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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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But is it worth $15.99-$19.99 to do so?

I’m still waiting for the content that will get me to fork over real money for this DLC. This improvement to CNs is not it.
No dlc is ever really worth that much money, which is why you can buy them for at a huge discount if you wait till the second or third steam sale.

Or you buy them at full price to support paradox in keeping on making and supporting great games :p
 
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50% transfer trade has always been a lame part about CNs to me. Thematically (and mercantilism needs way more buffs anyway), what if mercantilism determined how much trade power you transferred from CNs? At 0 mercantilism, you'd transfer 0% and at 100 merc, you'd transfer 100%.
Private enterprise can do something along the lines of At 0 mercantilism, you'd transfer 50% and at 100, transfer 100% or something like that maybe?
 
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Fair enough, though I hope we get a better integration of colonial nations vs trade company regions
Don't get me wrong though, I wouldn't mind new ones being added. I just don't like that there are still some using generic NIs or Colonial Ideas after forming. Something I would also like is proper weights for whether an AI should take a certain formation decision or not. Because Illinois and Florida appear first in formation lists, Louisiana almost always forms Illinois and Thirteen Colonies almost always forms Florida.
 
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It would be great with a function to integrate smaller colonies into one larger one, for RP and gameplay reasons. The overlord might want stronger or fewer vassals, and colonies could unite in order to become stronger when it comes to independence. From a RP perspective it's reasonable that colonists sharing the same culture and religion might want to band together and dismiss some arbitrary border also.

Also, just consider the "Thirteen Colonies". In EU4 it's the name for one colony, but historically it was a bunch (can't remember how many) colonies which united under one banner.

I think they should add actual ideas to some of the ones we already have first.

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.
 
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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
Have you changed colonial nation ideas? Colonial nations currently suffer no penalties from heathens because of their traditions. Since changes to colonial nation culture and religious conversion is one of the more requested mechanical changes, a chance to give feedback on whatever the team is working on would be appreciated.

Private Enterprise
This is the colony type you want to have when you want to maximize profits, where you want the colony to provide a 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
Increased cash crop spawning is a cool idea, but this only seems to affect colonial nations' colonies, not colonial overlords' colonies. As a fix for cash crops spawning too infrequently, that's problematic.
  • The first five provinces in any private enterprise colony won't have increased cash crop spawn probability because they'll be colonized by the overlord to form the colonial nation
  • Any provinces the overlord colonizes after the colonial nation forms won't receive the boost cash crop spawning as far as I can tell
To mitigate those problems, the base spawn probabilities for colonial trade goods (in all regions, not just colonial regions) are also in need of a rebalance and some bug fixes. I've documented and suggested changes to them here.

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.
What are the AI weights for choosing different colony types? Are they affected by region or tag? Spain, for example, would feel wrong if its colonies weren't mostly crown colonies, and the Caribbean would feel wrong if it wasn't full of private enterprise colonies solely for the cash crop production.

Will the colony type choices be affected by government type, idea group choices, dynamic historical events, or missions? It would be cool if:
  • Missions or events forced European colonizers to change their colony types. Britain's historical attempts at greater administrative control over its North American colonies could be represented by switching the Thirteen Colonies from a self-governing colony to a crown colony.
  • Government reforms like Council of the Indies or Exile Colonial Companies made AI colonizers choose crown colonies and self-governing colonies, respectively.

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.
Since this dev diary was about colonial nations, and since your screenshots seem to imply otherwise, have there been any changes to Allow/Block Settlement Growth? If the team isn't interested in making Block Settlement Growth forcibly recall a colonist, please at least change its default setting to Blocked. (In other words, force subject overlords to remember to allow settlement growth rather than remember to block it.)
 
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looks good in making colonial nations more beneficial but a big gap seems to be in the use of culture. CNs dont convert and new cultures spawning is a bit limited right now
 
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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.

View attachment 690253
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.
View attachment 690254

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.

Well, you sure don’t miss out week after week to throw us DD’s that just prove what a disaster of low quality this latest DLC will be , proudly taking its place amongst the “mostly negative”’and “mixed” DLCs of the house of Pdox.

Instead of making this CN another typical lazy crop out “click and forget” button deal why could you not have seen an opportunity to start CN’s as self autonomous/governing entities as they already are and via diplomacy and events steer the direction of your CN in immersive ways to become either a crown or private enterprise colony with all the risks and rewards?
 
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Devs would you consider adding the old colonial nation culture conversion as an option? What it should do is force the cn to overlord culture and give them +1 missionary and maybe a bonus to culture conversion.

I hate how the old behavior was just stripped out and there is no longer an option to make the new world your culture without owning it yourself.
 
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its a +100% chance to the chance of high value trade goods where they are applicable.
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)
 
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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.

 
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