Colony

Disabled Content
This article refers to disabled content, it is currently not available in Ymir.
As of patch 0.6.1.22(Build ID: 10116151) colonies are disabled. The following information is outdate and will likely change upon re-implementation.

Colony as a territorial status was disabled on 21/06/2021 at **The Biggest Update** which overhauled Nations and Governance as well as adding Countryside a new Territorial status of regions subordinate to a Regional center.

## Colony

A colony was a territorial status that could be assigned to a territory with at least 150 of population and at least 65% of vital needs.

Players can now change the status of one of their cities to make it a colony.

The colony then becomes a valid starting location for new players to join.

While the territory is a colony, it costs no upkeep, 5 state power, has stable loyalty, administration and 0 waste. It provides a 5% income tax to its founder (regardless of tax rate in policies).

A player starting in a colony will receive full control of the colony and will start automatically in the founder’s nation as one of his subordinates.

The ‘colony’ then loses its status and becomes the new player’s capital.

The new player is bound to the founder by a colonial treaty ensuring that he remains in the nation and pays the colonial tax of 5% of his incomes.

If the new player chooses to illegally break the treaty, he will suffer its breaking penalties : -25 honor and war with the founder.

### **Why build colonies ?**

– territories generate a safe and reliable 5% tax income costing only 5 state power, and require no management as they have a stable administration and loyalty. 5% might seem low but there’s no 'waste' lowering the raw income.

– you can exploit a specific resource and transfer it back via trade route without the cost of maintaining a new city.

– you can expand your nation and recruit new people in it. new members start with the advantageous colonial treaty giving you 5% extra tax on top of the nation rank taxes, and advantageous breaking closes to discourage them from leaving.

– large colonies are significantly cheaper to maintain in coins than outposts of the same size, as they do not have a large building upkeep malus

### **Why start as a colony?**

– you start with all the techs of the colony’s founder, instead of starting from scratch. perfect to catch up if not joining a game from the start.

– you start within an existing nation, meaning you can benefit from their help and protection instead of starting alone.

– you start with a potentially well developed city and resources (depending on what the colony founder provided)

### Features when controlled by the founder:

* Founder gains stable 5% tax of the colony's income (can increase to over 50% as insurance in case of illegally breaking colony agreement, (needs confirmation))
* Is a player spawn
* No administration distance penalty
* State culture -75%
* Loyalty +75
* Tax income - 75%
* No expenses
* Can't do projects
* Can't be evacuated
* On changing: -75 loyalty event
* Can't overdraft

### Features when controlled by a new player:

* Peace treaty and nation treaty as a subordinate with founder
* Knowledges of founder

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