Tue Dec 27, 2011 10:34 am
you have to differ:
the one province were you got even a city, its abnormal right, but even there the peasants will not turn in into brokers.
on the other hand are investments in non-national regions itself:
I believe we both had a similar discussion when i had to disappoint you that the immigration decision will usually not lead to any new city, but if the original population was already pretty high.
if i have to wait 9 years to have a nitrate mine in the west of the Mississippi on 100% labor efficiency despite RR ON NATIONAL SOIL, or to wait even longer despite high population to be able to build a mine in the Black Hills / badlands of the peaceful conquered Sioux despite scripted gold event, you will have to do so with colonization either.
sorry, but i just tell it as straight as it is. I know how annoying it is. Its just that the better part of that development is scripted for good reasons.
Since the decisions colonial as well as nationals do work with relative "POINTS" and not with an absolute value the decisions can be worthless before the scripted change of population.
the only alternative is build, maintain, wait... if you can spare the single piece of gold or silk or oil or rubber..., dont build in the first place.
if you want to play realistic, getting everything what you can carry away. Just to know that you can, the natives cant.... well then, live even with one single unit output or whatsoever
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"a change in the scripts as to fix this to a more realistic repartition"
you dont know much about history, do you?
first, colonies were just dirty places until the run for places at the sun around 1890/1900.
since most original events for special resources give you either many resource fields in one single spot or additional stocks of goods already (like Californian goldrush) the economical benefit is simulated close to perfect and no economical steamrolling possible
for historical population / the classes of population:
the french and british used convicts and military as well as their relatives.
they, especially the french, forced officers of the army to stay for further years after the officers retired from active duty.
the british imported workers from India to Africa to keep it running even in the basic levels of non-pure-manual labor.
the Belgian colonial population were particularly a bunch of aggressive, parasitic scumbags and bloodthirsty murderers (even compared to the later german behavior), thats one of the reasons why the king lost his private property down there.
the Germans had extraordinary problems even to get workers down there, thats why they were depending on protectortes / local chiefs / Askari and so on. Most other interaction was done on purpose of single merchant communities.
for instance "Deutsch-Südwestafrika":
in 1902
in total: 200.000 inhabitants
among them
2.595 German
1.354 Burs
452 Britons.
in 1914 additionally 9.000 more Germans including troops
for "older colonies" you will find similar distributions. Centers of competence and a lot of wasteland.
THATS WHY COLONIAL GOODS WERE THAT COSTLY.
not for the huge demand for them, no, for all the problems to keep up the supply in the first place (without slaves).
colonies did only make sense for prestige and the striving of self-sustaining economies, both purposes failed in reality, but not in PON, thus PONs colonies will be a bargain what ever you do (if dont want to have highest prestige)
in PON especially due to the disproportional high tax revenue coming from luxuries
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its like the problem with the military we saw for 5 months now, when players just use a couple of corps to deal with high losses against natives, while historically (which is still 75% of PONs simulation) maybe 10.000 colonial troops were in all Africa the same year.
any possibility to build does not mean that its truly worth to do it, unless you need ANY good you can pick up from colonies.