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Edit: if you are not on Iron Man, you can tag switch and remove Exploration and Expansion ideas from them, so they will have no colonist to colonize.
You could make a mod (look up a guide, simple mods are easier than you'd think) that changes Exploration and Expansion Ideas to a 0x AI modifier. No AI nation would take those ideas then.
I haven't modded in a while, but for this:
1. You copy the file "00_Basic_Ideas.txt" from C:/ProgramFilesx86/Steam/Steamapps/Common/Europa Universalis IV/Common/Ideas
2. Paste it somewhere so you're not messing with the core files.
3. Open the copy in Notepad.
4. Go to "Exploration_Ideas = {" and a few lines under you'll see "ai_will_do" and under that "factor = 0.75"
5. Edit that "0.75" to "0"
5.1. Do the same under Expansion Ideas.
6. Save that.
7. I THINK you have to put it in a file-line similar to where you found it past the "Europa Universalis IV" folder, you'll have to look this up becase I forgot.
7.1. Put that file-line in a folder that you want to call your mod, let's call it "No Colonizing" So create a folder called "No Colonizing"
8. Open a blank page in Notepad and put in this:
name = "No Colonizing"
path = "mod/No_Colonizing"
(NOTE: THE QUOTATION MARKS ARE REQUIRED)
9. Save this as "No Colonizing.mod" and the file extension should become .mod
10. Put BOTH of these files into your Documents/Paradox_Interactive/Europa Universalis IV/Mod folder.
11. Now when you launch it, it should be in your mod list. AI should now never take Exploration or Expansion ideas.
Every once in a while a colony gets through I-know-not-how, but almost always this gets the job done. An interesting side effect is that empty provinces will be Christian over time. That's alright with me: interesting to imagine what flavors of Christianity would arise among the Carib et al from encounters with fervent but ephemeral alien evangelists.
Right. It turns out my description from memory was not quite right on either point: -300 and the text is more speculative on divine intervention as among possible explanations than I gave out. Anyway, I believe I now have it going for 1.25 and right now if your capital is in Europe or Asia you'll trigger the event for colonizing in North or South America. A little reading about event scopes allows one to change the conditions under which colonies will be annihilated as he will. I'm not exactly an expert, but I've always been successful in updating the mod each patch simply by pasting the most recent event_modifiers file above my little event_modifier. Looking at the files a moment should make that clear for when you want to make sure it's up to date.
https://drive.google.com/open?id=15JdsCy2_nyDO0wIEDiqA_u-v6DWvQAVz
Also, it just occured to me that Spain, Russia, Norway, and a few others will still be able to colonize with my mod. Whoops, at least it'll be REALLY slow.