As of now, Expansion is the ugly duckling of ADM ideas. Back then, they used to have a great policy with Quantity and also a good finisher, but now the former got nerfed and the latter got outdated.
The Quantity policy (Colonial Garrisons), while good (+10% Land Forcelimit, +10 Yearly Colonial Growth), also feels highly inconsequential, specially when compared to the old one giving +1 colonist and other stronger ones you can get from the other ADM groups.
The fact that Expansion has a much bigger opportunity cost than Exploration (ADM being needed to core/stabilize, other ADM groups being better) for less advantages (lower colonial range and colonial growth, fewer colonists) makes Expansion really only feasible for roleplay. And, funnily enough, there was a time not even AI Russia would get it, as Exploration is leagues better for colonizing, even inland.
The finisher is also really weird. Exploration's got bad with 1.18 too (due to native neighbours insta-reforming and thus losing the Primitive status), but the issue with Expansion is that it DOES work... nonsensically. It gives the CB to Western/Eastern/Anatolian against Chinese/Subsaharan/Indian nations, which means now that no matter your tech cost, will always make you the receiver or the target of the CB (or worse, be left out, aka Muslim).
While I know policies are in need of a revamp (I think Johan said so in some thread last week) and that Exploration also needs to be looked into, here are my quick suggestions for Expansion:
1) Change Additional Colonists to +1 Colonist and Auto-Discovery of Neighbour Empty Provinces (Siberian Frontier clone)
2) Change the Colonial Garrisons policy to +1 Colonist and +5% Monthly Colonist Chance
3) Change Competitive Merchants to +15% Provincial Trade Power and +15% Caravan Power (or just +20% Caravan Power)
4) Change the Overseas Expansion CB to target less advanced (=>50% tech cost difference) and Tribal nations
This would define both groups' roles better. Exploration would be for forming a colonial empire, while Expansion would be more geared towards expanding in your own continent (see: Russia). Changing the CB also makes the targets quite clear: hordes, tribes and backwater kingdoms, instead of being able to target a three-militechs-ahead Ming. It also lets nations like Japan and such to build their co-prosperity spheres without the need of taking an America-centric idea group.
The Quantity policy (Colonial Garrisons), while good (+10% Land Forcelimit, +10 Yearly Colonial Growth), also feels highly inconsequential, specially when compared to the old one giving +1 colonist and other stronger ones you can get from the other ADM groups.
The fact that Expansion has a much bigger opportunity cost than Exploration (ADM being needed to core/stabilize, other ADM groups being better) for less advantages (lower colonial range and colonial growth, fewer colonists) makes Expansion really only feasible for roleplay. And, funnily enough, there was a time not even AI Russia would get it, as Exploration is leagues better for colonizing, even inland.
The finisher is also really weird. Exploration's got bad with 1.18 too (due to native neighbours insta-reforming and thus losing the Primitive status), but the issue with Expansion is that it DOES work... nonsensically. It gives the CB to Western/Eastern/Anatolian against Chinese/Subsaharan/Indian nations, which means now that no matter your tech cost, will always make you the receiver or the target of the CB (or worse, be left out, aka Muslim).
While I know policies are in need of a revamp (I think Johan said so in some thread last week) and that Exploration also needs to be looked into, here are my quick suggestions for Expansion:
1) Change Additional Colonists to +1 Colonist and Auto-Discovery of Neighbour Empty Provinces (Siberian Frontier clone)
2) Change the Colonial Garrisons policy to +1 Colonist and +5% Monthly Colonist Chance
3) Change Competitive Merchants to +15% Provincial Trade Power and +15% Caravan Power (or just +20% Caravan Power)
4) Change the Overseas Expansion CB to target less advanced (=>50% tech cost difference) and Tribal nations
This would define both groups' roles better. Exploration would be for forming a colonial empire, while Expansion would be more geared towards expanding in your own continent (see: Russia). Changing the CB also makes the targets quite clear: hordes, tribes and backwater kingdoms, instead of being able to target a three-militechs-ahead Ming. It also lets nations like Japan and such to build their co-prosperity spheres without the need of taking an America-centric idea group.
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