Turning a colony into a state once you've got 1% accepted 'crats requires you to have a certain (large!) Eek!"debug alwaysupgradecolony" works most of the time.Be warned, Inc constructs all items instantly, so land units, sea units, forts, railways, ports and factories will be spammed out en masse.Go to buildings.txt and remove the line "ports= one per state" then use inc in-game and build ports in all coastal provinces.Ironclads are better for colonial point spam(give the most Colonial points per ship).

Most colonial areas only have a life-rating of 15. Thus they are only viable for countries which have many non-overseas naval bases and high preparation time. This will free up additional colonial power, allowing them to develop new colonies.Generally, if the player is the first to get Colonial Negotiations, and thus able to colonize, the rest of the major powers will quickly (if not immediately) follow suit due to the neighbor bonus. What the title says. Countries with few home naval bases or little time to prepare should focus on building Monitors instead.Cruisers, Battleships and Dreadnoughts become available much too late to affect the colonial race and are also by far the least efficient ships.The bonus from discovering any one of the later-era technologies outweighs the combined bonus from a great power and a neighboring power already having the technology.After an expedition is sent, there is a waiting period before anything else can be done with the colony. Any country who hasn't researched Breech-Loaded Rifles by 1880 will probably miss the boat and find all of Africa already colonized.A handful of provinces have life rating 35 and so their states can be colonized in 1836:And Colonial Negotiations requires techs from 1870:Prophylaxis against Malaria has a 2% chance of being discovered by a nation that has learned Medicine, and reduces the minimum life rating by 5.To colonize an uncolonized area, the following requirements must be met:Colonies cost more in colonial points upkeep than protectorates, but they provide the country with more tax, and the country can raise troops from them. Use ~ to open the console, and Inc for instant construction, building all queued items immediately (a day needs to pass to process) without resources such as steamer convoys used.In the end, I managed to fix it by releasing only my weakest dominions, who I quickly reabsorbed through events.Ironclads give the most points per shipWhat the title says. Vic2. Victoria 2: Colonial power points through cheats or save editing? +100 from the technology Post-Nelsonian Thought (listed as \"From Improved Technology\").

Though there are a few areas that can be colonized so early, most potential colonies are not so hospitable.Colonies are also created when a civilized country conquers a state from a primitive country with the Demand Concession or Establish Protectorate wargoal (despite the name, the latter actually creates colonies).The required free colonial power to integrate a colony increases with distance, though, and can easily outstrip the potential colonial power of even a great empire. Ironclads are the most efficient ship class with four colonial power per supply point. This serves as a base for all Secondary / Great Powers.