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Tinto Talks #79 - 3rd of September 2025

Hello, and welcome to another Tinto Talks, the happy Wednesdays where we talk about Europa Universalis V!

Today, we will talk about two more Situations that may happen in the Mid and Late Game, related to the spread of Colonialism: the Columbian Exchange and the Colonial Revolution! Let’s start, without further ado:



Columbian Exchange

The Columbian Exchange is a situation that portrays the goods from different regions of the world that were exchanged as a result of the ‘First Globalization’. In our game, the situation may happen during the Age of Absolutism, that is, from 1637 to 1737. Although we know that new goods circulated before and after those dates, we decided upon these dates to make the gameplay and pacing of the different situations smoother, and it also coincides with the spike of ‘colonial plantations’ happening in the Caribbean, the East Coast, and Brazil.

Columbian Exchange0.jpg

Columbian Exchange1.jpg

In our game, these goods are divided into two categories, ‘Goods of the New World’ and ‘Goods of the Old World’, depending on when they are present when the situation fires. So, as an example, Rice and Horse are ‘Goods of the Old World’, while Potatoes and Maize are ‘Goods of the New World’:

Columbian Exchange2.jpg

As you see, you can spread both New World Goods to the Old World, and vice versa, with some money and prestige as the cost. This means that the raw material in the selected location will be changed to the new one, opening up a different economic gameplay loop, allowing you to plant highly demanded goods in the New World, which could be exploited via Plantations and Slaves, while also allowing the plantation of goods such as Potatoes in Europe. An important thing: we've investigated the actual spread of each trade good that can be exchanged, so you can only grow its accurate geographical distribution, which also takes into account the terrain features (climate, vegetation, and topography) - meaning, you can't plant Rice in the Alps, nor Wine in certain climates.

This also makes it a very mechanical situation, with no events for it, so I'll just show how it works today:

columbian_exchange_action_1.png


columbian_exchange_action_2.png


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columbian_exchange_action_8.png



Colonial Revolution

The Colonial Revolution is a situation that may happen in the Age of Revolutions, so after 1737. It may trigger if you have any disloyal subject with its capital in a different continent, that embraced the Enlightenment institution, and while the Policy for the Colonial Representation Law is ‘No Representation’:

Colonial Representation Law.jpg

No Representation Policy.jpg


Colonial Revolution1.jpg

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For the Overlord, the Situation panel may show its colonial subjects that are part of the situation, and they will also have actions available to restore the former colonial order:

Colonial Revolution4.jpg


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Colonial Representation Policy.jpg


Actions Establish Goods Act.jpg

As a Foreign power, you can indirectly intervene in the situation, with these actions:

Action Aid Colonial War Efforts.jpg


Action Give Colony Rebellion Support.jpg

Subjects have a somewhat different pool of available actions for the Situation:

Colonial Revolution6.jpg

Of these, probably the most interesting and different one is the ‘Create Colonial Federation’ one:

Action Create Colonial Federation.jpg

Action Create Colonial Federation2.jpg


Colonial Federation.jpg

We have tons of events related to the Situation, too. And,although we haven’t shown it today, we have specific content related to the formation of the United States of America, which will be triggered by this situation… But that’s all for today! We will come back on Friday, as we will talk in Tinto Flavour about England & Great Britain!

And also remember, you can Pre-Purchase Europa Universalis V now! Cheers!
 
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Why have you changed wine production for alum in Niebla? I'm from that region and I can assure wine is why it's known for. The County of Niebla was known for exporting a lot of wine to the New World starting with Villalba in 1494 and many of the neighboring towns not much later. Considering the importance of the province in the exchange I think wine is more fitting than alum.
 
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USA can be created in two different ways: through a revolting and independent Colonial Federation, and organically, through the other game mechanics. For instance, this is from a nightly test that was run on August 26th:
View attachment 1358957
PS: Please note the first name of the ruler. Also, colonial AI spread is currently WIP and one of our main focuses until the release of the game, so don't take it as final at all.
If only the real founding fathers looked as metal.
 
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USA can be created in two different ways: through a revolting and independent Colonial Federation, and organically, through the other game mechanics. For instance, this is from a nightly test that was run on August 26th:
View attachment 1358957
PS: Please note the first name of the ruler. Also, colonial AI spread is currently WIP and one of our main focuses until the release of the game, so don't take it as final at all.
wot
1756905881622.png
 
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USA can be created in two different ways: through a revolting and independent Colonial Federation, and organically, through the other game mechanics. For instance, this is from a nightly test that was run on August 26th:
View attachment 1358957
PS: Please note the first name of the ruler. Also, colonial AI spread is currently WIP and one of our main focuses until the release of the game, so don't take it as final at all.
Can you make it so that their full name is "United States of America" rather than "Republic of America" if they have a republican form of government?
 
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USA can be created in two different ways: through a revolting and independent Colonial Federation, and organically, through the other game mechanics. For instance, this is from a nightly test that was run on August 26th:
View attachment 1358957
PS: Please note the first name of the ruler. Also, colonial AI spread is currently WIP and one of our main focuses until the release of the game, so don't take it as final at all.
The most noteworthy thing about this image is how close Scotland got to the Darién Gap :D
 
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USA can be created in two different ways: through a revolting and independent Colonial Federation, and organically, through the other game mechanics. For instance, this is from a nightly test that was run on August 26th:
View attachment 1358957
PS: Please note the first name of the ruler. Also, colonial AI spread is currently WIP and one of our main focuses until the release of the game, so don't take it as final at all.
Pope going crazy down there in Brazil
 
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So all you need to do for the colonial revolution not to trigger is to pass the colonial representation policy?

Seems a bit too easy. That policy is not that harmful. I cant build in my colonial nation. Who cares? As longas they give me trade advantage and money and join my wars...
Yeah, they should change it so that the revolution may also trigger even if that law is passed if your colonies are disloyal enough (and have embraced Enlightenment). That way they can represent situations in which disaster has struck the metropolis (let's say, a surprise Napoleonic invasion) and the power relation between it and its colonies has shifted so dramatically that the colonies may just decide to abandon that sinking ship and decide their own destiny.
 
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Are there any more specific events around the Colonial Revolutions, like the revolutions of Simon Bolivar?
No, they are generic ones. But we'd like to expand in the future the feature, and make for more historical outcomes and colonial leaders - but for now, we decided to focus upon making the dynamic part of it as good as possible.
 
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Is there anything preventing non-settler colonies like Portugese Angola or the Dutch east indies rebelling?

Also I'll shamelessly plug my thread about intertwining vassals and estates as this reminded me of it:
 
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Also, I don't see a reason to shorten the situation since it's extremely mechanical. It'd probably make more sense to open it up as soon as it historically happened, and eventually unlock more and more goods that can be spread as time passes / you research advances.
Take into account that this Situation was also a bit 'experimental' in comparison with how the rest of the other Situations work, so we preferred to be slightly more cautious and restrain its scope, to have it properly functioning, and making sense with the general game balance.
 
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USA can be created in two different ways: through a revolting and independent Colonial Federation, and organically, through the other game mechanics. For instance, this is from a nightly test that was run on August 26th:
View attachment 1358957
PS: Please note the first name of the ruler. Also, colonial AI spread is currently WIP and one of our main focuses until the release of the game, so don't take it as final at all.
Why’s Cahokia still on the map? And why’s the guy wearing plate armour, what year is it? :p
 
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during the Age of Absolutism, that is, from 1637 to 1737.
Why don't you implement a bit more dynamic windows for the ages like in EU4?

Knowing the exact Age duration 1.1.1637 – 1.1.1737 in every run feels a bit artificial and predictable and is a step backwards vs. EU4.
I'd like to have every age a bit different every time within some reasonable window of 10–20 years.

  • The spread of advances is different every time.
  • The duration of situations is different every time.
  • Adds a lot to the replayability.

Here is the relevant thread and people seem to agree on that. Please, take it into account if possible:
Please, bring back semi-dynamic Age spawn dates to EU5 (just like in EU4).
 
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If I play, for example, Portugal, and I want to plant Coffee in Brazil, will I always have that possibility, or do I need a province with Coffee as its Raw Material first?
You need to have access to Coffee in your country, either by owning a location that has it as a raw material or by trading into one of your markets.
 
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Why are sturdy crops part of the Columbian Exchange, even though they are found at both sides of the Atlantic in the game (as sturdy crops are the placeholder for cassava/manioc in South America), but livestock aren't, even though they are only in the old world (no big domesticated animal in the Western Hemisphere except for llamas and alpacas)? Seems like you should switch them so that one could start keeping cattle in America.

USA can be created in two different ways: through a revolting and independent Colonial Federation, and organically, through the other game mechanics. For instance, this is from a nightly test that was run on August 26th:
View attachment 1358957
PS: Please note the first name of the ruler. Also, colonial AI spread is currently WIP and one of our main focuses until the release of the game, so don't take it as final at all.
Is this the generic flavour localisation for republics (Republic of America and Consul)? Is it possible for the US (and Mexico etc) to use the title "United States" (United States of America, and United States of Mexico) and "President" instead (in valid cases)?
 
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One of the precipitating factors of the American Revolution was the Quebec Act (1774), which added the lands that had just been won from France (by colonial soldiers) to Canada and thus barred it to settlement by the colonies. I wonder if that'll be included or even able to occur organically with the colonial nation system.
 
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A slightly different question. If a state does not have its own colonies, can it produce sugar in the late game period not from sugar cane, but from vegetables (sugar beets). Will this technology and sugar factory building with this production process be in game. Historically, this technology and production appeared around the end of the 18th century.
 
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Was the Columbian exchange really so state-driven?
Yes and no. On the one hand, there were serious efforts by authorities to plant certain crops in certain places. On the other hand, making it all estate-driven would take off a lot of agenda from the player.
 
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