• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Tinto Talks #25 - 14th of August 2024

Welcome to another Tinto Talks, the 25th one, the Happy Wednesday where we give you lots of information about our upcoming, still secret and unannounced game, with the codename of Project Caesar.

Today we delve into the mechanics of colonialism, another aspect of painting the map.

Power Projection
One important factor that has a big impact on the colonialism game is Power Projection. Each country has a power projection value, and it is primarily to allow a country to be able to exploit those with a lower power projection. Power Projection is very dependent on how advanced a country is, where each age has an advance that gives you about +10 of it. It is also modified by societal values, rank of the country and more. One important aspect is that the +10 advance for Age of Traditions is in the advance tree from the Meritocracy.

You do not gain Power Projection by doing specific actions, like in EU4, but it's entirely based on your country's current setup.

power_projection.png

Sadly, the “Sweden is properly balanced” modifier has not been developed yet..


Colonial Charters
So, how does colonization work in ‘Project Caesar'? Well, you colonize by starting a colonial charter in a province for an upfront fee in gold. Then each month some of the population will be moving from the homeland to the colonial charter, until all locations that can be owned are owned by you.

In almost all cases, there are people living in a location you want to colonize, so for you to be able to have a charter to flip to your ownership there are a few rules. A location needs to have at least 1,000 people living there, and a certain percentage of the population needs to follow your state religion and be of an accepted culture of your country.

colonial_progress.png

Progress for the sake of progress must be discouraged!

This percentage depends heavily on the difference in power projection of your country and the countries in the location. Yes, I said countries in plural, and next week you will understand what we are talking about. This has the implication that at the start of the game, Yuán could in theory start colonizing Europe, if it only had been closer and discovered. How the countries and pops already present in a location react to your colonization is something that will be clarified in a later Tinto Talks.

As long as you have a colonial charter, people from your owned locations will start moving to the locations in the colonial charter. The amount of people moving is rather low in the beginning of the game, but there are advances that will increase it in later ages. Societal values have an impact on it, and so does the distance to the colony.

One thing to take into account is that colonization does not magically create new pops out of thin air, and being able to create a huge colonial empire is not a feasible strategy as a low population country.

monthly_migration.png

Full speed ahead! Only 40 months per location to get to 1,000 pops!

Colonial Charters are not free, and moving people are definitely not free, and countries need to support them. The higher the population in the target province, the more expensive it is to colonize, the distance also has an impact, but colonizing in the same area or region as your capital is significantly cheaper. You can always cut costs to your charters, but that will also reduce the amount of pops moving every month.

colony_cost.png

Not too expensive, so we can easily afford it..


Colonial Nations
When a colonial charter is finished, and all possible locations in that province have become yours, you have multiple options for what you want to happen to that charter. If the province is close, and you think you can get decent enough control over it, you may want to just keep the locations as a part of your home country. You also have the option to have the province form a new colonial nation, or have it join an adjacent colonial nation.

Colonial Nations are a subject type that can not be annexed, but has a few advantages, or disadvantages depending on your point of view, in that while they start transferring less gold than a vassal would, they also grant some manpower and sailors, while also giving part of their merchants to their overlord.

To clarify, you can make colonial nations anywhere on the map where you can colonize.

Supporting the Colonies
If you feel that your charters or colonial nations are not growing enough, there are two tools you can use in the cabinet. Both of these become available from advances in the Age of Discovery

With ‘Supporting a Colonial Charter’ you will move pops from a province you decide upon and to the colonial charter you decided. The amount of pops getting moved depends on your current colonial migration capacities, so when you use it you can about double the migration to a specific

With the ‘Supporting Colonies’ you can move 100 pops every month from a selected province to a target province in a colonial nation subject. This can be useful when you want to boost a colony and you have overpopulated provinces at home, or when you think your country would be in a better situation if you could expel some minorities.

Restrictions on Colonization
There are several ways which can block other nations from colonizing certain places, including diplomatic treaties. At the start of the game, Norrland, Finland, Karelia and Kola are under the claims of Sweden and Novgorod who have divided the area between them.

We also have the situation ‘Treaty of Tordesillas’ where the New World will be split among two Catholic powers, causing lots of interesting dynamics.


Next week we will be back to talk about the difference between countries, and why owning locations is not all there is to life…

fun_map.png

And what is this teaser for next week about?
 
  • 182Love
  • 137Like
  • 7
  • 5
  • 3
Reactions:
  • 26Love
  • 17Like
  • 2
Reactions:
one per province in theory
Is there any way to combine colonial nations after being created, or to annex a colonial nation?
Combining or dividing a colonial nation could give more flexibility to the player, so that you don't have to decide from the beginning if you make just one big colonial nation or different smaller ones, and can adapt to the changes of time. It should also make colonial nations angry with you, as it happened historically.
Regarding annexation, an example for annexing, you are Sweden and decided to create a colonial nation in Finland because at the time it was far and hard to hold directly your colonies there, but now you've improved your tech and logistics and it'd make sense to annex it back. You said colonial nations cannot be annexed, so can you change a colonial nation government into another one that can be incorporated?
 
And once the charter is set up how does the actual migration work? Do pops only migrate to one location at a time? To all of them at the same time? Is the system weighted by climate, trade good or something of the like?

They pick new target locations every N months
 
  • 17Like
  • 6
  • 3
  • 2
Reactions:
For someone to colonize another nation does PP of the colonizer just have to be larger than the colonized, or is there a certain difference in PP between the two for it to happen.
Like hypothetically can France with 40 PP colonize Spain with 39 PP? That would be really weird

I hope there is a difference requirement either absolute (e.g. +20) or (probably better) a percentage (e.g. +100%) for it to be possible

its an absolute one, at >10
 
  • 15Like
  • 10
Reactions:
Since multiple nations can colonize the same province, and "landed" countries can have charters on them, once a location "flips", can the other settler country maintain its charter and try to flip it back? Or does it become a potential war between the states?

only if they got a big enough power projection, and the target is a different religion-group
 
  • 18Like
  • 6
  • 2
Reactions:
I don't mean placing every single little house and well. I mean developing it and building in the same way we do in our regular provinces. You have estates building churches for example there too without it becoming a city builder game.

in a few weeks we will talk about things that will interact with charters
 
  • 25Like
  • 1
Reactions:
Will there be a way to colonise only a single location? E.g. a coastal fort in west Africa

stop the charter when it has flipped a location.
 
  • 42
  • 20
  • 10
  • 5Like
Reactions:
Also, what happens if a location flips to England but still has like 10% French pops? Do those stay or try to leave for French locations?

They stay
 
  • 34Like
  • 1Love
  • 1
  • 1
Reactions:
So regarding the colonization of Africa, since historically wasn't until the mid 1800's and forward (mainly referring to he interior) what will the end date of the game be, will be seeing euros heavily going into the African interior in this game or not so much?

it will definitely not be happening early.
 
  • 27Like
  • 5
  • 2Love
  • 1
Reactions:
Wonder if the Amazon will be more "open" - in EU4 it's mostly wasteland, but EU4 is an old game. We now know that the region was full of agrarian societies, such as the Marajoara, Kuhikugu, and most importantly, the Cambeba, who even retained their aristocracy after the epidemics collapsed their society, and basically functioned as a proto-state
 
If you have a colonial charter neighbouring a land province of yours, will it prioritize getting settlers from there? For example, if Sweden starts colonizing Finland, will more of the settlers be drawn from neighbouring finnish provinces owned by Sweden rather than the Swedish heartland?

The algoritm puts all "possible origin locations", ie those were dominant religion is state religion & the dominant culture is accepted or primarty and has at least 1,000 peasants.

Those are weighted by amount of peasants. +50% if same area, +150% if same region, and +1000% if the origin has a negative migration attraction.

Then its a random roll based from this.

So yes, when Sweden colonises Norrland and Finland, its likelier to pick pops from nearby areas.
 
  • 28Like
  • 12
Reactions:
@Johan I have a few questions of things that aren't si clear to some of us:

1- In one of my questions you answered that you need to colonize a province to make it colony and that conquest doesn't count, then what about Mesoamerica? I suppose there are gonna be some land tags which the Europran can conquer without using the colonial charter mechanics right? If that's the case then we shouldn't be able to create colonial governments since we technically didn't colonize them, or is it possible because they are overseas?
2-On the topic of "oversea", what does that mean? I never understood it in Eu4, does England consider evey location outside of Great Britain oversea because our capital is on the island and therefore we can colonize everywhere else and make colonies even in the rest of Europe or does it mean the subcontinent, the continent or even something else completely?
3-Regarding the colonization of a province, is it really impossible to directly tell the game what location to prioritize? Even if it doesn't make sense I think it should be possible since historically there are examples of authorities prioritizing the settling of specific places with lower native presence or worse terrain for military needs even through forced resettlements
 
You mentioned in a previous TT about the advancements tree, and how advancements from previous Ages will be easier to research. Will you also have advancements passively make progress based on neighbouring countries with those techs, or global uptake/knowledge of those techs? For example, I'm thinking specifically of the situation where, say, I've focused on making deep progress on the non-military advancement trees but neglected military, so I've not made much progress there. If my neighbours or the world have those military advancements, will I gradually pick them up automatically over time?

no
 
  • 14
  • 10
  • 5Like
  • 3
Reactions:
I'm not sure how Accepted cultures work in PC yet, but would the locations also flip if they were of an accepted culture? Say, Spain colonizing with Catalan or Basque pops, France with Occitans or a Bavaria-formed Germany also using Hessians and Franconians

yes, any primary or accepted is fine.
 
  • 34Like
  • 1
Reactions:
If you are playing as a country and you're getting colonized, will your locations flip ownership without there necessarily being a war then?

yes
 
  • 21Like
  • 4
  • 1
Reactions:
Is the birthrate in European colonies of the New World higher like it historically was (because of better life conditions and the availability of land)? If not, how can colonial nations reach a population threshold and develop like they did historically?

yes, there are some slight buffs there.
 
  • 27Like
  • 4
Reactions:
Is the location they get by random or is there some logic to it? Would it create immense border gore? Can you pick the location you want?

it picks coasts or neighboring locations first.
 
  • 31Like
  • 3
Reactions:
  • 18Like
  • 5
  • 1Love
Reactions:
Will there be a mechanic or something that shows how the Ottomans blocked the trade through the silk road? Thus making colonisation of asia and trade around Africa more valuable?
 
  • 1
Reactions: