Victoria 3

Victoria 3

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Wilfer88 Dec 7, 2022 @ 5:31am
How to colonize fast?
Lets say the objective is to colonize Africa as much as possible. Sometimes you see a territory takes 1500 days to be colonized, but way later, some other areas takes only like 50 days. I know the reforms to speed up and techs like malaria medicine. And a port at the colony to make it functional. But I dont know if that speed things up. Does the size of navy matter? Does the closeness to navy-ports or other colonies matter? Railroads? Barracks or other military buildings?

I took a very large part of Africa as Germany lately. Did I know why it went better than most of my times? No. England and France was not so aggresive. Russia took some, USA none at all, so yes you need some luck, not every round is the same.
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Showing 1-8 of 8 comments
shiggies713 Dec 7, 2022 @ 5:34am 
basically your population in integrated states is the most important factor and then of course the malaria techs, and colonization level.
Wilfer88 Dec 7, 2022 @ 5:45am 
Okay. Pop-size at home. Thats very helpfull. Even healthcare early does make an impact then in the long run :)
teron Dec 7, 2022 @ 5:46am 
One other one, colonize less places at the same time. Since the more places you are doing at the same time the longer each place takes longer due to spreading the colonial growth.

From what I remember there is also a min number of days per province, so if you are hitting that then you want to colonize more.
shiggies713 Dec 7, 2022 @ 11:18am 
well the healthcare thing can help, but its more of a long haul type of thing. You'd see way more impact from raising your SoL and getting huge burst of immigrants than you would from public health reforms for example.

The private health option is actually pretty OP, it doesn't seem like it at first but if you upgrade it and have uber rich pops, like SoL is above 20 early game, your pops can almost live forever, especially the rich ones, so the rich pop groups grow much faster since they never seem to die.

And yes, the minimum is 50 days so if you are getting that you can do more than 1 at a time. I'm generally pretty happy at around 150 days or less per region.
Last edited by shiggies713; Dec 7, 2022 @ 11:22am
Karmonger Dec 7, 2022 @ 1:55pm 
The most important thing to know, as teron mentioned, is that you have your total colonization progress number, and this number is divided evenly between every ongoing colony. It also can't be more than 2% (as in, 2% progress/day) per colony. Oh, and malaria malus doesn't go away by itself in existing colonies if you researched the tech, you need to reload the game cause hotcode, unless they changed it in 1.1. None of the things you've mentioned (having port, barracks, etc.) affect the growth.
Last edited by Karmonger; Dec 7, 2022 @ 1:58pm
Wilfer88 Dec 7, 2022 @ 2:42pm 
Very good to know :)
lokk23 Dec 7, 2022 @ 2:47pm 
Originally posted by Karmonger:
The most important thing to know, as teron mentioned, is that you have your total colonization progress number, and this number is divided evenly between every ongoing colony. It also can't be more than 2% (as in, 2% progress/day) per colony. Oh, and malaria malus doesn't go away by itself in existing colonies if you researched the tech, you need to reload the game cause hotcode, unless they changed it in 1.1. None of the things you've mentioned (having port, barracks, etc.) affect the growth.
Ive actually seen a workaround for that on a twitch stream recently. If you colonize a province with malaria then get the tech to remove the penalty, it doesnt seem to update the timer anymore. However if you go to your colonized area and que a construction office to be built, it seems to reset the time to colonize to the correct non-malaria rate.
kgkong Dec 7, 2022 @ 3:00pm 
Originally posted by lokk23:
Originally posted by Karmonger:
The most important thing to know, as teron mentioned, is that you have your total colonization progress number, and this number is divided evenly between every ongoing colony. It also can't be more than 2% (as in, 2% progress/day) per colony. Oh, and malaria malus doesn't go away by itself in existing colonies if you researched the tech, you need to reload the game cause hotcode, unless they changed it in 1.1. None of the things you've mentioned (having port, barracks, etc.) affect the growth.
Ive actually seen a workaround for that on a twitch stream recently. If you colonize a province with malaria then get the tech to remove the penalty, it doesnt seem to update the timer anymore. However if you go to your colonized area and que a construction office to be built, it seems to reset the time to colonize to the correct non-malaria rate.
The timer doesn't seem to update until your colonial affairs institute is upgraded. Which would make sense as the proper way to go. Just because you unlocked quinine doesn't mean you removed malaria risks from colonizers in the region, cause your colonial institute isn't equipped to hand out the Quinine medicine at level 2 affairs. At least that's the way I interpreted it when I seen it in earlier games. This doesn't seem to be a bug, more so, just buggy workarounds to force update the timer without actually enacting level 3 for Quinine, and level 5 to remove severe malaria with the appropriate research learned.
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Date Posted: Dec 7, 2022 @ 5:31am
Posts: 8