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Then maybe I'll also check out the newer additions to EUIV, I have been itching a bit to go back to some Paradox games
So, if needed, of course, one can combine these two mods and create the version in which both events and colonists nerfed (Also, I believe even if European nations don't colonize, Russia still has to be big, so letting them eat Siberia is still right I believe, even in this scenario)
And, for a long time, I was feeling like just you, disappointed; but somehow with this new DLC, I started to play again, and get hyped again. For now, I'm just idling around by playing with mods for the next update :D
Thanks for picking this up! I commented on yours about disabling other national mechanics that allow colonization, like Russia has. This one also disables events, I'm not sure if you want to go that hardcore in yours.
I haven't played EUIV in a long time, not since some disappointing DLC releases, so I'm glad someone picked up the torch.
It would require a compatibility patch, which I might explore in the future.
nor does it work any advice?
This is going to be a really stupid question, but just in case, you're enabling the mod in the launcher when EUIV starts, right? That's the only other thing I can think of. I'm not sure why it's not recognizing the mod for you, but it's definitely a game/Workshop issue and not an issue with this mod.
the checksum does not change
the nations is Castile, england, norway, portugal and it is a correct colonizing
Load the game up normally with no mods and check your checksum at the bottom of the screen. Then load the game up with the mod and make sure the checksum changed.
If the checksum *is* changing and the AI is still colonizing, let me know which nation(s) are doing the colonizing, and make sure it's truly colonizing and not just conquest (this mod does not disable attacking and annexing New World, African, or Pacific countries).
Can you tell me what issue you experienced so I can try to fix it? Were you running any other mods at the same time?
There is another mod in the workshop where Colonial Nations will only colonize their own region, so you could take a look at that one for this part!
For the rest I literally have no idea but I am eager to see if it works, thank you :)
As such, I'll be looking into adding the feature the way Darth Siddius described (AI Colonial Nations whose overlord is a Player-Controlled Nation can colonize and will only colonize their colonial region), though I may have to roll it back if the majority don't like it (and I'd really prefer not to have to support multiple versions of the mod on the Workshop).
Not sure how long that will take me, will have to do some research and I have other time commitments. Thanks for your interest in the mod, and I'm glad you're enjoying it!
@Falk @Darth Siddius Those are features that I'd like to implement, but unfortunately the way "options" seem to work in other established mods is to assign hidden modifiers to a country - typically France (FRA) - and use those to determine how the mod should function. That's an unfortunate consequence of how EU IV works, and it's not really something I want to tackle until they allow modders to easily add variables to the game. Just adding the modifier to your own country doesn't solve the problem because what if you tag switch or release and play as a vassal, etc. Sometimes it might inherit, other times it might not, and in some cases you might end up with an AI that has colonial nations that can colonize and a player that *can't*.
But I second that, could you make it possible for colonial nations of the player to keep colonizing, but only in their colonial region? Would be epic if that was possible, thank you!
I ran each file through a compare and it looks like Paradox patched a decent number of events related to colonization and religion (which in turn related to colonization). Most of the changes seem to be simple improvements or fixes, but I did identify a few files that looked like they had something more fundamentally changed that 1.29.x might not support.
It looks like there's 1 Anglican event, 1 Tengri event, and 1 West African nation event that might not work as intended.
If you're using this updated 1.30.x version of the mod with a 1.29.x client, some colonization events and religion events should actually be improved, but I would caution playing a nation with an Anglican religion, a Tengri religion, or a nation in the West African region, just to be safe.
Please let me know if you experience any instability and I will see if there's anything I can do to try to fix the issue.
Please let me know if you experience any issues.