QUESTION SERIES #16 -- Colonization Questions
__________________
lawkeeper
Quote:
Originally Posted by carlec
Hey everyone---long time no talk on my part. We are in the midst of our short semester at the college that I teach at (5 weeks) and it's simply crazy. I finally, tonight, got the ability to even look at the game. Of course it took me about 45 minutes just to re-orient myself to what I was doing previously. If you still have time, I have a few more questions.
Off course we have.
Quote:
Originally Posted by carlec
I'm still not sure I understand what to do with the trader/colonization issue. Let me say what I think I know and you can correct me. I get the option of sending EITHER a trader or a colonist. When I click on the province in question, it shows me a percentage of success? So, if that is correct, it looks like traders are always higher than colonists. Correct?
It's often the case, but not always. Both probabilities take into accounts different variables, e.g. hostility of natives, size of natives, a variable on difficulty of colonization/tradeposting in the province, number of colonies/TPs you have and monarch's ADM-skill, a number reflecting how many colonization attempts you've made, etc.
Quote:
Originally Posted by carlec
Then, what exactly is the strategy here? Just to see how it went, I ended up sending traders to 2 places and a colonist to another place. Let's see, two of the locations were in upper Canada and one was slightly east of Isle Royale (already owned by England). Two (one trader, one colonist) failed and the furtherest north was successful. So, obviously, this is not a guaranteed thing. So, is there any strategy?
There're different strategies, but it mostly depend on the location, on the country you play and the DP-sliders, on the "state of the world". These 'strategies' are rather tips and guidelines.
First, don't develop too many provinces at a time. When you develop more TPs or colonies than your monarch's ADM skill, the chances to establish further TPs or colonies decreases, quite fast.
Second, develop easiest provinces first, to improve your colonization attempts (it's the value I spoke off before). In the beginning, if you have a nearby conquistador, place it in the province before you send the first colonist, to improve the chances (conquistadors improve the colonization probabilities by a value equal to their Maneuver * 3).
Third, don't colonize Africa (except South Africa), there's a huge growth penalty, and the provinces are not worth sending 40 colonists before self-sufficiency.
Quote:
Originally Posted by carlec
Does a trading post help things?
Yes, it could. If the probability is higher for TP than for colonization, and you want to colonize, placing a TP first will help you. Each level of TP or colony add 5% to the chances, and a TP is less costly to put, if it helps you to achieve a colony.
Quote:
Originally Posted by carlec
Do you just keep sending people in the hopes that it works eventually?
Sometimes, yes. Perseverance always pays. Don't hesitate to send two, three or four times a colonist to the same province.
Quote:
Originally Posted by carlec
Should you send an army somehow and try to destroy the natives?
If natives revolt, an army will fight them. If successful, your settlement won't be damaged, but you risk wiping out the natives. 1000 infantry should be enough to keep in check most natives, without killing them.
But sending an army risks triggering a revolt. So, only send one if aggressivity is above 1 or 2.
But if the colonization chances are really low, consider to wipe high-aggressivity natives before colonization.
Quote:
Originally Posted by carlec
Don't I usually want them on my side?
Yes, because they add to the population once it gets to 900. And population matters for production income and trade values, and you'll get more money from this than from taxes.
Quote:
Originally Posted by carlec
Where exactly is "Stadacone" sheridan? That was one of your other suggestions in your core instructions.
Saint-Laurent's mouth. All (most of) the provinces from this to the south are extremely easy to colonize. Put TP in the northernmost provinces. Mind the aggressivity of natives in, notably, Connecticut, Bangor, Penobscot, Maine.
Quote:
Originally Posted by carlec
Obviously, the aggressiveness of the natives is an issue, the more aggressive then the lower the %. Still, not sure about any strategy.
Yes, indeed. It's one of the factors IIRC. It's also why it could be needed to wipe the natives if you can't get a decent chance otherwise.
Quote:
Originally Posted by carlec
Am I trying to just land people where I can? I mean, I'm not sure how some places become available while others do not. As I am wandering the North American coastline, certain places are now open to me while others remain in the white (even though I can see the coastline).
As long as you have colonists, send them. The first thing to do is to "book" as many provinces as possible, preferably coastal provinces, to "book" inner lands.
If you get a conquistador, you can land it on TI coastal provinces, to explore it. And naval tech 18 will make all your ships automatically discover adjacent TI-coastal provinces.
Quote:
Originally Posted by carlec
Sad news, my explorer dude died. Am I just screwed here for now?
Yes, no more exploration for now. You have to wait until you get another one, or a conquistador.
Quote:
Originally Posted by carlec
On the tech news, I am WAY AHEAD of everyone else in naval (most are at 5 or 6, even England, Portugal and Spain) while I am at 11. Does that hurt me to be that far ahead?
The far-ahead penalty is based on the date, not on the tech of other countries. Look at the cost to get next level. If it greatly decreases on January 1st, then you're far-ahead, and you should focus your research on other techs. An extra level of infra and trade would be useful.
Quote:
Originally Posted by carlec
Can I attack England's colonies or TPs to take them? Should I do that (I know it starts a war) or do I just colonize around them and not worry about it.
Yes, of course. TPs and colonies (under 1000) won't get you BB, so better grab them early on. The best is to concentrate on lvl 5-7 colonies, to spare you the need to send as many colonists. Moreover, they'll automatically convert to you with the first colonist.
It doesn't start a war, you need to DoW England. But a CB can easily be got (especially if there's a CoT in Anglia).
It's especially important to get the control of all the coastal provinces, to make sure nobody will colonize the continent. Close the northermost provinces (in Bay of Baffin IIRC), and in the south to Matagorda (or near it) ant the TI. Build fortresses only in coastal provinces (and build them fast in Louisiana/Florida, because Spain could get there and steal them thanks to the Treaty of Tordesillas).
Quote:
Originally Posted by carlec
OK, I know I'm being repetitive, but I just want to get my feet on the ground about what steps to take here in the colonization effort. lawkeeper, Robin, sheridan (its your strategy that I'm following)--give me the directions. I don't want to get too far ahead and miss crucial steps ("no silly carl, you should always get a TP to level 3 before sending a colonists" or "you must make sure your Innovation is back toward the middle before sending a trader" or whatever).
I wouldn't call you "silly", just "not yet veteran".
The reason to develop TPs to lvl 3 has nothing to do with the sending of a colonist, but has to do with the limit on number of unfinished colonies/TPs you can have. Each category is accounted separately, and if one is higher than your monarch's ADM-skill, you'll get penalties on the implanting of new ones. A colony is finished when it becomes a colonial city (1000 pop), and a TP when it reaches lvl 3.
In NA, and anywhere else, think about conquering the pagans. You can DoW them, and force-annex them, for no BB. And conversion chances are high (and will change their culture too). Once converted, they're fine places.
But don't mess with Navajo, they're too poor…
__________________
Daniel A
Quote:
Originally Posted by carlec
I'm still not sure I understand what to do with the trader/colonization issue.
On the tech news, I am WAY AHEAD of everyone else in naval (most are at 5 or 6, even England, Portugal and Spain) while I am at 11. Does that hurt me to be that far ahead?
Hi carlec!
Colonisation is good. If you are not in desperate need of money for something else then go colonising and try to maximise the number of colonists you get each year. As a simple tip: only send colonists, no traders. It is possible to construct examples where traders are more beneficial but that is for grade 2
Naval tech 11 is perfect. Immediately stop investing in naval. That tech gave you a special ability. Use that. Then after a two (?) years hover over your number of colonists on the top row and you will understand.
I believe the number of colonies you can have without incurring a success rate penalty for your next new colony is equal to your monarch's ADM skill. A normal monarch has 5 in ADM skill, that means if you have five colonies you will get a penalty to your success chance on colonly #6.
Homework for tomorrow: This magic number of colonies may increase/decrease during a monarch's reign: when is that?
Good luck!
__________________
lawkeeper
Quote:
Originally Posted by carlec
Hey everyone---long time no talk on my part. We are in the midst of our short semester at the college that I teach at (5 weeks) and it's simply crazy. I finally, tonight, got the ability to even look at the game. Of course it took me about 45 minutes just to re-orient myself to what I was doing previously. If you still have time, I have a few more questions.
Off course we have.
Quote:
Originally Posted by carlec
I'm still not sure I understand what to do with the trader/colonization issue. Let me say what I think I know and you can correct me. I get the option of sending EITHER a trader or a colonist. When I click on the province in question, it shows me a percentage of success? So, if that is correct, it looks like traders are always higher than colonists. Correct?
It's often the case, but not always. Both probabilities take into accounts different variables, e.g. hostility of natives, size of natives, a variable on difficulty of colonization/tradeposting in the province, number of colonies/TPs you have and monarch's ADM-skill, a number reflecting how many colonization attempts you've made, etc.
Quote:
Originally Posted by carlec
Then, what exactly is the strategy here? Just to see how it went, I ended up sending traders to 2 places and a colonist to another place. Let's see, two of the locations were in upper Canada and one was slightly east of Isle Royale (already owned by England). Two (one trader, one colonist) failed and the furtherest north was successful. So, obviously, this is not a guaranteed thing. So, is there any strategy?
There're different strategies, but it mostly depend on the location, on the country you play and the DP-sliders, on the "state of the world". These 'strategies' are rather tips and guidelines.
First, don't develop too many provinces at a time. When you develop more TPs or colonies than your monarch's ADM skill, the chances to establish further TPs or colonies decreases, quite fast.
Second, develop easiest provinces first, to improve your colonization attempts (it's the value I spoke off before). In the beginning, if you have a nearby conquistador, place it in the province before you send the first colonist, to improve the chances (conquistadors improve the colonization probabilities by a value equal to their Maneuver * 3).
Third, don't colonize Africa (except South Africa), there's a huge growth penalty, and the provinces are not worth sending 40 colonists before self-sufficiency.
Quote:
Originally Posted by carlec
Does a trading post help things?
Yes, it could. If the probability is higher for TP than for colonization, and you want to colonize, placing a TP first will help you. Each level of TP or colony add 5% to the chances, and a TP is less costly to put, if it helps you to achieve a colony.
Quote:
Originally Posted by carlec
Do you just keep sending people in the hopes that it works eventually?
Sometimes, yes. Perseverance always pays. Don't hesitate to send two, three or four times a colonist to the same province.
Quote:
Originally Posted by carlec
Should you send an army somehow and try to destroy the natives?
If natives revolt, an army will fight them. If successful, your settlement won't be damaged, but you risk wiping out the natives. 1000 infantry should be enough to keep in check most natives, without killing them.
But sending an army risks triggering a revolt. So, only send one if aggressivity is above 1 or 2.
But if the colonization chances are really low, consider to wipe high-aggressivity natives before colonization.
Quote:
Originally Posted by carlec
Don't I usually want them on my side?
Yes, because they add to the population once it gets to 900. And population matters for production income and trade values, and you'll get more money from this than from taxes.
Quote:
Originally Posted by carlec
Where exactly is "Stadacone" sheridan? That was one of your other suggestions in your core instructions.
Saint-Laurent's mouth. All (most of) the provinces from this to the south are extremely easy to colonize. Put TP in the northernmost provinces. Mind the aggressivity of natives in, notably, Connecticut, Bangor, Penobscot, Maine.
Quote:
Originally Posted by carlec
Obviously, the aggressiveness of the natives is an issue, the more aggressive then the lower the %. Still, not sure about any strategy.
Yes, indeed. It's one of the factors IIRC. It's also why it could be needed to wipe the natives if you can't get a decent chance otherwise.
Quote:
Originally Posted by carlec
Am I trying to just land people where I can? I mean, I'm not sure how some places become available while others do not. As I am wandering the North American coastline, certain places are now open to me while others remain in the white (even though I can see the coastline).
As long as you have colonists, send them. The first thing to do is to "book" as many provinces as possible, preferably coastal provinces, to "book" inner lands.
If you get a conquistador, you can land it on TI coastal provinces, to explore it. And naval tech 18 will make all your ships automatically discover adjacent TI-coastal provinces.
Quote:
Originally Posted by carlec
Sad news, my explorer dude died. Am I just screwed here for now?
Yes, no more exploration for now. You have to wait until you get another one, or a conquistador.
Quote:
Originally Posted by carlec
On the tech news, I am WAY AHEAD of everyone else in naval (most are at 5 or 6, even England, Portugal and Spain) while I am at 11. Does that hurt me to be that far ahead?
The far-ahead penalty is based on the date, not on the tech of other countries. Look at the cost to get next level. If it greatly decreases on January 1st, then you're far-ahead, and you should focus your research on other techs. An extra level of infra and trade would be useful.
Quote:
Originally Posted by carlec
Can I attack England's colonies or TPs to take them? Should I do that (I know it starts a war) or do I just colonize around them and not worry about it.
Yes, of course. TPs and colonies (under 1000) won't get you BB, so better grab them early on. The best is to concentrate on lvl 5-7 colonies, to spare you the need to send as many colonists. Moreover, they'll automatically convert to you with the first colonist.
It doesn't start a war, you need to DoW England. But a CB can easily be got (especially if there's a CoT in Anglia).
It's especially important to get the control of all the coastal provinces, to make sure nobody will colonize the continent. Close the northermost provinces (in Bay of Baffin IIRC), and in the south to Matagorda (or near it) ant the TI. Build fortresses only in coastal provinces (and build them fast in Louisiana/Florida, because Spain could get there and steal them thanks to the Treaty of Tordesillas).
Quote:
Originally Posted by carlec
OK, I know I'm being repetitive, but I just want to get my feet on the ground about what steps to take here in the colonization effort. lawkeeper, Robin, sheridan (its your strategy that I'm following)--give me the directions. I don't want to get too far ahead and miss crucial steps ("no silly carl, you should always get a TP to level 3 before sending a colonists" or "you must make sure your Innovation is back toward the middle before sending a trader" or whatever).
I wouldn't call you "silly", just "not yet veteran".
The reason to develop TPs to lvl 3 has nothing to do with the sending of a colonist, but has to do with the limit on number of unfinished colonies/TPs you can have. Each category is accounted separately, and if one is higher than your monarch's ADM-skill, you'll get penalties on the implanting of new ones. A colony is finished when it becomes a colonial city (1000 pop), and a TP when it reaches lvl 3.
In NA, and anywhere else, think about conquering the pagans. You can DoW them, and force-annex them, for no BB. And conversion chances are high (and will change their culture too). Once converted, they're fine places.
But don't mess with Navajo, they're too poor…
__________________
Daniel A
Quote:
Originally Posted by carlec
I'm still not sure I understand what to do with the trader/colonization issue.
On the tech news, I am WAY AHEAD of everyone else in naval (most are at 5 or 6, even England, Portugal and Spain) while I am at 11. Does that hurt me to be that far ahead?
Hi carlec!
Colonisation is good. If you are not in desperate need of money for something else then go colonising and try to maximise the number of colonists you get each year. As a simple tip: only send colonists, no traders. It is possible to construct examples where traders are more beneficial but that is for grade 2
Naval tech 11 is perfect. Immediately stop investing in naval. That tech gave you a special ability. Use that. Then after a two (?) years hover over your number of colonists on the top row and you will understand.
I believe the number of colonies you can have without incurring a success rate penalty for your next new colony is equal to your monarch's ADM skill. A normal monarch has 5 in ADM skill, that means if you have five colonies you will get a penalty to your success chance on colonly #6.
Homework for tomorrow: This magic number of colonies may increase/decrease during a monarch's reign: when is that?
Good luck!