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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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Is the rate of colonisation affected by your ports and/or navy? It really should be. Britain and France had much larger colonies than, say, almost-landlocked Austria-Hungary (which actually had no colonies, afaik).
Austria-Hungary was a proud owner of a 0.61 km2 large concession (a discount colony) in the Chinese city of Tianjin. After all, owning a piece of China was all the rage back then.
 
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What about the political-ideological-nationalistic impetus, which was the actual reason for late colonisation era, at least in public opinion which always had a huge impact on politicians back then. The economic argument was part of the ideological argument, but it did not work out, since most colonies acquired in late 19th century were not rly beneficial. Also the only reason all countries freaked out was bec germany tried to expand in colonial regions. Also emigration into those acquired colonies was not rly a thing. consolidated states in america were way more interesting.
 
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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. 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.

I have a couple of questions regarding this, especially for the Ottomans and Spain. First of all, thank you for your work, the game looks amazing so far! If I'm reading this correctly, a strong Ottoman Empire that controls Egypt, which I don't think is something out of the realm of possibility, especially if controlled by a player, won't have colonial states in Africa and instead have unincorporated states. This maybe makes sense if we're talking about Sudan or something like that, but if they reach Kenya or Congo... it might be better to have it represented as colonies.

More or less the same goes for Spain. While having Melilla and Ceuta (If it's on the map, it wasn't on Vicky II, I hope it will be now, but it doesn't matter for this question) represented as unincorporated or incorporated states at the start would be good, in my opinion, representing those towns as colonial holdings would be stretching it a little bit. Especially if it means that they would be forced, again, as I understand, to remain colonies until the end of the game, a time where they, while having something of an unique status, I don't think they should be represented as colonies at all. However, if they are not colonies, a stronger-than-historical Spain could theoretically hold huge stretches of land in Africa under non-colonial regimes, which I don't think makes a lot of sense, either. Even historical Spain should have colonial Northern Morocco while having non-colonial Melilla and Ceuta, but I'm not sure how that would be represented with the current state system.

Also, I understand that you want to avoid European powers incorporating states in Africa like there's no tomorrow, like it often happened in Vicky II, but the fact that it's outright impossible is a bit disappointing. I'm especially thinking of UK and South Africa, which, while ahistorical, shouldn't be out of the realm of possibility. Or Oman, which I would consider historical, although I'm not an expert on that, not at all.

All in all, I think it looks great, I just think it'd be even better if it was a bit more flexible. Just my thoughts, thank you!
 
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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.
 
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Will every bit of land on the map be owned by some sort of state or country? Will there be totally unowned lands like Victoria II? How does the native uprising system work, it seems silly that any 'decentralised' or whatever the term is, country bordering a colony can launch a native uprising.
 
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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.
Out of curiousity, is there a lot of historical examples of such rebellions, where neighbouring nations/people lead rebellions to free their neighbours? Out of the top of my head I can't remember hearing of any such examples. Quite the opposite, I have the impression that the British often used locally recruited soldiers to do a lot of their colonial conquest. The way the above mechanic is described just seems very wrong based on my pretty limited knowledge about the colonisation of Africa.

If I am wrong, I would be happy to have someone educate me a bit on the subject.
 
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Just a small comment on your taxonomy, but calling them "decentralized nations" is a fundamental misunderstanding of the societies in the regions you are referring to. They were not nations, nor did they have (to have) the inherent goal (i.e. telos) to "centralize" in order "ascend" as a nation. Very dissatisfied with this very old-school, Eurocentric view on those regions.

The 19th century was, in fact, the century with the greatest variety of societal orders (nation-states, empires, tribal states, etc.) and this is not very well represented here.
 
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Also, how does geographical distance factor in the colonisation process? What prevents, say, the Ottoman Empire to establish a colony on the Hawaii archipelago?
IIRC you need to declare an interest in the strategic region you want to colonize and you can't declare an interest in a region your supply network can't reach.
 
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Will you be able to play as a decentralized state?
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.
 
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Will every bit of land on the map be owned by some sort of state or country? Will there be totally unowned lands like Victoria II? How does the native uprising system work, it seems silly that any 'decentralised' or whatever the term is, country bordering a colony can launch a native uprising.
Yes, everywhere on the map will be owned by a country, either centralized or decentralized. We've known that they got rid of unowned or uncolonized lands since pretty much the game announcement or shortly thereafter.
 
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So what would you propose?
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. It is not meant as a normative term. It is ofc eurocentric, but this is something you can not avoid in vic iii, since economy, politics, science as we know them today were invented in this era and did not only seperate "europe" from the rest of the world, but also from europes own past.
 
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... 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.

How does this information works together with the information in DD 16

"It is possible to Incorporate any Unincorporated/Colonial State as long as you have the Bureaucracy that would be needed to properly administer it, but this can be a rocky process - while the increased costs kick in immediately, the benefits (taxes, institutions and so on) are only gradually phased in over time. The time it takes depends on how easy it is for your country to integrate the local population - it would be a lot more difficult for Britain to incorporate an Indian state than it would be for them to incorporate the Falklands, for example."

This seems to be contradictory.
Is the information in DD16 now no longer valid?
 
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Hi! This sounds very exciting!

Question: Is every piece of land at least under control of a decentralized nation? So there is always the problem of rising turmoil and rebelling folks?