Europa Universalis IV

Europa Universalis IV

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What if Columbus was right?
   
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83.992 MB
Apr 22 @ 9:45am
May 20 @ 7:33am
9 Change Notes ( view )

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What if Columbus was right?

Description
No America MP Mod, explained here:
https://youtu.be/y5qM0oO2KOg?si=xBjpo4ZNXMp0oQ3o

Map Code 'borrowed' (I won't be giving it back) from:
https://steamcommunity.com/sharedfiles/filedetails/?id=3048939223

Includes LeMod 'default missions', LeMod Ideas/Policies, and some more LeMod MP tweaks.

Mostly 'vanilla' map setup outside of the 'no America' part.

Patch 1.0.1:

Colonial Ideas reworked to remove global tariff bonuses, and replaced with other modifiers.
Colonial Ideas Policies reworked.
Colonialism institution no longer crashes the game, and can spawn.
Temple Development rights now gives -20% construction time instead of cost.

Patch 1.1.0 'Hawaii'

Hawaii has been made playable!
Hawaii Changes:
- start with all 4 provinces day 1
- start as an Republic with Tier 1 left to player choice.
- all 4 provinces have updated buffed trade goods (cloves, gold, paper and dyes) and all 4 provinces now start with 4 usable monuments (Cahokia, Potosi, Inukshuk and the White House)
- all 4 provinces start with a center of trade level 2, with the cloves province getting a starting level 3 Center of Trade
- ideas buffed significantly

Tweak:
40% Idea Rule is now enforced by mod

Patch 1.1.1
Hawaii Opening Ideas buffed (they gain access to can gain explorer from Naval Policy)
Hawaii Ideas buffed again (further small buff)
Coast Center of Trade level 4 no longer provides +1 combat bonus of local owned coast
Coast Center of Trade level 5 combat bonus of local owned coast is now +1 (was +2)
Fort 'Rework' Fort Maintenance Doubled
Fort 'Rework' Fort Garrision Doubled
Fort 'Rework' Provinces with forts get +10% min autonomy, and a flat manpower decrease (-500, -1000, -1500, -2000) to discourage fort spam
Temple Tax Bonus buffed to 50%
Cathederal Tax Bonus buffed to 100%
Temples give +2 local Missionary Strenght
Cathedrals give +4 local Missionary Strenght
-20% local build time instead of dev cost from temples now correctly applies to Brahmins, Jains, Cossacks, Nomadic Tribes, Dhimmi, Vaisyas and Jains
Kongo gets their province back
Two SA provinces get their provinces back
Midway removed
Removed Colonization agendas from the Burgers and Vaisya

Patch 1.1.2
Troops needed to siege forts now scale normally
Spy Network Siege ability scaling max level bonus now +50% instead of +20%
Forts with a Garrision at 200 or below now instantly surrender (was 100)
French Tier 1 Government is now able to become an Empire
Denmark Tier 1 Government Reform is now able to abandon and Integrate Personal Unions, and no longer suffers their unique succession
Plight of the Peasantry modifier 'changed', now gives +10 max absolutism instead of debuffs
Ethiopia now starts with Aksum Ideas
English Decision to form GB militarily no longer requires a mission
Ivory Coast, Bengal, Nippon, Yuman, Lhasa, Samarkand, Astrakhan, Xi An, Chengdu and Kiev Trade Node Colour Changed

Patch 1.1.3
Alliances opinion needed to form removed (was -25 at minimum)
Ayutthaya now has access to Siam formable (still needs 2 disasters)
Financial-Colonial Policy changed
Hawaii now starts tech 3

Patch 1.1.4
Mid-Campaign Patch:

Financial/Colonial Policy now correctly applies its bonus
Expand Infrastructure is now LeMod Expand Infrastructure (Expanding still costs 50 admin, gives you +1 building and +1 manufactory slot without govcap cost and without any other bonuses)
Prosperity effects changed: no longer provide development cost, provide other scaled bonuses
Development Edict effects changed: now provides a bonus to local prosperity growth

Patch 1.1.5
- Fixed multiple lobby crashing bugs (also rip any circumnavigation enjoyers)
- Emergency Recovery Mission no longer needs war exhaustion
- Prosperity manpower and sailors nerfed to +10% from +20%
- Fort Minimum autonomy now scales with Fort level (so instead of +10% for level 1 forts, its now +10%, +20%, +30% and finally +40% for the final level)
- Capital Investment Mission now requires either a level 2 center of trade or higher, OR a trade building, meaning you can complete the mission if your capital does not have a center of trade level 1.
8 Comments
OrdinaryLarryy May 18 @ 7:13pm 
I am consistently crashing in 1528 - fun mod tho
Dark Horse May 17 @ 12:44pm 
Crashes at 1627.
hawaii op i love it, although the ai should colonize
Sleepytime tea bear shot dead May 12 @ 12:27pm 
the game crashes in 1523
Svijj May 10 @ 11:58pm 
No way this is mod was made by the Paradox game essay man!
nawewe May 10 @ 9:37am 
damn I fkin hate Americas ahh type mod, I fw that
Lemon Cake  [author] May 6 @ 2:35pm 
Lemon Gaming
Jacko Apr 29 @ 11:23am 
LemodLemodLemodLemodLemod