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#1 |
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God's Lightning Bolt!
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Colonization FAQ -Beta
Beta Colonization Success FAQ
Percentage chance to Colonize = BP-(DM+CM)+CB+NB+OB The Maximum is capped at 95% The Minimum is 1% BP = Base percentage: Under optimal conditions is 80% DM = Difficulty Modifier: DM=(Aggressiveness of natives + Colonization Modifier) * 4 Aggressiveness of Natives and Colonization Difficulty Modifier can both be found in provinces.csv. CM = Climate Modifier: CM = 10 if Climate = 4 or 6 CM = 0 for all others. Note: Nations who's capitol has a climate of 4 or 6 are exempt from this penalty. Climate can be found in provinces.csv. CB = Conquistador Bonus: CB= 3 times their Movement rating. Note: Explorers can add their movement rating x3 if in port in the province. But obviously that cannot be done on the first attempt at colonizing as no port exists yet. Also the bonuses are not cumulative, It takes the higher of the two values. NB = Nation Bonus: NB = For Spain: + 22 % (note: This bonus does not apply to Castile or Aragon) For England: + 20 % For France: + 10 % For Portugal: + 10 % For Netherlands: 10 % Other nations = +0% Other Bonuses +5% if province already contains a Trade Post. +5% if province is your state religion. (note: This accounts for why many believe that the first level of a colony adds 18% since colonizing changes it to your religion as well.) +13% for 1st level of colony. +5%/Level above1 of existing colony. Factors NOT affecting Colonization Success: 1.Number of natives do not matter. 100 or 10000 no difference. The exception is if no natives are present because they were killed off, or there is a native uprising going on. Then the Aggressiveness of Natives is removed from the DM calculation. 2. Your Monarchs Diplomacy, Military and Administration ratings do not affect colonization success. 3. Despite what the Manual says No bonus for adjoining colonies was observed. 4. Stability does not effect your Colonization Success. 5. Having a neighbouring Centre of trade. 6. Difficulty level. 7. Tech levels. 8. Other nations armies currently in the province have No effect. 9. Your own nations army in provence without a Conquistador, Before or after first colony is established. Colony Size: Level 1 = 1-199 population Level 2 = 200-299 Level 3 = 300-399 Level 4 = 400-499 Level 5 = 500-599 Level 6 = 600-699 (if population reaches level 6 any natives left in the province will join the colony and add their numbers to the population.) Colonial City = 700-5000 Bugs: CRC does not recognize Catholic as same religion. Examples: As an example lets look at two Islands, without a conquistador, no colony present, player is Castile. Barbadoes: Natives: 1500 Aggression level: 9 Colonization factor: 3 Climate: 6. Applying the formula we get: 80 - (((9+3)*4)+10) + 0 + 0 +0 =22% Bahamas: Natives: 5000 Aggression level: 5 Colonization factor: 4 Climate: 3 Applying the formula we get: 80 - (((5+4)*4)+0) + 0 +0 +0= 44% Contributors: rmcleod : National Bonuses. kurtbrian Quizzical Anyone have a comment or correction, before I finalize the FAQ?
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 Last edited by Castellon; 13-08-2002 at 02:50. |
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#2 |
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Major
Join Date: Apr 2002
Location: Montclair, NJ USA
Posts: 571
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My only comment is, God bless you for doing all the incredible work you've been doing in figuring out the underlying formulae for everything about the game.
Sorry I couldn't say anything more substantive, but I really thought you deserved a hearty pat on the back!
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#3 |
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Cake or Death?
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That's really GREAT!
Always wanted to figure it out but was afraid to do it...
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#4 |
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Colonel
Join Date: Jul 2002
Location: Earth, at least on even numbered days starting with T
Posts: 918
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Something related to this that I'd like to see is the growth rate hit that a colony takes for "location". I've started looking at this, and am quite done yet (and might not work on it again for a while), but here's what I have so far:
First, a colony on the same continent as your capital does not take a growth rate hit for location at all. Otherwise, the values descibed below are for colonies of population under 1000. The growth rate hit lessens in magnitude as the colony becomes larger, and is completely gone by the time it hits 5000 citizens. I'm not sure how that works, and it's probably the main thing left to test here. A colony in Africa gets a -12 for climate, regardless of its actual climate type. Elsewhere, a colony gets a -12 for a climate type of 4, -8 for a climate type of 6, a -4 for a climate type of 7, and a 0 for any other climate type. Regardless of a climate type, it also gets -.5 * (colonization difficulty). This is added to the penalty for the climate type. If a colony is not adjacent to any other land territories (e.g., Tahiti or Mauritius), it takes a much smaller growth rate hit instead of the normal one. A rough estimate of this is 1/5 of the normal penalty, but that isn't the exact formula. The total cannot be lower than -14. Any value smaller than -14 is changed to -14, which is usually the case for colonies in Africa or on a climate type of 4.
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Free speech is not limited to those who have something intelligent to say. Version 1.06, no mods Completed grand campaigns with: Algiers, Auvergne, Cambodia, Castile/Spain, Cologne, Dakota, Hungary, Hyderabad, Kongo, Mantua, Ragusa, Qara Koyunlu, Wallachia |
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#5 | |
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God's Lightning Bolt!
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Quote:
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 |
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#6 |
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Crusader for Fun and Profit
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Interesting...
You really love math, don't you?
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#7 |
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Colonel
Join Date: Jul 2002
Location: Earth, at least on even numbered days starting with T
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Perhaps an example would help.
Suppose that you have a level 3 colony in Everglades, which has a climate type of 6 and a colonization difficulty of 8. Everglades is adjacent to Seminole, so the island modifier does not apply, and it is not in Africa. Thus, the climate penalty would be -8, since it has climate type 6. The colonization difficulty modifier would be (-.5) * 8 = -4. Thus, the total growth rate penalty for location would be -8 - 4 = -12.
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Free speech is not limited to those who have something intelligent to say. Version 1.06, no mods Completed grand campaigns with: Algiers, Auvergne, Cambodia, Castile/Spain, Cologne, Dakota, Hungary, Hyderabad, Kongo, Mantua, Ragusa, Qara Koyunlu, Wallachia |
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#8 | |
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God's Lightning Bolt!
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Quote:
I now understand. Thanks.
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 |
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#9 |
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Hetman Wielki
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Excellent work indeed.
So am I right in thinking that the presence of a foreign power's armies has no effect on the colonisation %ge? Zagloba |
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#10 | |
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God's Lightning Bolt!
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Quote:
Since it would have to have a fort or the provence would be controled by another nation, it must have a pop over 700. I did not look at those. Back to do some more testing on this issue. EDIT: Duh!, of course you mean before colonization.
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 Last edited by Castellon; 11-08-2002 at 10:49. |
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#11 |
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God's Lightning Bolt!
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Updated: Conquistador and Explorer bonuses not cumulative. It gives the higher of the two.
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 |
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#12 |
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God's Lightning Bolt!
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Update: Tech Levels have no effect.
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 |
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#13 | |
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God's Lightning Bolt!
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Quote:
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 |
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#14 |
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God's Lightning Bolt!
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Update: No effect for Your own nations army in provence without a Conquistador, Before or after first colony is established.
I think the Faq is complete now. If there are no more comments or questions I will post the completed FAQ soon.
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 |
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#15 |
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Regained interest
Join Date: Apr 2002
Location: Härmösand, Sweden
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I´d like to thank you very much for finding the time to do this, I´m sure I and others with me will benefit greatly from your work.
I hereby publically salute you! Great work, man! |
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#16 |
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Corporal
Join Date: Jan 2002
Location: Future World Capital
Posts: 35
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Have you done any checking on cost? I think a conquistador lowers the cost of sending a colonist. I've never done any real testing of this though.
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#17 |
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Regained interest
Join Date: Apr 2002
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Conqs do reduce the cost of sending colonists.
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#18 | |
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God's Lightning Bolt!
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Quote:
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I have been dealt a good hand in life, now I am just looking for a few more cards! Winner of TOEE POTY 2005 |
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#19 |
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Martillo de herejes
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I have not my notes here (I'm at NYC right now!), but in my testing I found that conquistadors (xplorers when in ports) do lower the cost of colonisation attempts by pproximately 2x to 2.5x [movement factor]
Difficulty level also lowers both cost and time required to arrive (but no success probabiities, as ou have pointed). I'm not so math-buff, so I have no precise formulae
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#20 |
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Regained interest
Join Date: Apr 2002
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Explorers as well? I never knew that!
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