Colonial nation

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Colonial ideas
Notes:

For Subject colony icon.png colonial nations.


Traditions.png Traditions:

−10% Development cost
Negative religious tolerance no longer gives any penalties. Heretic and heathen provinces do not give us any penalty to religious unity.

Republican tradition.png Founding Fathers

+0.5 Yearly republican tradition

Provincial trade power modifier.png Continental Trade

+25% Provincial trade power modifier

Construction cost.png Manufacturing Center of an Empire

−10% Construction cost

Idea cost.png Free Thinkers

−10% Idea cost

Regiment cost.png Colonial Militia

−10% Regiment cost

Auto explore adjacent to colony.png New Frontiers

Automatically discover adjacent when a colony is built.
+20 Global settler increase

Leader(s) without upkeep.png Liberty Heroes

+1 Leader without upkeep

Idea bonus.png Ambition:

+10% Morale of armies

Colonial nations are a unique form of subject state available to any colonial power and can form in the Americas and Oceania. They are not playable without the Conquest of Paradise DLC.

Formation of colonial nations[edit]

Colonial regions in the new world (America and Oceania).

The New World and Oceania are divided into several ‘colonial regions’ for the purpose of forming colonial nations. Colonial nations form if five cored overseas provinces exist in a single colonial region. The formation will occur regardless of the cores' status (territorial or state). After the formation, all provinces gained (by the mother nation) within the same colonial region will be transferred to that colonial nation. Colonies started by the mother country will remain under its control until completion.

As most colonial regions contain many more than five provinces, it is possible for multiple colonial nations - from different colonizing countries - to form in the same colonial region.

A colonial power may have multiple colonial nations under its rule. They do not use up diplomatic relation slots. A nation can have multiple colonial nations operating in the same colonial region by fully annexing or inheriting countries which themselves have colonial subjects.

Nations with their capitals on continents with colonial regions will not form colonial nations, even if they take land in another continent. For example, if the Flag of Iroquois Iroquois (in North America) colonize Brazil (in South America), the colonized land will remain under direct Iroquois control.

There are twelve colonial regions in the game, eleven in the Americas (7 in North America, 4 in South America) and one covering Australia and New Zealand.

List of colonial regions[edit]

The following table lists the colonial regions in the game and their most important trade influencing provinces (those with modifiers such as estuaries, inland centers of trade and important natural harbors).

Continent Colonial region Colour Key provinces
North America Colonial Cascadia
North America Colonial Canada ICOT: Hochelega, Winnipeg

Estuary: Stadacona, Muskegon

North America Colonial Eastern America ICOT: Honniasont

INH: Massachusetts
Estuary: Santee, Chesapeake, Lenape, Manhattan

North America Colonial Louisiana ICOT: Tamaroa, Potawatomi

Estuary: Chitimacha (893)

North America Colonial California INH: Miwok

Estuary: Chinook

North America Colonial Mexico CCOT: Cuetlaxtlan

ICOT: Pueblo
INH: Tlapanec
Estuary: Coahuilteco

North America Colonial Caribbean INH: Havana, Barahonas, Curacao
South America Colonial Colombia INH: Cartagena, Panama

Estuary: Guayaquil

South America Colonial Peru CCOT: Lima

ICOT: Chuquiabo

South America Colonial La Plata ICOT: Asuncion

INH: Picunmapu
Estuary: Rio de la Plata

South America Colonial Brazil ICOT: Manaus

INH: Bahia, Rio de Janeiro

Oceania Colonial Australia INH: Eora

Flag[edit]

The flag of New Spain, a Spanish colonial nation in Mexico, taking the left half of the flag of Flag of Spain Spain with a shade of yellow (color of the Colonial Mexico region) on the right.

When a colonial nation is formed, the flag used to represent the nation is generated by dimidiating the motherland's flag with a solid strip of colour. This colour varies, depends on the colour of the colonial region of the colonial nation. If the motherland's flag changes (e.g., if the motherland is Castile, and Castile forms Spain or if the overlord is annexed), the colony's flag will change as well.

Names[edit]

Most of the colonial nations have names based on the overlord, however, some have historically relevant names. The table below lists all possible names.

Name Colonial region Motherland Further triggers
Pacifico Norte Colonial Cascadia Spain
Castile
Aragon
Alyeska Colonial Cascadia Russian culture
Alaska Colonial Cascadia
Aleutia Colonial Cascadia
New [Root.GetName] Colonial Cascadia
Colonial Canada Brunswick
 
Colonial Eastern America  
Colonial Louisiana  
Colonial California  
Colonial Mexico  
Colonial Caribbean  
Colonial Colombia  
Colonial Peru  
Colonial La Plata  
Colonial Brazil  
Colonial Australia  
[Root.GetAdjective] Canada Colonial Canada France, French culture group
Acadia Colonial Canada France or French culture group
 
Nouvelle-Écosse Colonial Canada France is the overlord of Scotland, is allied with Scotland or owns a province in the Highlands or Lowlands
Scotland
Newfoundland Colonial Canada Great Britain or England
 
[Root.GetAdjective] Quebec Colonial Canada Great Britain or England
 
Laurentia Colonial Canada Great Britain or England
 
Borealia Colonial Canada Great Britain or England
 
Nova Scotia Colonial Canada Great Britain or England Scotland does not exist and owns a province in the Highlands or Lowlands
Scotland
 
Lavrador Colonial Canada Portugal
Kanata Colonial Canada Iroquois
Vinland Colonial Canada Scandinavian culture group
Nova Hollandia Colonial Canada Netherland, Holland or Dutch culture
[Root.GetAdjective] Canada Colonial Canada  
Labrador Colonial Canada  
Manitoba Colonial Canada owns Manitoba (1010)
Hudson Bay Colonial Canada  
Rupert's Land Colonial Canada  
Thirteen Colonies Colonial Eastern America Great Britain or England
Nouvelle-Flandre Colonial Eastern America France or French culture group owns Vlaanderen (90)
Floride Colonial Eastern America France or French culture group
Florida Colonial Eastern America Spain
Castile
Aragon
 
Massachusetts Colonial Eastern America owns Massachusetts (968)
Connecticut Colonial Eastern America owns Connecticut (2010)
Manhattan Colonial Eastern America owns Manhattan (965)
Delaware Colonial Eastern America owns Delaware (957)
Conoy Colonial Eastern America owns Conoy (953)
Alabama Colonial Eastern America owns Alabama (924)
Virginia Colonial Eastern America  
[Root.GetAdjective] Louisiana Colonial Louisiana France or French culture group
Manitounie Colonial Louisiana France or French culture group
 
Illinois Colonial Louisiana France or French culture group owns Illinois (915), Kaskaskia (916) or Cahokia (917)
owns Illinois (915), Kaskaskia (916) or Cahokia (917)
[Root.GetAdjective] Louisiana Colonial Louisiana  
Mississippi Colonial Louisiana  
Ohio Colonial Louisiana owns Ohio (948)
Missouri Colonial Louisiana owns Tamaroa (900) or Missouri (902)
Arkansas Colonial Louisiana owns Quapaw (897)
Michigan Colonial Louisiana owns Potawatomi (944) or Michigan (945)
Wisconsin Colonial Louisiana owns Sauk (912), Mesquakie (913) or Winnebago (914)
Iowa Colonial Louisiana owns Iowa (905)
Sisseton Colonial Louisiana owns Sisseton (908)
Kansas Colonial Louisiana owns Kansas (898)
Nebraska Colonial Louisiana owns Pawnee (901) or Omaha (903)
Yankton Colonial Louisiana owns Yanktonai (906) or Yankton (907)
[Root.GetAdjective] Columbia Colonial California Great Britain or England Britsh culture group
 
New Albion Colonial California Great Britain or England Britsh culture group
California Colonial California  
Oregon Colonial California  
Cascadia Colonial California  
New Spain Colonial Mexico Spain
New Castile Colonial Mexico Castile
[Root.GetAdjective] Mexico Colonial Mexico  
Yucatan Colonial Mexico  
Guatemala Colonial Mexico  
Texas Colonial Mexico  
Belize Colonial Mexico owns Belize (843)
Nicaragua Colonial Mexico owns Nicaragua (837)
Panama Colonial Mexico owns Panama (835)
Honduras Colonial Mexico owns Belize (840)
Hispaniola Colonial Caribbean Spain owns Les Cayes (488), Tortuga (489) and Barahonas (490)
Castile owns Les Cayes (488), Tortuga (489) and Barahonas (490)
Aragon owns Les Cayes (488), Tortuga (489) and Barahonas (490)
Isla Juana Colonial Caribbean Spain owns Havana (484), Moron (485) and Guantanamo (486)
Castile owns Havana (484), Moron (485) and Guantanamo (486)
Aragon owns Havana (484), Moron (485) and Guantanamo (486)
Antilles Colonial Caribbean France or French culture group
Cuba Colonial Caribbean owns Havana (484), Moron (485) and Guantanamo (486)
 
Caraibas Colonial Caribbean Portugal
Antilhas Colonial Caribbean Portugal
[Root.GetAdjective] West Indies Colonial Caribbean  
West Indies Colonial Caribbean  
The Caribbean Colonial Caribbean  
Saint Lucia, Saint Vincent, Montserrat, Gonave, Aruba, Bonaire, Mustique, Bequia, Grenada, Dulcina, Barbuda, Abaco, Eleuthera, Sabinal, Saona, Mayreau, Anguilla, Anegada, Tortola, Alcarraza, Mayaguana, Saint Croix, Vieques or Roatan Colonial Caribbean  
New Granada Colonial Colombia Spain owns Granada (223)
Castile owns Granada (223)
Aragon owns Granada (223)
[Root.GetAdjective] Colombia Colonial Colombia  
[Root.GetAdjective] Peru Colonial Peru  
Cajamarca Colonial Peru owns Cajamarca (813)
Lima Colonial Peru owns Lima (809)
Cuzco Colonial Peru owns Cuzco (809)
Argentine Colonial La Plata British culture group
Rio da Prata Colonial La Plata Portugal
Transplatina Colonial La Plata Portugal
[Root.GetAdjective] La Plata Colonial La Plata  
[Root.GetAdjective] Paraguay Colonial La Plata  
[Root.GetAdjective] Chile Colonial La Plata  
Argentina Colonial La Plata  
Uruguay Colonial La Plata owns Uruguay(772)
[Root.GetAdjective] Brazil Colonial Brazil Portugal
 
Terra de Vera Cruz Colonial Brazil Portugal is Christian
New Granada Colonial Brazil Morocco, Granada or Algiers is Muslim
Rio Grande Colonial Brazil owns Rio Grande (753)
Bahia Colonial Brazil owns Bahia (756)
Australia Colonial Australia Great Britain or England
Tierra Austral Colonial Australia Spain
Castile
Aragon
Terre Australe Colonial Australia France or French culture group
New Holland Colonial Australia Netherlands, Holland or Dutch culture
[Root.GetAdjective] Australia Colonial Australia  
Terra Australis Colonial Australia  

If no name is available (because none of the names defined for the colonial region have triggers that are satisfied by this colonial nation, because all the names for which this colonial nation satisfies the triggers were already used by other colonial nations, or because no names were defined for the colonial region), the colonial nation will be named after a province of its parent country--e.g., "New London" or "New Paris".

Tariffs[edit]

The colonial overlord receives tariffs from their colonial subjects. These tariffs are calculated on the basis of the total income of the colonial nation. The colonial overlord receives the full amount of tariffs while the colonial nation only loses 50% of the amount.

The default tariff rate of a newly formed colonial nation is 10%.[1] The tariff rate can be adjusted separately for each colonial subject with the Increase Tariffs.png Increase tariffs / Decrease Tariffs.png Decrease tariffs options in the subject interaction interface, for a cost of administrative power. There are also regular events that present an option to raise tariffs for a particular colonial nation at the expense of some liberty desire. This is generally the preferred, although slower method for managing tariff levels as it will not cost any administrative monarch power.

The Liberty desire.png liberty desire of a colonial nation is increased by 1% per percentage point tariff rate.[1] Disloyal colonies will refrain from paying any tariffs at all, independent from how high the tariff rate actually is.

Global tariffs[edit]

The Global tariffs.png Global tariffs modifier of the overlord will increase the tariff efficiency and thus the value of the tariffs collected from its colonial subjects, at no additional cost to those colonial nations.

A nation can gain global tariffs modifier by:

Global tariffs.png Conditions
+25% trading in Slaves.png slaves
+25% a Parliament.png parliament and Colonial taxation as active issue
+10% a Advisor Colonial governor.png colonial governor as advisor

Ideas and policies:

Global tariffs.png Traditions Ideas Bonuses Policies
+25%
  • Economic-Exploration: The Stamp Act
+20%
  • Portuguese ambition
+15%
  • British idea 3: Establish British Merchant Navy
  • Spanish idea 5: Casa de Contratación
+10%
  • Exploration idea 5: Viceroys
  • Expansion-Plutocratic: Taxation with Representation
  • Exploration-Religious: Colonial Restrictions
  • Influence-Expansion: Overseas Dominions
  • Naval-Expansion: Supply Convoys

There are also several colonial-associated events that can have positive and negative effects on the global tariff efficiency.

Subject interaction[edit]

Main article: Subject_nation#Subject_interactions

Interaction with a colonial nation is done through the Subject Interaction section of the Subject Menu. In addition to the regular interaction types, colonial subjects have some special interactions focusing on managing tariffs and colonial management.

Liberty desire[edit]

Main article: Subject nation#Liberty desire

As all subjects, colonies have Liberty desire.png liberty desire ranging from 0 to 100. The main influences on liberty desire are the colony's development, relations, and relative military strength. Some factors that are specifically relevant to determining the liberty desire of a colony are the tariff rate and the overlord's mercantilism. Something to keep in mind is that when determining relative strength, colonies will only consider their own strength and the strength of independence supporters, not that of other subjects of the same overlord.

As long as the liberty desire is below 50%, the colonial nation is unable to declare independence, and foreign nations cannot support its independence. Two disloyal colonies may form an alliance with each other, enabling them to call each other into an independence war.

Expanding colonial nations[edit]

Colonial nations will automatically acquire ownership of any province in its designated colonial region of which its overlord has taken ownership. The overlord does not need to have a core on these provinces for this transfer of ownership to occur. This automatic transfer of province ownership makes colonial nations an important tool for expansion by conquest in the New World, as the overlord merely needs to acquire ownership of provinces in a peace deal, and may then leave the colonial nation to deal with the associated coring costs and overextension penalties.

Colonial nations can be granted provinces that are bordering it via land or are adjacent to the same sea zone. If the overlord had cores in these provinces, the colonial nation will instead gain this core, removing the core of the overlord.

When colonial nations have enough income to sustain a working colonist, they will automatically colonize uncolonized land adjacent to them.

Treaty of Tordesillas[edit]

The first catholic nation to found a colonial nation in a colonial region (and with 0 or more opinion of the Papal State) will get a claim on that entire region.

The claim can be transferred by annexing the claimant as a catholic nation. The claim will give a +10 bonus to settler growth for colonizing in that region, while other Catholic nations suffer a -20 penalty to settler growth and a stacking -50 relations penalty with the Papal States and the claimant country. Nations with other religions are unaffected by any Treaty of Tordesillas claims.

Diplomacy and warfare[edit]

Colonial nations can form alliances with and declare war on any nations with their capital in one of the colonial regions. The alliance is restricted to neighbors only.

A colonial nation can declare war on colonial subjects of another nation unless the overlords were allied.

Unlike most vassal types, the overlord is not automatically involved in these wars. The overlord can however try to enforce a peace settlement on the power that is threatening the subject colony. If the target of this request refuses, then the conflict will escalate to a war between the two overlord countries.

A colonial nation is unable to declare war on any state not in the colonial regions on its own. If a regular established country declares war on a colonial nation, the colony is treated like an ally or vassal and the overlord is automatically called into the war. Colonies will also automatically join all wars their overlords are in.

Independence war[edit]

A colonial nation's war for independence will call on any foreign allies that had pledged to support its freedom.

If a colony wins an independence war, it forms a new nation, free of ties to the mother country. The colonial nation will be presented with the choice of becoming a Government republic.png republic or a Government monarchy.png monarchy, of the highest possible level given the current Administrative tech.png administrative technology (except a bureaucratic despotism). Several formable nations exist for former colonial countries; it may form one when the war is over.

However, a colony that loses such a war keeps the tariff level at where the overlord set it before the conflict, and the Colonial Nation’s desire for liberty will be lowered by 15-25 points after the defeat, depending on whether the player chooses to kill or spare the colonial leader. It will then slowly climb back (by the default 1% per year) to the default level for a given tariff rate.

Elimination of the overlord[edit]

If a colonial nation's overlord is fully annexed or otherwise removed from the game, one of two things will happen:

  • If the colony has already declared an independence war, it will be treated as successful. The colony will become independent, likely changing to a new tag in the process.
  • If the colony has not declared independence, however, control will be transferred to whoever gained control of the former overlord's capital. This is worth keeping in mind when considering hostilities with colonial empires, as well as when negotiating peace.

Other bonuses and penalties[edit]

  • A colonial nation cannot establish colonies outside its colonial region unless it borders the target province directly by land.
  • Colonial nations provide their overlord with 50% of their trade power.
  • Each colonial nation increases their overlord's naval force limit by 10.
  • Each colonial nation of more than 10 provinces increases their overlord's land force limit by 5.
  • Each colonial nation of at least 10 provinces increases their overlord's global trade power by 5%.
  • Each colonial nation of at least 10 provinces provides their overlord with an extra merchant.
  • If El Dorado.png El Dorado is enabled, if a colonial nation has gold producing provinces, every once in a while it will send a treasure fleet, providing the overlord with a large sum of money (and inflation), but only as long as the overlord's home trade port is downstream from the colony's.

Random New World Maps[edit]

While colonial nations function the same on an RNW map there are some issues to keep in mind if following a colonization strategy in a different new world.

The number of colonial nation regions may be wildly different from the 11 found in North and South America, ranging from as low as 2 to as high as 18, plus Australia. This can drastically alter a player's strategy if they rely on the force limit contributions of subject nations, or on extra merchants from colonial nations of ten provinces or more.

While the standard map does not completely align colonial nations with trade node areas, in a random new world, nothing can be taken for granted. Most trade nodes will line up with a single colonial region, but some will be shattered among several and others may encompass two or three. Founding the right colonies first, in order to control the key trade nodes in a random new world requires a fresh look each game, complicated by the fact that until everything is discovered, there can never be certainty about where the truly crucial areas lie, which is exactly how it was intended to be.

In some RNW maps, especially those with large numbers of colonial regions, there are two common peculiarities. First, some provinces will not belong to any colonial nation area, and thus will stay with the first colonizer even after the colony is completed. Second, some areas become a patchwork of colonial regions, none of which are five or more provinces in size, so these colonial nations can never form and thus like the first category will stay with the original colonizer. Both areas should be prioritized as they effectively add directly to the home nation size and bring proper culture and religion provinces that can be made into states without fear of them 'defecting' to a colonial nation.

Some colonial regions may be truly huge, and the colonial nations formed in them may attain great size and power, making them harder to keep under control than anything found on the standard map. While this is not a recommendation to avoid colonizing them, stay aware of their growth and consider taking steps to appease them and keep their liberty desire in check, steps that might not be required for smaller colonial nations.

Tags[edit]

Main article: Countries#Dynamic_tags

The tag that makes it playable to be a colonial nation is 'C00', followed by 'C01', 'C02', 'C03' and so on, from the order that they were formed and from the game's starting overlord.

Achievements[edit]

Turn the Table icon
As a colony, break free and vassalize your former overlord without forming any other nation..
  1. 1.0 1.1 See in /Europa Universalis IV/common/defines.lua.