For colonial nations.
- −10% Development cost
- Negative religious tolerance no longer gives any penalties. Heretic and heathen provinces do not give us any penalty to religious unity.
- +0.5 Yearly republican tradition
- +25% Provincial trade power modifier
- −10% Construction cost
- −10% Idea cost
- −10% Regiment cost
- Automatically discover adjacent when a colony is built.
- +20 Global settler increase
- +1 Leader without upkeep
- +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.
- 1 Formation of colonial nations
- 2 List of colonial regions
- 3 Flag
- 4 Names
- 5 Tariffs
- 6 Subject interaction
- 7 Liberty desire
- 8 Expanding colonial nations
- 9 Diplomacy and warfare
- 10 Other bonuses and penalties
- 11 Random New World Maps
- 12 Tags
- 13 Achievements
Formation of colonial nations
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 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
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 |
|North America||Colonial Louisiana||ICOT: Tamaroa, Potawatomi |
Estuary: Chitimacha (893)
|North America||Colonial California||INH: Miwok |
|North America||Colonial Mexico||CCOT: Cuetlaxtlan |
|North America||Colonial Caribbean||INH: Havana, Barahonas, Curacao|
|South America||Colonial Colombia||INH: Cartagena, Panama |
|South America||Colonial Peru||CCOT: Lima |
|South America||Colonial La Plata||ICOT: Asuncion |
|South America||Colonial Brazil||ICOT: Manaus |
INH: Bahia, Rio de Janeiro
|Oceania||Colonial Australia||INH: Eora|
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.
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|
|Alyeska||Colonial Cascadia||Russian culture|
|New [Root.GetName]||Colonial Cascadia|
|Colonial Eastern America|
|Colonial La Plata|
|[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|
|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|
|Vinland||Colonial Canada||Scandinavian culture group|
|Nova Hollandia||Colonial Canada||Netherland, Holland or Dutch culture|
|[Root.GetAdjective] Canada||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|
|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|
|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|
|New Spain||Colonial Mexico||Spain|
|New Castile||Colonial Mexico||Castile|
|[Root.GetAdjective] Mexico||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)|
|[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|
|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".
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%. The tariff rate can be adjusted separately for each colonial subject with the Increase tariffs / 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 of a colonial nation is increased by 1% per percentage point tariff rate. Disloyal colonies will refrain from paying any tariffs at all, independent from how high the tariff rate actually is.
The 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:
|+25%||trading in slaves|
|+25%||a parliament and Colonial taxation as active issue|
|+10%||a colonial governor as advisor|
Ideas and policies:
There are also several colonial-associated events that can have positive and negative effects on the global tariff efficiency.
- 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.
- Main article: Subject nation#Liberty desire
As all subjects, colonies have 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
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
|Available only with the El Dorado DLC enabled.|
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
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.
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 republic or a monarchy, of the highest possible level given the current 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
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
- 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 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
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was timeless.
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.
- 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.
- See in .