Europa Universalis IV

Europa Universalis IV

Pirates!
64 Comments
IntegerZ Jul 3, 2021 @ 4:37pm 
Safe to assume this will never be updated?
Aven Oul Aug 4, 2020 @ 5:28am 
so if i do custom nation pirate republic, on say jamaica will that crash the mod, or will i die and the scripted republic will spawn on top?
Suresh Pakora Mar 29, 2020 @ 6:58am 
I need help with this mod
Ricola! Mar 3, 2020 @ 10:28am 
Does this work if you dont have dharma
Skip Feb 17, 2020 @ 6:32pm 
thanks!
Cwrwi  [author] Feb 17, 2020 @ 10:41am 
@EngineerSkip absolutely.
Skip Feb 15, 2020 @ 2:28am 
Hey there, I was thinking about making a pirate republic flavour mod, would you be alright with me crediting you and using some of your content from this mod?
rockinpickle Oct 1, 2019 @ 12:21pm 
Hey if you want the Dharma expansion and the content pack, just add me and i'll gladly give it to you.
MaximusGDM Jul 17, 2019 @ 12:46pm 
I would also donate so you could get Dharma DLC
sleepingcity Jan 13, 2019 @ 7:50am 
I would donate for Dharma DLC
Marinho Oct 7, 2018 @ 3:03am 
If you ever decide to update this mod. I would be happy to provide a German translation ^^
Cwrwi  [author] Sep 28, 2018 @ 7:13am 
Unfortunately this mod will not be updated for 1.26. The Dharma dlc essentially kills off any prospect of this happening. This mod's most fundamental part is the Pirate Republic government form, and without this the mod can't function, but EU4 now has 2 very different government systems- one for owners of Dharma, one for everyone else. This means the amount of work to keep this mod alive has nearly doubled.

Furthermore, I can't afford to buy Dharma at the moment and so even if I was inclined to rewrite pretty much every file in the mod to suit the Dharma changes, I can't access them for testing without spending money I don't have on DLC.

I've not played with Dharma DLC and I don't want to criticise it- It looks great, but it also looks like the end of this mod, because I can't code for a system I can't access.
Hooman Sep 24, 2018 @ 11:43am 
I don't understand. Does this mode bring new country called "pirates" and we can select it or it just spawns somewhere and we can't play as pirates? Or does it brings just new government form? Moreover could you please update to 1.26?
Cwrwi  [author] Sep 9, 2018 @ 6:25am 
@joysus I will be working on this over the next month or so, however my priority is my New World Colony Names mod, given it has 17,000 subscribers.
Braxify Sep 8, 2018 @ 10:41am 
@cwrwi could you please update the mod to 1.26?
Cwrwi  [author] Aug 21, 2018 @ 12:02pm 
@AquosPoke206 This mod is broadly compatible with ET, although some strange things happen with religion. There is no ET compatible version at the moment.
AquosPoke206 Aug 21, 2018 @ 11:40am 
Sorry, just asking but, is there a version of this mod that works with The Extended Timeline Mod. Thanks in advance
Cwrwi  [author] May 3, 2018 @ 5:15pm 
@RoterHeidelberger thanks, will add you :)
LuminescentLina May 3, 2018 @ 12:43pm 
I could help with the german translation here too.
Jon Cummington Apr 30, 2018 @ 3:54am 
ok thanks found it now
Cwrwi  [author] Apr 29, 2018 @ 11:28am 
@Schiedsrichter Salé can be found in Morocco between the years 1619-1644. It's on the Atlantic Coast, just South of Tangiers. Libertalia is off the coast of Madagascar betweent he years 1688-1713 in starts. To find it, look at Arabia, then find the province of Qawasim (it's the bit that points up towards Iran, in modern day UAE). Go due South until you're off the coast of Madagascar, and you'll see two islands- the Easternmost is Libertalia. The Republic of pirates is off the coast of Florida between 1706-1718. Look South East and you should see it.
Jon Cummington Apr 29, 2018 @ 1:05am 
only djerba :(
Jon Cummington Apr 29, 2018 @ 1:04am 
cant find pirate nations in the historical starts hElp
Cwrwi  [author] Apr 7, 2018 @ 11:22am 
@SealofApproval Four exist in historical starts:
-Republic of Salé, in Morocco 1619-1644
-Libertatia 1688-1713 (Off Madagascar)
-Republic of Pirates (Bahamas) 1706-1718
-Djerba (Off Tunisia) 1503-1546

Alternatively, if you want to play as one of the ones not listed above, wait for one to spawn, save and quit, then select the new nation on startup, or force a spawn using console commands. The spawn events ids are in the mod file, which (on Windows) is in My Documents>Paradox Interactive>Europa Universalis IV>Mod>Pirates.zip
[Lone Wolf] General Frost Apr 7, 2018 @ 6:56am 
How do I play as a pirate nation?
[Lone Wolf] General Frost Apr 6, 2018 @ 3:15pm 
1 Apr <.<
Cwrwi  [author] Apr 1, 2018 @ 7:57am 
Update is now live. As always, please report any bugs.
Cwrwi  [author] Mar 25, 2018 @ 6:21am 
Update will go live on 1/4/18. To protect save games, subscribe to the 1.24 legacy version here: http://steamcommunity.com/sharedfiles/filedetails/?id=1341698404
Cwrwi  [author] Mar 21, 2018 @ 10:40am 
I am in the process of putting together an update to make this compatiable with v1.25 (England) patch. I started writing it months ago and am currently in testing, I estimate it will be about 2 weeks to complete.

As always, I will upload the current version of the mod as a new file, so that if you are continuing with an old save on v1.24 it doesn't break it.

Besides making the mod compatible with patch 1.25, the update will also add new features:
-an event to give ai pirate republics in new world a colonist
-an event to punish large pirate republics, simulating the difficulties in running a large nation of essentially lawless people,
-A corsair republic on Djerba, run by Barbarossa, as was historical. This will be available in historical starts. In the game at the moment, this period is represented by Ottomans having Tripoli as a march. Djerba will be an Ottoman march and will not exist at the same time as Tripoli, in order to not increase the Ottoman diplo relations. (1/2)
Cwrwi  [author] Mar 21, 2018 @ 10:40am 
(2/2)
-Various events that can cause Djerba to spawn.
-Resolved a compatibility issue with Extended Timeline, by changing Port Royal's tag from PRY to POY.
-fixed the syncretic faith bug, where you couldn't always pick one. Note that this feature does require Cossacks dlc.
-Added 25 new events, some details of which are available as spoilers below, for the insatiably curious!
- Added a mid game event chain regarding the voyages of William Dampier and his exploration of Australia.
- Edited the Women in History event for Grainne Ni Mhaille, the sea queen of Connacht, to make it into an event chain that can result in the spawning of a pirate republic named for Clare Island, from a tag previously existed as a generic pirate republic that could spawn anywhere. This tag has been replaced with a new one in the generic pirate spawn event, Puerto San Patricio, named for the St. Patrick's Batallion.
Cwrwi  [author] Feb 1, 2018 @ 10:40am 
Yeah, had that from a few people. I'm looking to sort it in the next patch, thanks for bug report
ommy Jan 30, 2018 @ 12:43pm 
When I chose the pirate religion it doesn't seem to allow me to choose a syncretic faith?
Raven K25 Jan 14, 2018 @ 10:46pm 
thank you and good mod
Cwrwi  [author] Jan 14, 2018 @ 4:06am 
@RavenKing three exist in historical starts:
The Republic of Salé (Morocco) 1619-1644
Libertatia 1688-1713 (Off Madagascar)
Republic of Pirates (Bahamas) 1706-1718

Alternatively, if you want to play as one of the ones not listed above, wait for one to spawn, save and quit, then select the new nation on startup, or force a spawn using console commands. The spawn events ids are in the mod file, which (on Windows) is in My Documents>Paradox Interactive>Europa Universalis IV>Mod>Pirates.zip
Raven K25 Jan 13, 2018 @ 2:01am 
how do i play as the pirates?
Cwrwi  [author] Jan 9, 2018 @ 3:49pm 
That's really odd, I'll look into that. Thanks for bug report.
MaxCheng95 Jan 9, 2018 @ 2:01pm 
Re-annexed, but both had the same issue of having no government and no religion. First time by Lithuania and second time by Castile. There was another dynamic one spawned by Ottomans in the Black Sea, same issue
Cwrwi  [author] Jan 9, 2018 @ 11:34am 
Blackport spawning twice is not at all unusual- I take it the first time it got re-annexed then spawned again? On its first spawn did it have the same problem or just the second? Also, who did it spawn from the second time?
MaxCheng95 Jan 8, 2018 @ 9:05pm 
It actually spawned twice, and I have no idea when it was spawned but it was before 1501 when I figured out the issue. First time in Black Sea near Georgia and second time in South America right next to Caracas. I do have numerous mods but none changes the province history
Cwrwi  [author] Jan 8, 2018 @ 5:27pm 
@MaxCheng are you running any other mods, and was the save made before or after the update? What year did it spawn in and which province?
MaxCheng95 Jan 8, 2018 @ 10:47am 
The mod doesn't seem to work correctly after the update. There's one Blackport that just spawned in S. America that has no core, no religion, no government, and no CB against them.
Cwrwi  [author] Jan 7, 2018 @ 4:31am 
Thanks for bug report, will fix in next update :)
Rafaelkai Jan 6, 2018 @ 11:05am 
A country called Perelasyav appears instead of Port Royal when using ET.
Cwrwi  [author] Jan 5, 2018 @ 9:51am 
Update is now live.
Cwrwi  [author] Jan 5, 2018 @ 9:29am 
@Max Cheng probably not but no guarantees. I'd say better safe than sorry, to protect your saves, unsubscribe from this version of the mod and subscribe to this version in the link, which won't be updated and will keep saves working that are made on this version pre-update, then, when you've finished your run-through, re-subscribe to this one for the latest update. Every time you start a new game on the legacy version, it will remind you you're running an old version.

Legacy version: http://steamcommunity.com/sharedfiles/filedetails/?id=1254655963
MaxCheng95 Jan 4, 2018 @ 9:14pm 
Would this update effect saves that just started to like, let's say, 1458?
Cwrwi  [author] Jan 2, 2018 @ 9:27am 
Update will go live on Friday 5/1/18 and will break some saves. If you've already started a game and want to continue it, unsubscribe from this mod and subscribe to the legacy version here instead: http://steamcommunity.com/sharedfiles/filedetails/?id=1254655963
2_Popes_1_Papacy Jan 1, 2018 @ 12:45pm 
Ok, but i am running multiple mods, so i am not sure how useful the feedback will be.
Cwrwi  [author] Jan 1, 2018 @ 12:21pm 
It does work with ET, but there is apparently one minor bug (see exchange below w/ Masterhand) which will be fixed in upcoming update, this week. Not much testing been done at all though, so if you run it with ET please do give feedback!
2_Popes_1_Papacy Dec 31, 2017 @ 6:50am 
does this mod worh with extendedtimeline? Or can you just plunk it in when you get around the 1444 mark to get the same result?