Colombia

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
Notes:
Generic Ideas for all countries that don't have one of the other groups.
- −10% Stability cost modifier
- −10% Advisor costs
- +2.5% Discipline
- +5% National tax modifier
- −10% Mercenary maintenance
- +5% Global trade power
- +5% National manpower modifier
- +5% Trade steering
- +5% Production efficiency
- +10% National tax modifier
- For the region, see Colombia (region).
Colombia is a South American country that is available in game starts after the 20th July 1810.
Formation[edit | edit source]
Note: Forming Colombia doesn't change the national ideas.
Form Colombian Nation
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Please help with verifying or updating this infobox. It was last verified for version 1.30. |
The time has come to shake off the last remains of our colonial past. We must form a proper nation and solidify our claims to this region.
Potential requirements
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Allow
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Effects
The country:
If the country:
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Strategy[edit | edit source]

Colombia doesn’t exist in 1444 but there is a possibility to create it in game.
Early game
There is a possibility to form Colombia by releasing a Colonial Nation. The strategy requires to play at first a bit unnaturally as one of European countries and colonize few provinces in Colonial Colombia region as fast as possible. The natural choice is Castile. It is also easy to do it as
Portugal or
Aragon, but player can also form it with other nation. Player has a choice to release a colony just after it's formation and colonize on his own or play a bit longer as Mother Country. The second option allows to use its resources to colonize new provinces, develop provinces, to put buildings and sending money. Player can also exploit Debase currency button as well as Indebted to the Burghers privilege and send all money to colony just before releasing to boost its starting position.
After releasing a colony and fulfill conditions, it is possible to create Colombian nation. It is worth to mention that after creating Colombia, it gets Colonial Ideas, not Generic Ideas, which appears to be far better. At this point the main threat remains colonial powers attracted in Colonial Colombia region, especially Castile. To secure player’s position it is good to ally its rivals like
France. Other Colonial nations will be probably too weak to be threat and remain perfect targets to expand. Colombia gains a permanent claim on every non-owned province of Colonial Colombia region, so it is first natural area to expand. Provinces could be colonized or conquered, if there is already any other nation.
Further expansion
Colombia has many options for further expansion. After securing most of Colonial Colombia region it is worth to conquer Caribbean trade node and make it player’s Home trade node, which allows to become significant power in both Americas. At this point Colombia should have all resources to further conquering South and North America, as well as alternatively starting to colonize Pacific and Africa.
Religion and culture
Colombian religion and culture rely on Mother Country’s, so in most of cases it will be Catholic and Castilian (Iberian) culture. Catholic religion and Iberian culture are natural choice for conquering New World, as it allows to establish Holy Orders and in most runs greatest beneficiaries of colonization are
Spain and
Portugal, which means no cultural and religious difference and provides Nationalism cassus belli.
The disadvantage of this solution is fact, that player will probably have to violate Treaty of Tordesillas many times, so there is no chance for good relations with Pope.
Other options are
Protestant or
Reformed, and both religions appear to be beneficial.
Revolution
Going revolutionary as Colombia could be very beneficial. First of all it gets bonuses from being Revolution target and
Revolutionary Republic governament type. Second, player unlocks the ‘Spread the Revolution’ casus belli (also disabling most other CBs, including Imperialism) against any country. Third, the event "Dreams of Liberty" appears, which helps to liberate other colonies, therfore weaken European powers. After liberating colonies player could decide to easy conquer new countries or let them be your loyal ally. What's more being power in both Americas will prevent other powers from crushing your revolution, as they would not have resources and technical abilities to go invade through the ocean. Player should just remember to have a possibility to always be at war with some minor nation to raize
revolutionary zeal.
Recommended Idea Groups
First 3 ideas, depending on monarch points and situation
Expansion– perfect for quick colonizing and boosting trade.
Plutocratic/
Defensive– if player chose to be Republic or Revolutionary Republic plutocratic is good choice, as it boosts trade, morale and gives other bonuses. If player chose to be Monarchy the good choice is Defensive, as it boosts morale and provides advantage over others nations army.
Trade– perfect to become a powerhouse after securing key trade nodes.
It is also worth to take Economic,
Offensive,
Quantity,
but Colombia has many other options to take. Situational choices could be
Espionage, if player wants to maximize chances to Agitate for Liberty and Rebels Support Efficency,
Diplomatic to make desired alliances,
Exploration to boost colonizing speed and colonize other continents.
References[edit | edit source]
- ↑ the country flag no_colonial_nations prevents the formation of colonial nations, but they can still be acquired by annexing a country which has colonial nations
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