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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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Correct, though it should be significantly faster to Incorporate Belgium than to Incorporate Madagascar.
Does that mean that, after I take over Belgium in a war, it's affected by my Colonial Affairs institution until I incorporate it? That seems a little off. I guess it might not be worth making another institution just for that situation though.
 
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Thanks for this week DD.
 
That's correct, colony growth is based on province-by-province expansion into a state region.

The economic cost is represented by the cost of maintaining the Government Administrations that generate the Bureaucracy used to invest in the Colonial Affairs Institution. 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.
This concerns me.

From how this is phrased, it seems that there is little economic/bureaucratic barrier to starting to establish colonies. It seems like the only limitation is that your colonial empire should be roughly proportional to your homeland, or to be more precise, roughly proportional to your economic ability to maintain a bureaucracy.

If that's true, it is bound to lead to absurd outcomes where every small-to-mid nation will be able to build a small colony somewhere to the point of what their bureaucracy allows. There are probably a lot of smallish but moderately wealthy "tall" European nations that will have the means to establish such a bureaucracy, but who did not historically even attempt to establish colonies, and would have had extreme difficulties to do so under realistic conditions.

In fact, if you look at Africa, the only powers who could colonise it with ease were Britain and France. Even nations like Germany, who you would regard next-in-line to those in Europe, struggled to establish colonies in Africa. Even lesser powers like Belgium had to engage in extremely underhanded diplomatic activities to establish control over the Congo. Italy essentially fails to colonise any worthwhile part of Africa. That's the total list of European powers on the continent if you exclude legacy presence from way before the time period for Spain and Portugal.

While with the rules as presented here, what is stopping Sardinia-Piedmont or Sicily or Denmark etc. from showing up in Africa? Is it really just tech?


Which brings me to the second question, how does your naval capacity factor into this? The navy is conspicuously not mentioned in this dev diary at all (unless you count the nod towards logistics required for colonial warfare), which strikes me as extremely odd. A colonial power should always also be a naval power*. At the very least, it should be able to guard the trade routes between its homeland and the colonies. Not just for economic purposes (which I assume will be covered by the already explained trade route rules), but to establish and maintain the colony in the first place.

Not only would such a requirement be realistic and historical (see for example the massive naval buildup of the German Empire that coincides with its colonial ambitions), it would also neatly rule out minor to mid-sized European nations that cannot maintain a sufficient navy for economic or geographic reasons. I assume having a naval capable of projecting global power in such a way is vastly more expensive than just building the bureaucratic capacity. And to be able to establish and control a colony, it should not be enough to have a pencil pusher responsible for it sitting in your capital. You should also have the means to project power where it's directed so their decisions mean anything.

Can we get clarification on this?

*after completing this post I noticed that I did not consider countries like the USA or Russia colonising their own frontier. Of course there should not be a naval requirement to do so. But the point remains for overseas colonisation.
 
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It seems like the only limitation is that your colonial empire should be roughly proportional to your homeland, or to be more precise, roughly proportional to your economic ability to maintain a bureaucracy.
The other requirement is that you need to declare interest in that region (see DD#19). This means:
- you're using up your finite number of interests (especially important for second-tier powers)
- you're potentially offending every other major power who has an interest in the region
- you need to be able to reach that region, either by adjacency or transport network
 
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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.

So this means Qing will slam everything, and Beligium and the Netherlands never have a chance to build the kind of empire they had!

I think something similar to the research speed mechanism would be appropriate here:
You can build research centers to accelerate research, but it is limited by your literacy rate.
You can build up your colonial affairs, merchant marine and navy to accelerate colonization, but it is limited by your (accepted culture) incorporated population.
 
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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.
So if Colonial States and Unincrorporated States are the same thing, would colonial laws be applied to territories annexed from other recognized nations? Like, if France annexes parts of Germany west of the Rhine, or if Russia annexes the Bosporus, it's going to treat it as a settler colony or exploit resources until these states are incorporated? That seems a bit odd.
 
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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.
Even something like Switzerland is very centralised compared to what are called decentralised states in game. The pre-modern decentralised countries don't exactly have a central bureaucracy, post office, or the amount of information, statistics, tax collecting/spending ability of a European state.
 
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So this means Qing will slam everything, and Beligium and the Netherlands never have a chance to build the kind of empire they had!

I think something similar to the research speed mechanism would be appropriate here:
You can build research centers to accelerate research, but it is limited by your literacy rate.
You can build up your colonial affairs, merchant marine and navy to accelerate colonization, but it is limited by your incorporated population.

As said somewhere else, colonization cost Bureaucracy and China starts with a huge deficit in this capacity. You won't be able to colonize with China before a moment.
 
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The other requirement is that you need to declare interest in that region (see DD#19). This means:
- you're using up your finite number of interests (especially important for second-tier powers)
- you're potentially offending every other major power who has an interest in the region
- you need to be able to reach that region, either by adjacency or transport network
Good points. I think that is a sufficient limitation to keep mid-sized nations from starting small colonies just because they can.
 
Even something like Switzerland is very centralised compared to what are called decentralised states in game. The pre-modern decentralised countries don't exactly have a central bureaucracy, post office, or the amount of information, statistics, tax collecting/spending ability of a European state.
Agree, but this is a matter of the level of division of labour or functional differenciation. Centralisation or political centralisation as a term was used for absolutist states/monarchies like france in contrast to less centralized. Today it is used for countries with a single central capital. There were less centralized states with also a very well functioning bureacracy and developed taxation.
 
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I'm guessing this is a consequence of everything happening on the state level. Same reason why an OPM in Germany has no control over which market it's in until it's the largest in that state. Each state region can only be in a single market. I can only assume the same is true for Chinese treaty ports (ie. you get the port province, but all the resources stay in the Chinese market).

To me at least, this feels like a step down from Victoria II. "Split states" (which did exist in Victoria II) here seem to work worse. Instead of acting like a true state on its own (with its own factories, resources going to the owner, OPMs can be in any sphere), a split state in Victoria III really seems like a gimped set of provinces that are functionally useless until you control the most provinces in the state region.
Yeah, have to feel like this will have some bizarre consequences for gameplay... ideally they make it very unattractive for nations to colonize in the same state? At least for countries that are otherwise friendly.

A bit of colonial competition makes sense, but this feels strangely gamey/arbitrary and like it will lead to annoying rather than strategic conflicts for access to resources within your own colonies in a way that doesn't align with history/reality.
 
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.
How will this work? Will there be a specific mechanic for supporting local insurrection? Arming local rebels, perhaps?

I mean, maybe it will all work through a diplomatic play, but often war would be too drastic of a measure to take to stop another's colonies.
 
Can you play as a colonuzed nation ?
You can only colonize on top of Decentralized Nations and they are not currently playable. The Devs want to make them playable, but they also want them to be distinct and not just a Centralized Nation with some arbitrary penalties so they're looking at it for expansion content.
 
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I'm so ready for this game. Don't think I've been as excited for a Paradox game as this one.
 
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States can start the game split, e.g., the myriad Germanies.

Otherwise, treaty ports and colonies are the only ways that have been presented to split them, but there may be more in future DDs.

(Oh, and events can split states whenever they want, IIRC, but I don't know if any are planned.)
Thank you for clearing that up!
 
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