From Europa Universalis 4 Wiki
Jump to navigation Jump to search

A - This article is considered an A-class article on the wiki quality scale


Should this article be expanded to include info on colonists, so as to allow the use of the hyperlink "colonist" (linking here) to be used where colonists are discussed (such as ideas)? - (no acct, im an anarchist :p )

Yeah, I don't see any reason to describe what colonists do on any other page than this one. So feel free to add loads of info about colonists here. ~ Meneth (talk) 21:43, 26 July 2013 (CEST)

Distant overseas[edit]

The "Distant Overseas" part states that a distance >250 is a requirement (albeit with a question mark!). Given that arrangements such as Spain/Portugal in North Africa result in "distant overseas" (as in EU3), distance isn't a "must have" factor - Tangiers certainly isn't 250 away from Cadiz! I'm not sure what would happen if a North African country had the Canaries, though, as they aren't "distant overseas" for European countries; perhaps they're counted as "Europe" for continent purposes, though? -- 23:54, 5 October 2013 (CEST)

I was remembering the 250 distance from HoI3. But apparently it's not the case? I'll remove it. --Evil4Zerggin (talk) 00:30, 6 October 2013 (CEST)

The EU3 wiki gives it as requiring all of "any of different continent, >250 distance, or no land connection" - but again, my example above would have applied there too (if I remember it rightly, anyway!), so it doesn't seem to agree there either. I'm mostly hoping that a real expert on the mechanics turns up to explain it all - perhaps the 250 distance is used, but it's measured differently (e.g. via land)? --Unsigned comment

Tested: Crossing the (not a) Strait of Gibraltar is distant overseas. So looks like distance is no longer a factor. --Evil4Zerggin (talk) 08:38, 14 October 2013 (CEST)

Portugal can have territories in North Africa that are not distance overseas. I believe the distance is in relation to the capital.

The 10% admin coring cost and culture conversion should also have a note here, although I do not fully understand the mechanic so I cannot write it.

Since patch 1.6 the range at which provinces count as distant overseas is in /Europa Universalis IV/common/defines.lua: OVERSEAS_DISTANCE = 150 – Lillebror (talk) 08:36, 28 October 2014 (CET)

How to?[edit]

So far I have been unable to find info on this wiki about how you actually control a colonist through the EU4 interface.


Since the patch 1.4 colonies are autocored, I hace change the wiki information about it since it indicates the old 20% cost bur I dont know how to link to the link of the patch : if anyone can do it or explain how its done i will be very gratefull.

Done - Lillebror (talk) 08:52, 27 February 2014 (CET)

Range question[edit]

Do fleet basing rights or military access expand your range? Because the colonial range always is from the next unblocked port.. So would a port of an ally count too? Skylofter (talk) 08:49, 3 July 2014 (CEST)

Trade Companies?[edit]

Do we need to have something within the colonization section about Trade Companies that were introduced in Wealth of Nations? I know that they have their own section, but even a reference may be helpful since they're a part of the colonization game.

There should probably be a small section about it with a link to the page on them, yeah. BTW, sign Talk-page comments with four tildes (~~~~). ~ Meneth (talk) 20:14, 21 August 2014 (CEST)

AI expansion/exploration ideas[edit]

Would it be worth separating the rather long list of countries which pick Expansion and/or Exploration if controlled by the AI into sections, based on whether the relevant idea group is picked first, second, etc.? — Preceding unsigned comment added by Homusubi (Talk) 18:27, 16 May 2015‎


Below is a a description of rewrites, where the page has been tagged delete the comments not needed and add in any special instructions.

This page has been tagged as a {{Rewrite}}, the below issues have been found when the page is compared to the style guidelines

  1. Use of you/your: Please change to third person
  2. Prescriptive instructions: Make more generic
  3. Excessive use of bold/capitals: Use italics instead for emphasis, if emphasis is not needed then remove is
  4. Absence of links: Links missing or replaced by bold or italics which do not function
  5. Version specific information: Update to fit current version or delete
  6. References to the player outside strategy sections: Please refer to agents rather than the player

Dauth (talk) 19:34, 16 November 2015 (CET)

Okay, I have just taken a swing at everything up to and including "Global Settler Increase", but I'm a little burned out now, so I'll have to try and finish the rest tomorrow. I adjusted all the wording problems I could find, and tried to include links where I could. I also added information on circumnavigating the globe as well as the blurb about Native Councils getting extra colonists.
  • I did not check the countries in the AI Colonizers list to see if any weighting had changed. Do you think this is important (because it is going to be a chore)? I did mention that AI nations will pick ideas dynamically now, for example I saw Savoy colonizing in my last game.
  • Can someone confirm that, without El Dorado, the chance of discovering Coastal provinces with an Explorer is based on maneuver or just overall tradition?
Please tell me if you think anything else needs to be changed. I do intend to return to complete the article as best I can.

Cragspyder (talk) 22:52, 5 December 2015 (CET)

Finished everything below Global Settler Increase down to the bottom. Added strategies for all tech groups as well as in general. Improved some of the information about natives.
If I missed anything substantial, you know what to do!

Cragspyder (talk) 02:52, 8 December 2015 (CET)

I don't know what the problem is, but Natives DO give 1 Goods Produced per 20.000 natives, or 0.05 per 1.000 the ONLY thing that isn't working is the BONUS from French Ideas, Estate interaction and Native policy. This is easily verifiable by finding an already established colony where the natives survived, then mouse-over the Goods Produced line, the bottom line of the Trade section. It will list Base Production which will equal the Production dev*0.2 and right udnerneath, it will list "Assimilated Natives". And THAT number will not change no matter what policy you have active when the colony is started, finished or at present. — Preceding unsigned comment added by Isaios (Talk) 14:54, 8 December 2015‎ (CET)

Yes, you're quite right. I altered it because I did not see any Natives Assimilated bonus, but it appears I happened to select one of the few colonizable provinces with no native population...and then I didn't check a different province, because reasons?
Sorry for the trouble
Cragspyder (talk) 18:27, 8 December 2015 (CET)

Updated the article for 1.15. Notably, I removed the graph charting the average time to complete a colony, as it was out of date and I hadn't a clue how to fix it. Maybe the original creator can make a new one. Cragspyder (talk) 10:01, 1 February 2016 (CET)

1.16 Update[edit]

I changed the article to remove (I hope!) all references to Distant Overseas provinces, as these have been replaced by States and Territories. The patch notes were unclear as to how natural exploration works now; Did they revert to the 1.14 method, or is it like 1.15 except simply province-based instead of region-based? More solid information would be helpful if anyone knows. I added a bit on Map Stealing/Trading as well.

None of the tables for colonization-based National ideas are up-to-date, and I haven't looked to see if any of the new nations got ideas of this natture. Are the bonuses tables updated by robot or manually?

Cragspyder (talk) 22:55, 7 April 2016 (CEST)

It would seem to be based on the old method as they removed all mention of the new method from the region file [although they could have just moved it to some other location]. ~ SolSys (talk) 23:01, 7 April 2016 (CEST)
The bonus tables tend to be updated by Lillebror (one of the wiki moderators) as they've set a lot of them up and know how they work. If you have an update then I think you have the ability to edit the tables but because they're transcluded everywhere be sure to get it right. Dauth (talk) 00:37, 8 April 2016 (CEST)

1.18 Update[edit]

I believe the page is ready to update to 1.18 except for the Natives section, as the maps showing aggressiveness and native population are out of date (no interior African provinces, natives in Madagascar, etc.). I don't know how to go about creating new versions of those, but would be happy to if someone would explain the process; otherwise someone who knows how will need to update them. Philadelphus (talk) 12:02, 26 October 2016 (CEST)

If you could version the images and sversion them on the page it will help us in identifying the older ones and updating them. I think they're currently 1.12. I have access to the code used to build the images and will try to get it working today. For more detail you'll need to speak to Evil4Zerggin. Dauth (talk) 12:51, 26 October 2016 (CEST)
Ok, done. I went ahead and worked on the section and updated its SVersion to 1.18, while setting the SVersion for the images to 1.12. Is the code used Evil4Zerggin's Pyradox code? I have some experience with Python and will go ahead and check it out. Philadelphus (talk) 00:21, 27 October 2016 (CEST)

1.30 Update[edit]

I deleted the following, because it's no longer true. It should be noted unless the uprising starts on exactly the first of the month if there is 1,000 natives some will die from attrition when the month ends. Thus, they will be unable to siege. Larger groups of natives don't lose enough manpower to go under 1,000 in a month. I don't know when it stopped being true, but in 1.30.3, natives uprisings of 1 regiment (and possibly all native uprisings) take no attrition at the end of the month. Dvd Avins (talk) 01:06, 13 July 2020 (UTC)

I just tested this and natives still got attrition. It seems that a province needs at least +2 Attrition for enemies for that to happen. I tested this in Greenland, The Andamans, and Ivory coast. In Greenland, they only got attrition in winter, so the +1 Attrition from Artic was not enough. But the +2 Attrition for enemies for Tropical in The Andamans and Ivory coast was enough to get some attrition. Of course the small loss was not enough to prevent the 6000 natives in the Ivory coast from destroying the colony, but in provinces with 1000 or less natives it still works. --Grotaclas (talk) 02:25, 13 July 2020 (UTC)
As I read the part I deleted, it made it seem like there was always attrition from "seiging," even though there's no fort. Maybe that's not what was intended, but we shouldn't be implying that single native regiments can't take a province unless they happen to arise on the first of a month.

Colony Maintenance Effect[edit]

Colony Maintenance isn't actually -125 to 0 colonists a year. It reduces growth to (not by) -125 at 0 maintenance no matter how much you have from other sources. I don't no how to word this nicely though.--Shrgamer (talk) 16:25, 26 November 2020 (UTC)

I gave it a try. I put all the information in a footnote, because so much text doesn't really fit in the table. Feel free to add any missing information or improve the wording. --Grotaclas (talk) 08:33, 3 January 2021 (UTC)

Native Uprising Chance[edit]

Does anyone know how to edit the table under Colonization#Native_uprising? I can't figure it out. Someone needs to add the policy 'Steppe Nomad Migration' (Exploration + Horde Government) which gives a -50% reduction to uprising chance. --Flamie (talk) 21:18, 13 July 2021 (UTC)