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Hello everyone and welcome to another development diary for Europa Universalis IV. Today we’ll be talking a little bit about how colonial nations are evolving with Leviathan.



When a colony nation is formed you can pick what kind of colony this will be. This type of colony can then be upgraded for a cost for the overlord and a change of liberty desire for the subject. You can always change a colony to become another type of colony, but that will increase their liberty desire.

eu4_27.png

Crown Colony
This type of colony is for areas you want to have most control over, where liberty desire should be lowest.
  • global_autonomy = -0.05
  • recover_army_morale_speed = 0.02
  • embracement_cost = -0.1
  • governing_capacity = 100
  • global_autonomy = -0.05
  • global_colonial_growth = 10

Increase Draft from Colony (+10 Liberty Desire)
+5 Land Forcelimit for Overlord & -5 Land Forcelimit for Subject
Enlarge the Gold Fleet (+10 Liberty Desire)
+20% Treasure Fleet Income for overlord
Increase Religious Control (+10 Liberty Desire)
+1% Missionary Strength & -1 Heathen Tolerance for Subject
Increase Integration (-10 Liberty Desire)
-10 Liberty Desire for Subject & TBD for Overlord



Private Enterprise
This is the colony type you want to have when you want to maximize profits, where you want the colony to providea strong navy and control trade.
  • global_ship_trade_power = 0.2
  • embracement_cost = -0.1
  • merchants = 1
  • production_efficiency = 0.05
  • global_ship_trade_power = 0.2
  • global_trade_goods_size_modifier = 0.2
  • naval_tradition_from_trade = 0.1
  • ship_power_propagation = 0.1
  • 5% less Tariffs for Overlord

Increase Trade Power Transfer (+10 Liberty Desire)
+2% Trade Power for Overlord, and -10% Trade Power for Subject
Encourage Cash Crops (+10 Liberty Desire)
Increases likelihood of cash-crop goods to appear for subjects new colonies.
Increase Navies from Colony (+10 Liberty Desire)
+5 Naval Forcelimit for Overlord & -5 Naval Forcelimit for Subject
Increase the Gold Tax (+10 Liberty Desire)
Effects TBD

Self-Governing Colony
This is the colony type that will expand and develop fastest, but they will have the highest liberty desire, and the perks you can give them are not beneficial directly to you.

  • global_ship_trade_power = 0.2
  • embracement_cost = -0.1
  • merchants = 1
  • production_efficiency = 0.05
  • colonists = 1
  • development_cost = -0.15
  • liberty_desire = 25
  • 10% less Tariffs for Overlord

Allow Autonomous Trade (-5 Liberty Desire)
+5% more trade power for subject.
Allow Autonomous Taxing (-5 Liberty Desire)
+5% more tax for subject
Allow Autonomous Militias (-5 Liberty Desire)
+5% more manpower for subject
Allow Autonomous Navy (-5 Liberty Desire)
+10% more Sailors for Subject

There are also different events happening depending on which colonial type your colony is.
eu4_28.png


We are not just adding new features and polishing them, for 1.31 there is also currently over 500 different older bugs that has been fixed so far, and we have been busy tweaking and improving the interface as well.

Some of the UI improvements include.

- Alert for Inactive Merchants
- Alert for when one of your coasts are being invaded by an army.
- When you view rebels in the stability view, the locations will revolt risk for that rebel will highlight on then map.



Now we are taking a small hiatus from development diaries, until we are back to talk about diplomacy by the end of March.
 
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Increase Integration (-10 Liberty Desire)
-10 Liberty Desire for Subject & TBD for Overlord

What does TBD means? I cant figure it out. I guess it is some kind of messurement like Aggressive expansion or such stuff?
 
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Wow! Super excited for any changes regarding colonial gameplay. @Johan Glorious Johan, can you share if included in those bug fixes are fixes regarding the random new world? It seems to be a highly neglected feature right now and I haven't been able to enjoy it for a over a year and a half. The most pernicious bug is one regarding its generated trade nodes not showing the physical streams/trade directions in the UI. Have the new native mechanics been incorporated smoothly into the RNW? Will natives start with generated tribal land claims like the current new world or will they have to manually gain them? If there are monuments in the new world, can/will these be added to a RNW?
 
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Would be fun if colonies could inherit random ideas from countries in its cultural group. E.g. a Norwegian colony would get randomized ideas from the Swedish, Norwegian, Icelandic and Danish national ideas. As long as some are blocked (e.g. imperial authority gain) it could give some interesting results.
VGH... I can already the imagine Colonial Ubervinland...
Traditions:
+20% Infantry Combat
+10% Ship Durability
Natural Seamanship: +20% Naval Morale
Swedish Steel: +5% Discipline
Pioneer Spirit: +1 Colonist
Indelningsverket: +20% Manpower Recovery Speed
Reorganize the Klaedekammer: -15% Naval Maintainance
Found the Copenhagen Dockyard: +50% Naval Force Limit
National Security Act: +20% National Manpower
Ambition:
+20% Trade Steering
 
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Two questions. One, which trade goods count as such? I would think tobacco, sugar, coffee, dyes (since dyes can appear in Cuba), cotton, etc. Question two, and what others are asking: Will CNs finally be unable, without the consent of their overlord, to colonize outside of their designated CN (e.g.: Colonial Caribbean colonizing into South America for some reason)
Withholding consent is one thing; obedience on the part of the CN is another. Although not well-reflected by the current in-game bounds, the fundamental tension between the Crown and the 13 Colonies derove from the refusal of the colonists to stay on their designated side of the Appalachians, instead spilling into Ohio and the rest of the North West.
 
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Will Colonies get new NIs?
 
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I have to wonder - will we finally be able to clean up colonial borders through subject interactions or diplomacy, or am I gonna have to keep busting out the console to keep my CNs in their appropriate borders?
 
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Yes, I looked at the date at the bottom of the screen that says 09/03/2021.

I guess my brain is too americanized these days
That's OK, September 3rd was kind of appropriate for this dev diary. That's because September 3rd, in 1783, was the date on which the Treaty of Paris was signed between Great Britain and the United States ending the American Revolutionary War. Rip the colonial rule there. ;P

@Johan , With these updates tot colonial nations which look really awesome, i was hoping that we could finally het a colonial nations in Indonesia? Ik would love to het the Dutch Indies in here, i never understood why three are no colonial nations there since in HOI4 They are a colonial nations.

Also, understand if This is top spoilery but will we get a realease date coming Saturday during the mini PDXCon?
Thanks in advance.
As I mentioned in my post above, the Colonial Nation as originally designed in EU4 were probably more intended for regions where the settler populations had historically developed a presence such that they have effectively displaced the natives as the dominant demographic there such as the Americas, Australia, and New Zealand.

Which led me to think that perhaps a new type of country, along the line of Colonial Nation, might be needed to simulate the trade company rule over regions such as India and what was historically the Dutch East Indies. Again, as I also suggested, a trade company colony could be taken over as a Crown Colony but it may or may not entail some costs of doing so.
 
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If colonial nations are back in the spotlight, maybe a mod like this can be integrated into the game? One where the overlord's flag is in the canton rather than an entire half the colonial nation's flag. It would definitely help make colonial flags look a lot more accurate to history. Especially for some countries like Britain.

I love this.
 
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Withholding consent is one thing; obedience on the part of the CN is another. Although not well-reflected by the current in-game bounds, the fundamental tension between the Crown and the 13 Colonies derove from the refusal of the colonists to stay on their designated side of the Appalachians, instead spilling into Ohio and the rest of the North West.
I think if there were actual pressures to encourage limitation of expansion outside of pretty borders, blocking expansion causing a lot of liberty desire would be interesting.
 
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I like the changes to Colonial nations as well as the highlighting rebel provinces!

As what is turning in to a customary thing:
This is week three of asking why the EU4 Dev Diaries are not being posted to the Paradox Forums Featured Content page. We shouldn't have to look at Steam to know when a new Dev Diary is out. Thank you for adding a link the forums in Steam; it's progress!
 
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Making the Self-Governing colony be more rebellious seems to be going against the trend of equating more autonomy with less liberty desire - for example Marches are more autonomous (by virtue of not being annexable) and have less liberty desire. Similarly more mercantilism means more liberty desire, which can also be traced back to the colonies having less autonomy in their trading.

If it's supposed to represent the "final stage" of a big colony, when it can sustain itself and would be more likely to try governing itself - it seems more fitting for the LD boost to be a modifier on a colony that isn't self-governing yet, as that was the reason why The Thirteen Colonies revolted, as others already pointed out. They didn't revolt because they got to be self-governing, but because the British Crown was allowing them too little self rule.
 
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Making the Self-Governing colony be more rebellious seems to be going against the trend of equating more autonomy with less liberty desire - for example Marches are more autonomous (by virtue of not being annexable) and have less liberty desire. Similarly more mercantilism means more liberty desire, which can also be traced back to the colonies having less autonomy in their trading.

If it's supposed to represent the "final stage" of a big colony, when it can sustain itself and would be more likely to try governing itself - it seems more fitting for the LD boost to be a modifier on a colony that isn't self-governing yet, as that was the reason why The Thirteen Colonies revolted, as others already pointed out. They didn't revolt because they got to be self-governing, but because the British Crown was allowing them too little self rule.
More to the point, it was that the 13 Colonies had been relatively autonomous and were seeing that autonomy clawed back that led to revolt.
 
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Also, @Johan, can we see what the full script for this will look like at some point before the release date, so we can offer feedback? One thing I am hoping for is an ability to define conditions for each colony type. This way, we can mod in different colony types that are only available for different colonizers or under specific conditions such as locations and such, adding a bit of flavor.
 
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