Victoria 2 Assimilation Rate Event
Contents.Objectives and prerequisites The main benefit of colonialism is to improve the income generation and military logistics of the colonizing country. This is because colonized territories overseas can provide large boosts in to the colonizing nation, as well as provide staging points for naval and land warfare around the world.This is accomplished primarily by creating, which are AI-controlled subject nations that will produce their own military and navy but will provide trade power and other benefits to the colonizer, and creating, which are semi-autonomous provinces that provide substantial trade bonuses in that the colonizer can control.
The type of subject nation created depends on its location in the world.Any nation can benefit fully from overseas territories, even very distant ones, if they choose to make that into a. However, provinces in overseas colonial regions should not be made into states, as the provinces are eventually ceded to the new colonial nation. Western technology nations will most likely prefer to make trade company provinces if possible instead of creating new overseas states, due to the bonus trade power and the ability to ignore religious differences. Please help with verifying or updating this section. It was last verified for 1.27.Although some uncolonized provinces may be visible at the beginning of the game, much of both land and water is covered. Discovering these areas is essential to finding provinces to colonize.How a nation goes about exploring depends on whether is enabled or not.
That said, the following factors are true regardless of DLC:. A is required to explore on land (unless the country is at war; see below), and an is required to explore at sea. These are special that are given pips as though the country had 80% as much tradition as it really does, in exchange for being able to explore.
Discussing Infamy cheat? On Victoria 2 PC message board and forum (page 1). TRAINERS CoSMOS REQUESTS QUEUE BOARDS REWARDS SUPPORT We have 24,135 trainers for. Reduced default assimilation rate by 25%. Citizenship policies now increase assimilation rates. Continents can now affect provinces, which currently just sets assimilation rate depending on.
The “Quest for the New World” idea, the first idea in the, is required to hire explorers and conquistadors. A handful of countries (notably ) have an explorer in 1444 despite not having the idea; these leaders cannot explore in ocean provinces until Quest for the New World is unlocked. 's second national idea “Call of Our Forefathers” also allows the recruitment of explorers and conquistadors and allows them to explore. This is the only other way to explore without taking Exploration ideas. While at war, armies can enter all enemy provinces, even those hidden by terra incognita, assuming movement isn't blocked by forts or blockades. This can be done by clicking to move the army into a suspected province within the terra incognita; the army will begin to move regardless of whether they are able to complete the move. Movement into the province takes just as long as if it was being explored with a conquistador.
When the move completes, the army either enters the province, or discovers that movement is blocked and stops moving; either way, the province is revealed. Conquistadors with high have a chance to discover adjacent provinces. Undiscovered land provinces have a chance per month to be discovered by owners of adjacent provinces (typically taking 3–5 years)., colonial nations, and potentially custom nations have that make this discovery instant. Discovery of individual provinces will occur based on contact with other nations. Please help with verifying or updating this section.
An example of native policies in gameNative policies allow a nation to decide on their foreign policy regarding indigenous natives in colonizable provinces around the world. A native policy must be chosen when a nation unlocks their first colonist (from any source). The original selection is free. Changing native policies afterwards costs −1 stability, but has no cooldown.Native Coexistence Policy grants a −100% bonus to the chance to get a, effectively reducing aggressiveness in all colonizable provinces to 0. This policy is beneficial for when a nation's armies are busy elsewhere and can't be wasted sitting on a colony, when is too precarious for constant skirmishes, when a nation is too poor to maintain a garrison, or for native and Sub-Saharan nations who may actually lose battles with natives in the early game. This policy also prevents natives from attacking exploring armies led by conquistadors, negating the need to field more than one unit in an exploring army or spend ducats on maintenance for said army.Native Trading Policy grants a −50% bonus to native uprising chance (effectively reducing by half) and +50% to.Native assimilation means that the goods produced in a colonized province will increase by a factor equal to, rounded down, once that colony becomes a full province.
The native trading policy increases this bonus by +50%.This choice could be useful if playing, which also has a bonus to native assimilation in their (and also receives a reduction to native uprising chance that makes it a more advantageous Native Coexistence Policy), or for any nation that can handle a few revolts and will be coring and taking full control of the province when completed, or any nation controlling a significant percentage of the generated trade value.Native Repression Policy grants a bonus +20 global settler increase. While this policy makes for more rapid early colonization, the bonus is not overwhelming at higher technology levels. The provinces will require garrisons as native uprising chance is not reduced.Colonial range The range from which a nation can establish a colony from a is called the colonial range.
It is measured from that nation's nearest core province, and it expands depending on the level of the nation as well as events, advisers, missions, policies, ideas, and other bonuses. Fleet basing rights from third countries do not extend this range.
This range also controls how far can go on exploration missions. If a nation has no ports, they can only colonize adjacent land provinces, regardless of colonial range.To check the range to a given province, change the map mode to 'Colonial Range', and hover over the province of interest. The map will show green for in range and red for out of range.TraditionsIdeasBonusesPolicies+50%—. Exploration idea 3: Overseas Exploration——+33%—. Norwegian idea 2: The Call of our Forefathers——+25%—. Portuguese idea 1: Legacy of the Navigator——+20%———.
Exploration-Plutocratic: The Colonial Companies Act+15%—. Couronian idea 5: Couronian Colonization——The gives a +20% colonial range bonus.Travel time The speed at which a nation's colonists travel to claim and establish colonial territory is related to the of. It is based primarily on distance from the capital but, unless the target province is directly land connected to the capital, colonists travel by sea.
The actual route taken is the shortest sea distance from either the capital's port (or, if it is inland, a port that is directly connected to it) to either the target province's future port location or the port that is closest to the target province.Example: 's capital is Lisboa. In order to colonize Pipil (839), a province next to the Mayan nation of on the west coast of Central America, a colonist would first travel all the way south to Cape Horn in South America, then back north to reach Central America again.
However, if Portugal colonized Chortli (2637) first, which is the province north of Pipil but on the east coast of Central America, then a Colonist subsequently travelling to Pipil would have its travel time dramatically reduced.Colonist travel time can be difficult to predict due to their coded preferences for travel. For port provinces not directly connected to one's capital, colonists will always travel by sea to where the port will be located, even if it would be faster to travel overland from another port (or the province borders both coasts like in Central America). For inland provinces not directly connected to the capital, colonists always travel to the closest non-blockaded port to the target province even if it would be quicker to travel cross country from a port on a different coast. These unusual rules can sometimes account for extended colonist travel time.Nations in, especially North America, can experience unusually long travel times for colonists. Normally, this is because if a nation's capital is coastal, colonists will always prefer to travel by sea, even if travelling by land would be faster. It may be prudent to move the capital inland if this becomes an issue.Colonists travel across open sea much faster than through land or coastal sea provinces.
For example, European colonists can reach the Caribbean faster than Sub-Saharan West Africa, even though it is physically much farther away.Colonist travel time is a fixed value based on the rules explained above; no events or ideas modify it, Envoy travel time modifier does not have effect on colonists. Colonists return instantly the day after either the colony becomes a city or they are recalled.As soon as any nation chooses to send a colonist to a province, no other nation can send a colonist to that province unless the colony is later destroyed before completion, even if the colonist will actually arrive two years later.
Two nations cannot 'race' and see which colonist will arrive first to the province.Population. Please help with verifying or updating this section.
It was last verified for 1.25.Once a colonist arrives in an unowned province the population starts at 10. Colony populations grow at a base rate depending on the nation's global settler increase value, which is largely dependent on level but also by some ideas and other modifiers.In addition, as long as a colonist remains in a colony, they have a chance each month (modified by colonist chance) of bringing in 25 additional population, speeding growth greatly. Once a colony reaches a population of 400, it will be randomly assigned a based on a weighted list of goods available in that geographical region. This list can be seen via hovering over the large question mark icon in the uncolonized province screen. A colony becomes a full city when its population reaches 1000, and is destroyed if its population reaches 0; this can happen due to attacks by natives, events and colonies being destroyed by other countries in a war. Resending a colonist is required to restart these colonies.Colonists can be sent and recalled to other colonies in progress as many times as is warranted.
Colonists can even be sent to colonies of enemy nations that have been seized by using the army option (which costs 25 military power). A captured colony retains the and of its original owner but is instantly converted to those of its new owner once a colonist arrives.Global settler increase Colonies grow by a flat number of settlers each month. This number is the nation's global settler increase, which is the number of additional colonists added to a colony per year. For example, if the country's global settler increase plus the province's local settler increase is 15 per year, the colony will get one settler most months but two settlers every fourth month, for a total of 15 for the year. Gain “Colonial Enthusiasm” modifier for 10 years:. +5% Colonist chance.
+25 Global settler increaseSome nations that were historical colonizers, notably and, have unique missions or events that will improve settler growth.Treaty of Tordesillas Available only with the DLC enabled.With, the first nation to form a (that is, to core 5 provinces in a, assuming its own capital is not within a colonial region) while 's opinion of them is positive will be assigned that. That nation and their associated will receive a +10 increase to settler growth within the region. A single nation can have any number of assigned to them by the Pope.If another Catholic nation (even one with its capital in a colonial region) starts colonizing a province in that region, they will receive a severe penalty for having 'Violated the Treaty of Tordesillas'. This include a −20 Local Settler Increase penalty when colonizing that colonial region, as well as a −10 yearly papal influence penalty and a −50 modifier to the Papal State's opinion of that nation.
Also, nation that has the claim receive -200 modifier to the opinion of them, with yearly decay of +1. Please help with verifying or updating this section. It was last verified for 1.25.Colonizable provinces are usually occupied by natives, who may attack a colony there, depending on several factors. Natives are also very likely to attack land units passing through their province, regardless of whether the province is colonized. However, these attacks depend on Aggressiveness, so taking the “Coexistence” Native Policy disables these random attacks and taking the “Trading” Native Policy reduces the chance of an attack occurring by half. This can be very important for North or South American natives who may have to cross uncolonized territory to attack a war target, especially since North or South American Native nations begin at 1 and so can actually lose battles, or at least significant amounts of manpower, in battles with the local native population in a province.Population. Please help with verifying or updating this image.
It was last verified for 1.23.Native population in 1444.The size of the native population determines how many native regiments attack at a time. The native population in a province can be reduced permanently using the military action, which costs a small amount of military power proportional to the population, aggressiveness, and ferocity of the natives. The action may need to be performed multiple times in order to completely drive out the local population, as native regiments that break from combat due to low morale are not killed and so return to the 'population' of the colony.Native assimilation When a colony becomes a full city, it will gain a bonus to goods produced called the “native assimilation bonus,” which depends on the remaining native population. This bonus is given by:So a colony with 1400 natives in the province should gain goods produced when the colony completes.
A population of 4000 natives would give +0.2 goods produced, equivalent to one level of production development. Because of this, it is usually beneficial to leave the native population alone if the colony can be protected by an army.Taking the increases the assimilation bonus by +50%, effectively increasing the goods produced in the completed colony by half of what it normally would have been due to native population. So a colony with 1400 natives in the province would gain 0.105 goods produced when the colony completes (e.g., ).TraditionsIdeasBonusesPolicies+50%—. French idea 4: Native Trading Principles—. Humanist-Exploration: Native Assimilation Act. The “Colonize the Caribbean” gives +25% native assimilation for 15 years.Native uprising When colonizing a province there is a chance for the native population to rise up aggressively in an attempt to destroy the colony and expel the foreign invaders.
If a native uprising happens, native regiments equal to the native population in the province (rounded to the nearest thousand) will appear and attack any military units in the province, or begin a siege of the province if there are no military units stationed in it. If the siege is finished (which will take one month), the settler population in the colony is reduced by −100 per regiment of natives, which can destroy the colony completely. After the siege is finished the native regiments will disband, regardless of whether or not the colony survived. After an uprising (whether successful or not), there is a one-year cool-down period during which there is no chance of another native uprising from the province. After this period the chance of an uprising returns to what it was before.
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.TraditionsIdeasBonusesPolicies−50%—. French idea 4: Native Trading Principles—.
Expansion-Exploration: Colonial ExpansionAggressiveness. Please help with verifying or updating this image. It was last verified for 1.23.Native aggressiveness in 1444.Aggressiveness ranges from 0 to 10 and determines how likely the natives are to attack a colony. Each point of aggressiveness gives a 1% chance of a native uprising happening per month.Taking the adds −50% to the chance of uprising, effectively halving aggressiveness.
Taking the Native Coexistence Policy will add −100% to the chance of uprising, effectively removing native aggressiveness and the chance of an uprising in all provinces.Ferocity Ferocity ranges from 0 to 10 and is independent of aggressiveness. Natives regiments in the province get a +5% damage bonus per point of ferocity.
This does not affect the number of settlers killed by a successful uprising.Units Natives use low-tech units:AreaNameOff.Def.Off.Def.Off.Def.Total pipsAmericasNative American Archer1000102AfricaAfrican Spearman1100103AsiaEast Asian Spearman1000102ArcticArcher Cavalry1000113Occupation. Please help with verifying or updating this section. It was last verified for 1.25.During a war, a colony can be occupied like any province. The development of a colony through normal growth will continue unabated, but a Colonist present in the province will be sent back to the colony's owner. An army standing in an occupied colony will have the option to Seize Colony for 25. The colony ownership will transfer to the nation that used the action. The colony will keep the culture and religion of the previous owner until a colonist from the new owner reaches the colony.
The colony will cost its new owner money the same as if it had been colonized by them, including the increasing costs of holding more colonies than the number of colonists.An alternative option is the Military Action Burn Colony for 5. The colony is completely destroyed and the province becomes, once again, an uncolonized province.Since a colony keeps growing under occupation, it is possible that it will become a full colonial province while being occupied. Unless the 'Seize Colony' option was used earlier, the 'finished' province will belong to the original owner. This can be used to steal growing colonies to save war score for another actions in peace treaty or by non-colonizer nations to gain colonial foothold.Colonial provinces Once colonization is finished, a colony becomes a full-fledged province.
A newly colonized province will be part of a until the owner chooses to upgrade that territory into a state. This means that the minimum in the province will be 75%.
The province will not be considered for the calculation of seats or percentage of controlled land. However, the owner will still be able to build, recruit troops, build ships, and improve the province's level, and the nation will now be able to trace and colonial range from this province.If the area is made into a, the colony will become, for all intents and purposes, a regular province. The autonomy floor will be 0%, and the province can also be assigned to an estate or given a seat.
Both of these groups will count the province as part of the nation's total development for percentage of controlled land.If the finished colony is in a colonial region, the colonizing nation will retain control of the province until a total of 5 provinces are colonized (or conquered and cored) by that nation in the same colonial region. All provinces will then be ceded to a newly formed colonial nation, with the most developed province becoming capital. Any further provinces that are conquered (even if not cored) or colonized in that colonial region will be ceded to the colonial nation after one day, replacing cores of the overlord with those of the colonial nation.Provinces colonized in a Colonial Region by a nation will receive the same and as the parent nation, as will colonies in Trade Company Regions that have no native population. C-media ac97 device driver for mac. Provinces in Trade Company Regions are an exception; these provinces will keep their religion and culture unless the native population was zero to start, or was removed by action. If so then sending or resending a colonist will turn the culture and religion to the same as the colonizer.Colonized provinces do not cause in the parent nation, even if left un-cored.
This applies even if the parent nation conquered land from another nation that had previously colonized it; as long as the province had ever been a colony in the past, it will cause no overextension, though it may still have.Colonial subject nations Main article:Main article:and are specialized Subject Nations that can be formed via Colonization (or conquest of the appropriate regions). Understanding both types of colonial subject nations is key to benefitting from the Colonization process.Using or to produce and control in nodes, as well as utilizing them to gain free or military control of overseas territories, are some of the benefits these subjects can provide a parent nation.Seven Cities of Gold and the Fountain of Youth. Please help with verifying or updating this section. It was last verified for 1.24.Main article:With El Dorado, using a conquistador to explore terra incognita in a colonial region will sometimes trigger events based upon the search (and sometimes discovery!) of mythical locations in the New World. These events can provide, ducats or prestige and add flavor and occasionally material benefit to the exploration of the New World.LocalityFailurePartially discoveredCompletely discoveredEl Dorado−10+5 for 50 years+10 / −1Cibola−10+5 for 50 years+10 / +0.5 yearlyCity of the Caesars−10+5 for 50 years+10 / +0.5 or +0.3 yearlySierra de la Plata−10.