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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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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.

How does this apply towards the particular case of Russian Alaska, which so far as I am aware was managed just the same as the entire rest of Russian colonized Asia but which is not bordering anything else due to the...well, ocean? Does adjacency cross small bodies of water? What's the limit on that if so, or else what is the condition that is I assume going to handle this oddity?
 
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.
I agree with your points. Calling them decentralized states is the easiest fix. The basic unit of the game is the state, not necessarily the nation. The Austria-Hungary Empire is a sovereign state that is composed of multiple non-sovereign nations (Austria, Hungary, etc, etc).
 
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Will split states show up in non-colonial situations? I am slightly confused about that.
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.)
 
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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.
I agree with your points. Calling them decentralized states is the easiest fix. The basic unit of the game is the state, not necessarily the nation. The Austria-Hungary Empire is a sovereign state that is composed of multiple non-sovereign nations (Austria, Hungary, etc, etc).
"Nation: a large body of people united by common descent, history, culture, or language, inhabiting a particular country or territory."

"State: a nation or territory considered as an organized political community under one government."

Note that the first definition says nothing about political organization. Nation is the correct nomenclature.
 
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"Nation: a large body of people united by common descent, history, culture, or language, inhabiting a particular country or territory."

"State: a nation or territory considered as an organized political community under one government."

Note that the first definition says nothing about political organization. Nation is the correct nomenclature.
Got to it before I could. This is correct, nation is the proper wording.
 
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How will the AI strategize vis-a-vis colonization? Will it have certain priorities, or will it just try to grab every scrap of land possible without reference to other concerns?
 
One thing this reminds me of is how Siam invited French traders in 1840 as part of an effort to keep an open-door policy and not be completely dominated by the Britain, and then France began colonizing Indochina. This led to a crisis in 1893 where Siam tried to get Britain to back it against France, but Britain refused and warned them that they could lose their independence, so Siam had no choice but to capitulate. (Thailand would later try to get the territory back in 1941.) This was followed by a conference where Britain and France discussed partitioning Thailand, but its diplomats (through other channels; they were not invited to the conference) were able to persuade the British that it would rather keep Siam around as a neutral buffer state.

Will any of this be possible in the game? (Granted, this doesn’t involve the decentralized polities this Dev Diary is talking about.) In particular, will an unrecognized or minor power be able to attract the interest of another Great Power to a region, so that there will be two interested Great Powers to play off against each other in any diplomatic play against them?
 
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People don't just wake up one day and decide they want the governor's head on a pike. There's almost always visible tension beforehand as local leaders try to get enough people behind them to pull off such an uprising, and an opportunity for the colonizing government to consider concessions (or station more troops...)
Sure things just don't happen randomly without any build up towards an event. I just disagree with the notion that this should always, without exception, happen via the diplomatic play mechanic. One reason for that is that there have been ignorant colonial administrators in the past that didn't realise what was going on right in front of them because they just didn't understand the people the ruled over and these people did end up surprised by an uprising. Another reason is that the diplomatic play of "The locals are planning an uprising".. "France supports them".. "This happens, that happens.." does not feel like negogiating a diplomatic crisis but rather like an intel report. Actually I would prefer if you would have to set up some kind of intel network in your colonies/un-incorporated states that help you "see" what's going on. Whatever it's just my opinion mate.
 
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@neondt I'm dubious about that technology talking about taking 'mainly unclaimed land.' The land wasn't 'mainly unclaimed,' and in many areas of colonisation this was understood by the colonisers. Australia was an outlier- in most of Africa and the Americas, colonisation was marked by all sorts of treaties and declarations to make the land theft legal- it was understood that the inhabitants claimed sovereignty. Cecil bloody Rhodes did deals with the locals... before he set out to enslave and murder them.

Alright, maybe the description is written from the point of view of the coloniser, but isn't that against the stated design ethos of Victoria III as opposed to Victoria 2?
 
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“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.”

So territory conquered from a recognized power will be non-colonial? So if France or UK takes Egypt from the (recognized) Ottomans, after they have colonized africa in a contiguous way with some territory next to Egypt, all their connected african colonial states will become non-colonial and unincorporated in a chain reaction?
Provided that Egypt was 'owned' by the Ottomans and not a subject and that France or UK take the land as their own as opposed to as a subject state I think that those lands attached these new France/UK owned Egyptian states would no longer be colonial.
 
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Just the two policies? Seems a bit underwhelming for a general colonial mission. There's no mission to civilize or proselytize policy for colonies where the goal is integrate locals to your culture and/or religion? No policy for focusing on trading posts and dominating trade routes ala Portugal in the earlier centuries? No slaving policy where the goal is to extract slaves from decentralized populations?
 
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No policy for focusing on trading posts and dominating trade routes ala Portugal in the earlier centuries? No slaving policy where the goal is to extract slaves from decentralized populations?
Treaty ports seem to be their own diplomatic action rather than using the colonization mechanic as such, and slave trading is handled by your slavery policy rather than your colonial policy.

I do agree that a "civilizing mission" would be a distinct third type of colonial interaction than shipping your people in en masse or using the colonists as cheap labor. (And it would appeal to a different set of IGs.)
 
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Would be interesting to have a setting to avoid railroading (like the non historical settings in hoi4)
That's just the default. The Devs are avoiding railroading as much as possible in Vic3. Are you concerned by anything specific that you see as railroading?
 
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In theory, if two colonizing nations chose the same state to colonize, and were friendly enough with each other not to contend the other's presence, they could end up with a condominium situation where they "share" the colony?

(Still separated by inter-state province borders though?)

Historical examples include Papua New Guinea, Hispaniola, Timor, post-WWI mandates, and similar (though I could be blending concepts here).
 
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