the British East India Company had it's own armies and so on? Why not make trade companies similar to colonial nations, but with the option to cancel the trade company like what happened to the East India Company in the 19th century?
*Why: I think with the competition of trade companies in history it would be more "historical" for those of you who like that
, it would also make also make the game more smooth, (rebels etc).
6. Give greater control on direction of colonial nations (if this exist I haven't found it) (Or better "pre-programming" of such nations).
*Why: To mimic historical control of colonies and also to keep the AI from messing things up since I lose control of these colonial provinces when the AI takes them over (such as leadership of the colony (governor), direction of it's ideas and buildings (economywise). If pre-programmed I would recommended ideas go this way: 1. Exploration 2. Expansion (Then pick policy Colonial Expansion for 20+ settler growth) 3. Quantity (Then change policy to The Colonial Settlement Act) 4. Economic (Maybe Economic is better as third than Quantity though for the AI, these two should be 3 and 4 at least). I am also thinking Plutocratic, Innovative, Administrative, Trade, Espionage in no particular order. If trade would they send trade power to their overlord?. They should be prohibited from some choosing some tech I suppose and concentrate on economic development. Once they can't colonize anymore they should switch policy to something economic as well.
7. I had something more I wanted to suggest as changes as colonization but I forgot, if I remember I will edit this post.
8. Portugal starts rather weak but it's traditions and ideas doesn't really reflect how huge Portugal was as a trade power I think, or the economic powerhouse it was back then. Maybe +1 colonist and some more trade power in it's ideas? And settler growth equal to that of Castille? The portuguese king back then got the nickname "the grocer king" for a reason.
Oh, and hello AndrewT, I didn't mean you when I wrote "dumbo". :O
1. Set AI to ignore tropical provinces or provinces with negative settler growth early game/until they can handle it (Or maybe give them extra settler growth on tropical provinces).
*Why: My first game I played as Portugal, at around 1500+ when I had colonized much of the South Americas and Caribbean Castille still only had two african provinces with -5 settler growth
(-25 tropical). Same for England that was stuck in Guyana in a tropical province. The AI right now just isn't smart enough to realize this is detrimental. Settler chance alone just isn't enough.
EDIT: My colonial Brazil was stuck colonizing a tropical province for 200 years :/
2. Do the same for colonial nations.
*Why: Well dumbo, they obviously do the same thing since they are also AI, how could you not realize that on your own
3. Lock colonial nations to their specific areas
*Why: Well for example I had 4 provinces in colonial Guyana and my caribbean colonial nation decided it was a good idea to grab provinces there (through strait across to island), which prohibited me from forming a nation there.
Also the AI always messes things up, they really should be locked to their area. EDIT: I wanted one to compete with England there
4. Make changes to development of colonial nations (Am I suppose to be able to choose governors and decide stuff over this colonial nations? If so, I haven't found it...someone direct me there please?)
*Why: Well, I did take a look at their development buildingwise and so on, and they are suppose to be doing things "for me" as I read in a paradox article, problem is that they are picking all the wrong stuff, and building things they don't need.
I don't know why but my Caribbean colonial nation decided it was a great idea to just build military buildings for example, and completely ignore trade, production or economy for example. Maybe they should concentrate more on the economic side of things? I also read somewhere that they picked Expansion as their 2nd tree? That they are programmed for that? Shouldn't they also be programmed for Exploration and then be able to pick settler growth policy? Or anything that increases settler growth. Or any ideas that improve economy and makes it easier for them to build stuff, such as Economic for lower building costs (also Quantity I suppose there). And stuff like that. Feel they are a bit weak as of now.
5. Make trade companies more independent, from what I recall from history, companies like the British East India Company had it's own armies and so on? Why not make trade companies similar to colonial nations, but with the option to cancel the trade company like what happened to the East India Company in the 19th century?
*Why: I think with the competition of trade companies in history it would be more "historical" for those of you who like that
6. Give greater control on direction of colonial nations (if this exist I haven't found it) (Or better "pre-programming" of such nations).
*Why: To mimic historical control of colonies and also to keep the AI from messing things up since I lose control of these colonial provinces when the AI takes them over (such as leadership of the colony (governor), direction of it's ideas and buildings (economywise). If pre-programmed I would recommended ideas go this way: 1. Exploration 2. Expansion (Then pick policy Colonial Expansion for 20+ settler growth) 3. Quantity (Then change policy to The Colonial Settlement Act) 4. Economic (Maybe Economic is better as third than Quantity though for the AI, these two should be 3 and 4 at least). I am also thinking Plutocratic, Innovative, Administrative, Trade, Espionage in no particular order. If trade would they send trade power to their overlord?. They should be prohibited from some choosing some tech I suppose and concentrate on economic development. Once they can't colonize anymore they should switch policy to something economic as well.
7. I had something more I wanted to suggest as changes as colonization but I forgot, if I remember I will edit this post.
8. Portugal starts rather weak but it's traditions and ideas doesn't really reflect how huge Portugal was as a trade power I think, or the economic powerhouse it was back then. Maybe +1 colonist and some more trade power in it's ideas? And settler growth equal to that of Castille? The portuguese king back then got the nickname "the grocer king" for a reason.
Oh, and hello AndrewT, I didn't mean you when I wrote "dumbo". :O