Colonist
This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.
A colonist is one of the specialist agents who is capable of colonizing unoccupied land, as well as horde territory. They each represent 100 settlers, thus each successful colonist increases the population of a colony by 100. In order to hire an explorer or conquistadors one needs a colonist.
Number of colonists
The number of colonists a country gets depends on the following factors:
- Religion: Catholic, Orthodox or Reformed: +1.0 yearly[1]
- Religion: Protestant: +0.5 yearly[1]
- National idea: Colonial ventures: +1.0 yearly[2]
- Country decision: Confirm thalassocracy: +0.5 yearly[3]
- Bordering a horde: +0.25 yearly[4] (until
5.1: +0.33 per province bordering hordes; up to a maximum of +1.65 yearly for 5 provinces)
- Each coastal center of trade: +0.1 yearly[4]
In addition, certain missions immediately provide colonists when completed.
Former versions
- Religion: Catholic or Reformed: +2.0 yearly
- Religion: Orthodox or Protestant : +1.0 yearly
- National idea: Colonial ventures: +1.0 yearly
- Domestic policy sliders: Innovative vs. narrowminded: –2 to +2 yearly
- Domestic policy sliders: Mercantilism vs. free trade: –1 to +1 yearly
- Domestic policy sliders: Land vs. naval: Naval: 0 to +1 yearly
Colonist chance
The base chance of success is 35%[5], which is modified by:
- Ruler’s administrative skill: +5% per level[4]
- Production efficiency: +0.2% per point[4]
- Pioneer as advisor: +2% per level[6]
- Religion: Catholic: +20%[1]
- Colony level: +4% per level[4]
- Native aggressiveness: –3% per level[4]
- if no adjacent province controlled: –5%[4]
- for tropical provinces: –10%[4]
- Country decision: Benign neglect: +4%[7]
- Country decision: Colonial restrictions: –10%[7]
- Strategic resource bonus: Cotton: +25%[8]
- Some events also affect the success rate of colonists for a short period of time. Especially the event: $PIONEER$ gives: +15% colonist chance for 6 years.
Also, lucky AI nations get an additional 10% chance[4].
Former versions
The base chance of success is 35%, which is modified by:
- Ruler’s administrative skill: +5% per level
- Production efficiency: +0.2% per point
- Prestige: ±0.1% per point
- Colony level: +4% per level
- Native aggressiveness: –3% per level
- if no adjacent province controlled: –5%
- for tropical provinces: –10%
Also, lucky AI nations get an additional 10% chance.
Colonist cost
The base cost to send a colonist are 20[9], which are modified by:
- Difficulty modes: Very easy −50%; respectively easy −25%[4]
- Colony level: −2% per level[4]
- Non-coastal province: +10%[4]
- Tropical province: +20%[4]
- if no adjacent province controlled: +15%[4]
- Inflation[4]
- Bankruptcy: +50%[4]
- Domestic policy sliders: Land vs. naval: −5% per step[10] (+25% to −25%)
- Country decision: Benign neglect: −4%[7]
- Country decision: Colonial expansion: −3%[7]
- Country decision: Establish a House of Trade: +3%[7]
- Country decision: Establish a naval convoy system: +5%[11]
- Some events also affect the cost of colonists for a short period of time.
Former versions
The base cost to send a colonist are 20, which are modified by:
- Difficulty modes: Very easy −50%; respectively easy −25%
- Colony level: −2% per level
- Non-coastal province: +10%
- Tropical province: +20%
- if no adjacent province controlled: +15%
- Inflation
See also
Footnotes
- ↑ 1.0 1.1 1.2 See in ..\common\religion.txt.
- ↑ See in ..\common\ideas.txt.
- ↑ See in ..\decisions\venice.txt.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 See in ..\common\static_modifiers.txt.
- ↑ See #_EDEF_COLONIST_CHANCE_, in ..\common\defines.txt.
- ↑ See in ..\common\advisortypes.txt.
- ↑ 7.0 7.1 7.2 7.3 7.4 See in ..\decisions\colonial.txt.
- ↑ See in ..\common\tradegoods.txt.
- ↑ See #_EDEF_MISSIONARY_COST_, in ..\common\defines.txt.
- ↑ See in ..\common\policies.txt.
- ↑ See in ..\decisions\Military.txt.