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Old 10-08-2002, 04:41   #1
Castellon
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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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Last edited by Castellon; 13-08-2002 at 02:50.
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Old 10-08-2002, 05:32   #2
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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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Old 10-08-2002, 07:48   #3
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That's really GREAT!

Always wanted to figure it out but was afraid to do it...
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Old 10-08-2002, 10:12   #4
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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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Old 10-08-2002, 10:39   #5
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Quote:
Originally posted by Quizzical

Regardless of a climate type, it also gets -.5 * (colonization difficulty). This is added to the penalty for the climate type.
Can you elaborate on this point?
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Old 10-08-2002, 10:39   #6
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Interesting...

You really love math, don't you?
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Old 10-08-2002, 18:58   #7
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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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Old 10-08-2002, 19:21   #8
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Quote:
Originally posted by Quizzical
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.
Okay so you are not talking about the percentage chance to colonize being effected. That is how I read your first post, sorry.
I now understand. Thanks.
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Old 11-08-2002, 10:09   #9
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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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Old 11-08-2002, 10:16   #10
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Quote:
Originally posted by Pan Zagloba
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
Hmm.
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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Old 11-08-2002, 10:50   #11
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Updated: Conquistador and Explorer bonuses not cumulative. It gives the higher of the two.
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Old 12-08-2002, 00:57   #12
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Update: Tech Levels have no effect.
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Old 12-08-2002, 19:37   #13
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Quote:
Originally posted by Pan Zagloba
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
Update: Other nations armies currently in the province have No effect.
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Old 13-08-2002, 02:52   #14
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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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Old 13-08-2002, 08:47   #15
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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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Old 14-08-2002, 01:36   #16
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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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Old 14-08-2002, 05:13   #17
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Conqs do reduce the cost of sending colonists.
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Old 14-08-2002, 05:19   #18
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Quote:
Originally posted by DeGroo
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.
The cost was not really the focus of my testing, but Oleg is correct in stating that a Conquistador will also lower the cost.
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Old 14-08-2002, 06:35   #19
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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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Old 14-08-2002, 06:44   #20
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Explorers as well? I never knew that!
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