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Colonial Rules

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Colonial Rules Empty Colonial Rules

Post by TLS Mon Mar 12, 2018 12:12 pm

Colonial Rules:

There are two types of colonies:

Settler Colonies: Generally found in the Americas, Oceania, and Southern Africa region, and although warfare is frequent the natives lack the numbers or organization to stop colonizers. An outpost is built first, representing a fortified hamlet, which then expands into a fortified town and then eventually a port (river or sea port). This takes roughly 25 years to occur on average, so 25 years from founding to port is the rule. Initial cost is 3 points, and there are no other costs, but only one colony can exist in a region if developed this way. These colonial settlements do not have defenses unless the controlling player spends points to create them, although they are strong enough to defeat the local native population.

Colonies can only be planted where modern day actual cities of 100,000 people or more exist. They do not have to be called by their RL names but please indicate in parenthesis their location in RL

Population goes from 200 (outpost) to village (1000) to town (5000) to city (10,000) to port (25000) and increases every 5 years. The death rate for harsh conditions is factored into this. This natural increase only applies to temperate regions. In desert or arctic regions this rate takes twice as long to achieve and in tropical regions it takes 3 times as long to achieve due to higher death rates. Colonial outposts generate .1 points as a village, .25 points as a town, .5 at a city and 1 point as a port. Any outpost a village or smaller can be eliminated by hostile military action.

Trading posts can be built instead (also for 3 points) , and they generate income but also have a maintenance cost. So their actual income generated is only .25 points per trading post. Trading posts can however be converted into outposts at any time and become the seeds for colonies. However, this will mean that they no longer generate income as trading posts and produce no income until they become towns (which means 10 years before they generate income)

Trading Colonies:These are usually enclaves established in established cities or populations, who may be technologically inferior but are usually far larger numerically than the colonizers. In effect these are garrisons to control the locals, who are treated as occupied populations for all purposes and can be taxed like home populations (although at greater risk). See military rules for the costs of units. Typically this will be any colony established in Africa or Asia. Limited to trading posts until European countries start conquering large regions of Asia and Africa. Trade posts in these regions cannot be turned into settlements, save for in particular situations with mod approval.
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Colonial Rules Empty Re: Colonial Rules

Post by TLS Mon Mar 12, 2018 12:12 pm

Colonial Settlement Requirements:

Colonial settlements (outposts to villages to towns, etc) grow on their own scale separate from overall colonial growth; after running those numbers against historical colonial growth trends in North America, I’m not going to alter those. However, those rates make sense only for settlements in larger colonies, not for settlements being plopped in the middle of nowhere as the basis for new colonies. As such, colonial settlement sizes will be restricted by the overall population of a colony. Thus, a colony of smaller than 1,000 cannot support a village, smaller than 5,000 cannot support a town, etc. Even if your colonial settlement is due to tick up, if the numbers aren’t there, it won’t do so until the population rises to the appropriate level. But how can an intrepid colonialist force their numbers to grow faster than they naturally would?

Penal Colonies

In honor of the Transportation Act of 1717 the issue of codifying the mechanics of Penal Colonies has been raised. For the increasingly bureaucratic and judicial states of Europe, increased efficacy in enforcing laws is resulting in ever larger prison populations. Additionally, many of these countries have colonies that they’re concerned are under-populated; the various colonial wars of the last two decades have demonstrated the difficulty in seizing a well-settled colony (which can support and raise militia and other defensive units) versus defending a sparsely-settled outpost.

Convict Populations: Each country can send 1,000 convicts per 10,000,000 subjects per annum. In every recipient colony be sure to clearly list the number of convicts (as they do not count against the recruitable population of a colony—they can potentially be impressed in the event of a massive invasion, but you’ll have to ask the mod and arming a bunch of angry prisoners could have consequences.) Convicts are split into two categories. In the interest of not going insane, just have each decade consist of its own cohort (so all convicts from 1720-1729 are one group, they all tick up to Free Convicts in 1730, etc. The exception will be the 1717-1719 cohort, have them roll over into the 1720-1729 cohort):

  • Convicts: Denoted as such for 10-years, cannot be recruited.
  • Free Convicts: Denoted as such for another 10-years, can be recruited, but category needed for reasons identified below.

Cost depends on where in the world you’re trying to send your convicts from Europe—transfers from elsewhere should be raised with the mod [costs should be rounded to the nearest .05, to keep you from going insane with even smaller fractions]

  • North America/Caribbean/Brazil: .1 per 1,000
  • South America: .15 per 1,000
  • South Africa: .2 per 1,000
  • East Africa: .25 per 1,000
  • South Asia: .3 per 1,000
  • Southeast Asia: .4 per 1,000


Mortality Rates: Various regions will have higher or lower mortality rates; these rates will be higher than the general population of colonists because of their sordid conditions and the types of work they’re generally forced into doing (plantation work is particularly gruesome, but they’re also often put into frontier resource extraction, ill-treated, poorly-fed, etc.). The rates are as follows:

  • North America: 20% (200 per 1000)
  • South America: 20% (200 per 1000)
  • South Africa: 30% (300 per 1000)
  • Plantation North America: 40% (400 per 1000)
  • Florida/Caribbean/Brazil: 50% (500 per 1000)
  • East Africa: 60% (600 per 1000)
  • South Asia: 70% (700 per 1000)
  • Southeast Asia: 80% (800 per 1000)

Effects of Penal Colonies: Having a large penal colony population, particularly relative to the “normal” population, is not conducive to a peaceful and harmonious society. Large convict populations are liable to be restless; they’ve been forced against their will (the choice between the noose and Canada is not a particularly free one) to move across the world into a hostile land where they work for no pay. The gender imbalance will be particularly acute, as women make up a small proportion of convicts and magistrates will be loath to sentence women to such a harsh fate. This will affect the natural growth rate of a colony.

Growth Effects:

  • Convicts: 0% Growth. Being prisoners de facto or de jure restricted from marriage (how many free women want to marry a serving felon?) and other rights, have no natural growth—some bring families with them, and others get married, but that is washed out by the high rates of death and other issues.
  • Free convicts: 50% Growth. On the edge of being re-integrated into society; they’re populations that often missed their most fertile windows, and are still tainted by their status and find it difficult to marry.
  • Free settlers: The rate of convicts and post-convicts in a colony also drives down the growth rates of everyone else; as the riff-raff come in, people seek to move away, stigma scares free immigrants away, violence increases, and competition for scarce women leaves a number of men unwedded. Natural growth for free settlers thus drops 1% for every 10% of the population that are convicts, rounded to the nearest 5%, and drops an additional .5% for every 10% of the population that are post-convicts, rounded to the nearest 5%. This will come into play when, at each decade, I post the universal growth rates for colonies.


Example:

It is 1720. Scotland, population 3,000,000, controls the Darien Colony in IRL Panama. It’s a colony that has existed since 1700, with a village at New Edinburgh (founded 1700, ticked up to village in 1715) and a total colonial population of 1,500. They can thus send 300 convicts per year to the Darien, at a cost of .05 p.a. Because of the terrible conditions awaiting them at the other end (Panama counts as Caribbean), only 150 of the convicts survive of each group. Scotland spends the entirety of 1710-1740 sending the maximum number of colonists.

Thus, in 1720, the population of Darien is: 1,500 convicts, 1,500 free settlers. As 50% of the colonial population is convicts, total growth rates for the free settlers is 5% (as opposed to a global growth rate of 10%). The free population is thus 1,575, instead of the 1,650 it would have been. Total population 1721 (before new convicts arrive): 1,500 convicts, 1,575 free settlers.

When the next census takes place in 1730, the population of Darien stands at: 1,500 convicts, 1,500 post-convicts, and 1,600 free settlers. The population is roughly 30% convicts, 30% free convicts, and 40% free settlers. Global growth rate is 10%, but the convicts grow at 0%, post-convicts at 5%, and the free settlers at 5.5% (10% - 3% from the convicts and 1.5% from the free convicts). Total population 1731: 1,500 convicts, 1,575 free convicts, and 1,650 free settlers. Note that New Edinburgh should have ticket to a town in 1730, but could not due to population restrictions. The colony will need to wait until 2 more shipments of convicts arrive to hit the 5,000 mark, allowing the settlement to increase in 1733.

In 1740, the population is 1,500 convicts, 1,500 free convicts, 3,225 free settlers (free convicts have integrated), total population 6,225 (rounded 25% convicts, 25% post-convicts, 50% free settlers). Global growth rate is again 10%, convicts grow 0%, post-convicts 5%, free settlers at 6.25% (10% - 2.5% from convicts and 1.25% from the free convicts). Total population in 1741: 1,500 convicts, 1,575 free-convicts, 3,450 free settlers.

Scotland has spent 1.5 points over 30 years to send 9,000 convicts across the Atlantic. 4,500 of those convicts died, but the population of the colony is 6,525 enough to support a town at New Edinburgh, as well as a fortress and a regiment of Scottish soldiers to defend the colony—though not enough to raise an indigenous militia unit (see the Colonial troop limit rules, limiting metropole units to be only up to 30% of the population of the colony). Though mortality has been high, had Scotland left the colony to develop naturally, it would only stand at 2,000 souls in 1741 with natural growth; enough to support a village at New Edinburgh and a smaller Scottish garrison (colonial limit rules mean that the Scottish can only leave the equivalent to a single regiment, either a fortress or a LI regiment, to defend such a small population).
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