Colonist States

#colonies #new-world #colonists #states

These states influence the colonist and modify his behaviour and stats. Multiple states can be active at the same time.

Bonus (doing well)

when available to the colonist, he will use some resources

  • +1 production bonus
  • immigration attraction
  • power boost

Promoting

When possible, the colonist is learning the profession he is working at

  • uses the resources he would use if he had already mastered the profession
    the speed of promotion depends on:
  • having a teacher with the profession in school/college/university
  • the literacy rate
  • having an expert of his profession as coworker

No luxury (goods missing except food and wood)

  • temporarily lose his profession bonus for production and teaching
  • immigration penalty for this profession

No wood

  • production malus
  • production bonus for wood
  • increased chance of illness
  • events:
    • Tear down building (results in partially restocking the wood and a lost building)
    • Tries to become lumberjack

Starving

  • production malus, except for food
  • increased chance of illness
  • events:
    • Raid food from natives:
      may get food, upset natives, higher chance with guns
    • Steal food from stock:
      only when stock is high and multiple colonists suffer, will destroy some food
    • Leave colony to join natives:
      only when relations with natives are good, may come back after some time
    • Leave colony for Europe:
      higher chance with international trading port, more likely for high power colonists
    • Die from starvation:
      more likely for low power colonists

Sick

  • production penalty
  • power penalty
  • events:
    • dies
    • gets healthy (will make him more resistant in the future)

Discriminated

  • cannot promote
  • power penalty

Enslaved

  • cannot promote
  • no cultural assimilation
  • can only work on land
  • power is always 0
  • health penalty
  • small production bonus
  • needs 2 food
  • events:
    • escape
    • rebellion
    • freedom

Indebted

  • cannot promote
  • power is always 0
  • needs 2 food
  • wears off after a few years (debt payed)
  • events
    • escape and live with the natives

Poor

  • when a colonists power falls to 0, he becomes poor
  • power cannot get lower than 0
  • needs 2 food
  • cannot have state bonus
  • cannot have state no luxury (keeps expertise without receiving the goods!)
  • once the colonists power reaches 10, he will lose the poor state

Very powerful (idea, maybe not?)

Once a colonist reaches very high power (maybe 100 or more), he becomes powerful and may resist a few of your actions:

  • they only accept to take a job, if it is their profession or higher than their current class
  • they refuse to take a gun, unless their profession is soldier
  • Can vote on laws or independence declaration