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Victoria 3 - Dev Diary #32 - Colonization

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Good evening and welcome to this week’s dev diary! Today’s topic is colonization, which in Victoria 3 terms means the process of establishing and expanding colonial states in regions owned by Decentralized nations.

The pith helmet became popular among British forces following the Anglo-Sikh wars, being widely adopted in tropical regions. The helmet has become synonymous with 19th and 20th Century colonial conquests and expeditions.
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To establish colonies, you must have researched the Colonization technology, a tier 1 technology common to many recognized powers at game start. This unlocks Colonization laws as well as the Colonial Affairs Institution, which affects how quickly your colonies will grow.

In 1884 the Berlin Conference initiated the Scramble for Africa. Hungry for new resources and global dominance, the great powers divided the continent between themselves and began a relentless campaign of conquest and colonization, establishing colonial governments to oversee their new domains.
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You can establish colonies in strategic regions where you have declared an Interest, and within those strategic regions you can colonize a state region in which at least one state is controlled by a Decentralized nation. Once you’ve selected a location, one of the provinces in that state region will be the starting point for your colony. Having a colony in a state region does not give you a monopoly on it; other colonial powers can create competing colonies, resulting in split states and messy borders that are sure to generate diplomatic tensions in the future.

Colonial States are a special kind of state that is created by establishing a colony in a Decentralized nation or conquering territory from an Unrecognized power. A Colonial State that borders a non-colonial state belonging to the same country will lose its colonial status and become a regular unincorporated state. Colonial States have a bonus to migration attraction and are affected by certain modifiers from colonial laws and the Colonial Affairs institution. Since Colonial States cannot be incorporated, your institutions do not apply there, and pops living in these states cannot be taxed and will have very little political power to contribute to Interest Groups.

Now, why would you want a colony? Primarily, you’d want colonies to gain access to more natural resources that you may be lacking at home, especially goods required for more advanced manufacturing Production Methods like rubber and dye. Once your colony expands enough that it’s the largest State in its State Region, it will become part of your National Market, giving you direct access to the goods it produces assuming that you ensure market access. Many European powers have little opportunity for aggressive expansion in their homelands, as wars there could become very unpredictable and destructive. And of course, any territory you don’t colonize yourself may fall into the hands of your rivals!

A handy progress bar lets you know how soon your colony will expand, with the corresponding tooltip and nested tooltip breaking down in increasing detail exactly why it is growing (or not growing!) at the current rate.
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The rate of Colonial Growth is determined by your incorporated population, and modified by your Colony Growth Generation Speed (primarily affected by your investment in Colonial Affairs) as well as by local conditions in the State Region.The more colonies you have growing at once, the less quickly each colony will develop, though you can selectively pause and resume Colonial Growth in a state. Once a colony grows, it will expand into neighboring provinces owned by a Decentralized nation within its state region.

Early in the game, the colonization of most regions will be a very long and painful process due to the prevalence of malaria and other hostile conditions. The technology of the time did not allow the European colonial powers to penetrate far into Africa, but with the development of quinine and malaria prevention techniques this would cease to be the obstacle it once was. In Victoria 3, you will need to develop your medical technology and invest in your institutions to overcome harsh penalties to colonial growth in the most inhospitable regions.

Now of course you can’t expect to claim and exploit vast swathes of land without some resistance from the people who live there. While a colony is growing, it has a chance to generate Tension with neighbouring Decentralized nations. If Tension rises too high, the Decentralized nation will begin a Native Uprising - a kind of Diplomatic Play - against you to retake their homeland and expel the invaders. Tension will slowly decay, but on average you can expect the factors advancing Tension to eventually outweigh its decay rate. Though it is very likely that the native inhabitants will be technologically outmatched by a colonial power, there are some factors that give them a fighting chance. Firstly, the colonial power needs to manage the logistics of transporting an army to the region while the Decentralized nation has the home advantage. Secondly, other nations with an Interest in the region can join the Diplomatic Play on either side. If France, for instance, has their own designs for dominance over West Africa they might decide to support Kaabu in their struggle against British encroachment.

Colonial laws are typically supported by the Armed Forces due to their Jingoist ideology, which causes them to advocate for an aggressive and expansionist foreign policy. The Industrialists, ever seeking new sources of profit, especially favor Colonial Exploitation, while the Rural Folk fear for their livelihoods if their agricultural jobs are replaced by cheap colonial labor.
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One of the most important factors affecting Tension decay is your colonial policy. Colonial powers can choose between Colonial Resettlement, which encourages migration to colonies, and Colonial Exploitation, which improves building throughput in colonial states at the expense of reduced Tension decay and Standard of Living for pops in those states.

Let’s sum this up: once you have the appropriate technology and laws, you can start a colony in a Decentralized nation and it will slowly expand over time. The rate of growth is determined largely by your level of investment in Colonial Affairs and the population of your incorporated states. As your colonies grow, they generate Tension with nearby Decentralized nations which can eventually lead to a Native Uprising.

Next week I’ll be handing you over to Ofaloaf of Monthly Update video fame, who will talk in more detail about the Decentralized nations of Victoria 3’s world map.
 
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Cheers for the DD neondt and the extra answers to questions :) It sounds like a good set of systems for managing the process of colonisation. Best of luck writing around "ethical colonisation" - no dangers there at all, and heavy quotation marks well-deployed!

Firstly, the colonial power needs to manage the logistics of transporting an army to the region while the Decentralized nation has the home advantage.

Great news :). European nations during the period had substantial difficulties projecting power into the African (and other) interiors until railways had been established, unless there were navigable rivers to support supply lines. Would be great to see rivers play an important role here as well.

In terms of colonisation more broadly, what about the US expanding west? Large parts of the central and western US at this point were, as best I understand it, more-or-less colonial. Does that work have a similar situation with colonial tension, and the potential for conflict with Native Americans?

For whatever reason, I seem to have been forgetting to include maritime-themed pics for a while - not sure what happened there - but they're back now! Here's a gunboat on the Nile (details in the caption) from Roger Branfill-Cook's excellent River Gunboats.

Sudan gunboat smaller.jpg
 
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Will you be able to play as a decentralized state? If so, how can you avoid colonization, centralize and create your own countries? Will centralized african countries who become able to colonize have some bonuses for that (you know, since there would probably be less differences between them and the decentralized countries)?
Simply put: no.
More complexly put: Remember that the current world map is incomplete. Many "decentralized" states will be fully implemented as playable nations. Looking at the map, I fully expect a number of African states (Asante, Kong, Jolof, etc) will be playable in the final release. Decentralized regions are, as far as I know, AI controlled. I see no reason why "centralized" African states should have advantages over them, similar or not. The Ethiopian Empire struggled against local and European peoples and polities in order to expand from its core into the modern size of the country.

Also i dont't get why the so called pre-modern countries are called "decentralized countries". There were many decentralized countries even in europe, so the term does not rly fit either.

A better term would be "highly differenciated societies" vs. "lesser differenciated societies". It refers to state, economy and science, which was not everywhere the same in europe, but its institutions shared a farely common discursive ground. Sociologists also sometimes call non-european societies pre-modern societies and to some extent also some european countries at this time pre-modern societies, compared to western europe at this time
I agree with the taxonomic issue pointed out here, but this isn't the right solution in my opinion. Rather, I think it's worth pointing out many of the "decentralized nations", at least as far as Africa and Asia were concerned, actually were either a) the homes to multiple centralized states that simply weren't externally consolidated (so, for example, "Mossi" is actually comprised of three or four independent kingdoms; don't know why they aren't independent, but that's how it is). b) regions simply not home to larger-scale political organizations (so, for example, igbo had multiple centralized towns and cities within it, but none of them were, to my knowledge, consolidated into larger-scale states. c) regions that actually were home to centralized states, but which Paradox has, for some reason, simply chosen not to make playable (yet) (so, for example, Luba and Kuba were both large Empires, but they are marked as "decentralized" on the map. Here, it's also worth remembering Paradox might not be done with adding playable "centralized" nations yet.

Is it possible for a centralized nation to become decentralized (and thus vulnerable to colonization)?
"Colonial States are a special kind of state that is created by establishing a colony in a Decentralized nation or conquering territory from an Unrecognized power." If you couldn't conquer centralized states and colonize them, you wouldn't be able to colonize many territories that were colonized in our own timeline...
 
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Will USA, Mexico and UK(Canada) still have the colonial struggle for the pacific coast? How will it work?
 
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2) "If Tension rises too high, the [neighboring] Decentralized nation will begin a Native Uprising" - Conceptually, this is awesome, and sounds like a great way to simulate situations like those faced by the French in the Western Sudan. That said, while I'd like to wait for more information on "decentralized nations" before forming an opinion, I'd be lying if I said I weren't worried/curious about a few things:
- expelling colonizers from territories sounds somewhat vague. How far would insurgents push if successful in their efforts? If they take over colonized areas, do they seize control of any developments in them? What of insurgents from "centralized", yet "unrecognized" states? Do they take over the colony and resume administration?
- Does "tension" relate to more than colonial expansion?
- if it does not, then what systems, if any, facilitate revolts in already-colonized regions?
From the previous DDs on diplomacy, I think the main point of decentralized powers is that they can't engage in normal diplomacy (because there's no central power to meaningfully negotiate with). The native uprising system allows them to emulate certain diplomatic actions under certain circumstances, but it shouldn't be necessary for centralized nations.

Put another way:
As you colonize a decentralized nation, it gains tension which could lead to a Native Uprising with the goal of annexing the colonized state.
As you colonize an unrecognized nation, it lowers relations which could lead to a Diplomatic Play with the goal of annexing the colonized state.

In either case, if it comes to war, they'll presumably try to take your state(s) that were made out of their territory. (Unrecognized nations could conceivably look for more wargoals but I don't imagine they'll want to push their luck most of the time.)

The opinion of native pops inside the colony is presumably modeled by Radicalism and Turmoil, the same as for other pops.

5) Will there be any systems in-game to replicate the colony-types aside from "extraction" and "settler"? For example, "Protectorate" colonies were common in our onw timeline.
Protectorates where the local government is calling most of the day-to-day shots are handled as subject states, rather than colonies. "Colony" here seems to imply more or less direct rule.

I think it was mentioned previously that you could release colonies as subjects, which could be useful as an intermediate option between keeping it a colony and full incorporation - that way you can benefit from market access and the pops can get some level of institutions without you having to actually pay for it all.

6) Will colonial elites in settler colonies be capable of forming independence, secessionist, or nationalist movements (think: Brazil).
I would imagine they're just as capable of radicalizing as pops in your mainland if the circumstances are right.
 
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Really great diary and keen to learn more about how the victims of colonisation will be represented and able to push back in game!

A Colonial State that borders a non-colonial state belonging to the same country will lose its colonial status and become a regular unincorporated state. https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-6-interest-groups.1481423/

This is really interesting. I've got two questions
  1. Might this create a weird situation where making one state unincorporated will create a domino effect of making lots of colonial states into unincorporated states? I'm thinking of how France incorporated Algeria during the time period. Would this mean that Morocco and Tunisia would flip from colonial to unincorporated state? And possibly then Mali, Benin, Cameron, Congo...
  2. How will you handle colonial states in "colonial" nations? Canada and Australia received a lot of immigration from Britain and their states were very much colonial states for Britain, but if Canada or Australia incorporated themselves then wouldn't that flip all the colonial states to unincorporated states, and Britain's colonialism institution would no longer apply?
 
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"A Colonial State that borders a non-colonial state belonging to the same country will lose its colonial status and become a regular unincorporated state."

This feels like it could cause a lot of issues the French at least historically tried to incorporate Algeria into France proper wouldn't this cause every single continuous colony in Africa to become regular unincorporated states?

What about a Resurgent ottomans that expanded colonially outwards from Egypt would all those states not be colonies as a direct connection to its heartlands exist?
 
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This is scaled to your population, which is good for small countries because they can invest about as easily as a large country, but also bad because the impact is also scaled to your incorporated population, meaning small countries ultimately still colonize at a slower rate.
I mean, it does make sense. There's a part of me that wants to see Guinea fall rapidly to the upstart powers of Ostfriedland and Malta, but such silly concepts are why one goes looking for mods.
You can start as many colonies as you like, but your total growth will be split between each colony. So starting a large number of colonies will make each one grow painfully slowly, which increases the time until you're able to add the state to your national market, increases the chance of generating tension, and leaves more time for your rivals to start up a competing colony.
What stops you from painting the whole coastline your color and then integrating it at a leisurely pace with no competition, then? Swift and brutal native uprisings?
 
No, because decentralized states don't have any of the things players control, like a unified foreign policy, shared military, or state-wide infrastructure. That's what makes them decentralized.

The devs have previously stated that you'll be able to play any centralized power, which would imply that decentralized states are off the table.
I think they said they're gonna be playable after release
 
Ah time for an empire upon which the sun never sets, and a grand civilizing mission.

Yep yep wat wat... Tally-ho!

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I am a bit sceptical about the fact that Colonial Ressettlement and Colonial Exploitation are mutualy exclusive. Historical colonizers, such as France and Britain, did have colonies that served both purposes at the same time. For exemple Algeria was a settler colony while Indochina was more of an exploitative one. To reproduce this situation we would need to be able to apply those modifiers on a per state basis (or per colony, if we are able to have multi-state colonies).
 
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Right, I'm going to jump in with some clarifications about Colonial States here (and my bad for missing this when reviewing the DD internally): The old design worked exactly as @neondt outlined, but we recently made some changes. Specifically, we unified the concepts of Colonial and Unincorporated States (as the line between colony and territory is more than a little blurry) and we made it possible to Incorporate any State, though with a varying amount of time and resource investment based on cultural ties (while a State is being Incorporated, you pay all the costs for it and receive only partial benefits). Sorry for the confusion!
 
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Right, I'm going to jump in with some clarifications about Colonial States here (and my bad for missing this when reviewing the DD internally): The old design worked exactly as @neondt outlined, but we recently made some changes. Specifically, we unified the concepts of Colonial and Unincorporated States (as the line between colony and territory is more than a little blurry) and we made it possible to Incorporate any State, though with a varying amount of time and resource investment based on cultural ties (while a State is being Incorporated, you pay all the costs for it and receive only partial benefits). Sorry for the confusion!
The game is changing fast and it's understandable to miss a very recent change!

Another reminder that all information in the Dev Diaries are subject to change
 
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Right, I'm going to jump in with some clarifications about Colonial States here (and my bad for missing this when reviewing the DD internally): The old design worked exactly as @neondt outlined, but we recently made some changes. Specifically, we unified the concepts of Colonial and Unincorporated States (as the line between colony and territory is more than a little blurry) and we made it possible to Incorporate any State, though with a varying amount of time and resource investment based on cultural ties (while a State is being Incorporated, you pay all the costs for it and receive only partial benefits). Sorry for the confusion!
that solves my only issue with this
 
Right, I'm going to jump in with some clarifications about Colonial States here (and my bad for missing this when reviewing the DD internally): The old design worked exactly as @neondt outlined, but we recently made some changes. Specifically, we unified the concepts of Colonial and Unincorporated States (as the line between colony and territory is more than a little blurry) and we made it possible to Incorporate any State, though with a varying amount of time and resource investment based on cultural ties (while a State is being Incorporated, you pay all the costs for it and receive only partial benefits). Sorry for the confusion!
Thanks so much for clarifying this! But is it still like in dev diary that any colonial state with land connection to incorporated one becomes unincorporated state immidiately? Like, if Ottomans annex Egypt (i hope possible to do at once in Oriental Crysis) then Egyptian Sudan immidiately becomes unincorporated state?
 
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Thanks so much for clarifying this! But is it still like in dev diary that any colonial state with land connection to incorporated one becomes unincorporated state immidiately? Like, if Ottomans annex Egypt (i hope possible to do at once in Oriental Crysis) then Egyptian Sudan immidiately becomes unincorporated state?
There's no longer a distinction between Colonial State and Unincorporated State, so no, this isn't a thing. Whether an Unincorporated State is more of a colony or more of a loosely administrated territory depends on the country's policies.
 
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Right, I'm going to jump in with some clarifications about Colonial States here (and my bad for missing this when reviewing the DD internally): The old design worked exactly as @neondt outlined, but we recently made some changes. Specifically, we unified the concepts of Colonial and Unincorporated States (as the line between colony and territory is more than a little blurry) and we made it possible to Incorporate any State, though with a varying amount of time and resource investment based on cultural ties (while a State is being Incorporated, you pay all the costs for it and receive only partial benefits). Sorry for the confusion!
Thank you.
Now the road to Schaumburg-Lippe around the shores of Lake Alexander (Lake Victoria) is free.
 
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Right, I'm going to jump in with some clarifications about Colonial States here (and my bad for missing this when reviewing the DD internally): The old design worked exactly as @neondt outlined, but we recently made some changes. Specifically, we unified the concepts of Colonial and Unincorporated States (as the line between colony and territory is more than a little blurry) and we made it possible to Incorporate any State, though with a varying amount of time and resource investment based on cultural ties (while a State is being Incorporated, you pay all the costs for it and receive only partial benefits). Sorry for the confusion!
Thanks so much for clarifying this! But is it still like in dev diary that any colonial state with land connection to incorporated one becomes unincorporated state immidiately? Like, if Ottomans annex Egypt (i hope possible to do at once in Oriental Crysis) then Egyptian Sudan immidiately becomes unincorporated state?
Sorry if I'm a bit backwards with states dev diary - does it mean then, that if I conquer, lets say, Belgium as France (Belgium probably becomes unincorporated state) I receive no taxes and my institutions don't apply to Belgium unless I incorporate it? Same situation like with Madagascar?
Edit: partially answered through edit in original comment
 
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There's no longer a distinction between Colonial State and Unincorporated State, so no, this isn't a thing. Whether an Unincorporated State is more of a colony or more of a loosely administrated territory depends on the country's policies.
Appreciated I was worried every single colony would become an unincorporated state if it got a land connection to one
 
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Sorry if I'm a bit backwards with states dev diary - does it mean then, that if I conquer, lets say, Belgium as France (Belgium probably becomes unincorporated state) I receive no taxes and my institutions don't apply to Belgium unless I incorporate it? Same situation like with Madagascar?
Edit: partially answered through edit in original comment
Correct, though it should be significantly faster to Incorporate Belgium than to Incorporate Madagascar.
 
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OK, so colonization gradually turns provinces of decentralized nations into provinces of your state in the state region (or creates one if it's the first) while conquest makes all provinces of a centralized nation in the state yours.

Two questions:
  • Is the next province to be taken from a decentralized nation picked at random from those adjacent to you?
  • What happens if you add provinces to an incorporated state of yours with either method? Does it become a state in the process of being incorporated?