Europa Universalis IV

Europa Universalis IV

Disable AI Colonization
112 Comments
Marus May 13 @ 4:08am 
I like having only some nations I handpick to colonize, is there a way to enable colonization for just nations that you choose? Like a player only decision to allow this country to colonize, and then tag out of it
Veridis Quo Aug 6, 2023 @ 1:02am 
@Гитлер крутой No, AI is unable to use its colonists, so it still can take explo ideas but can't use any colonists since its balance will be negative and won't have any colonists to use.
Democracy Enjoyer Aug 5, 2023 @ 10:08pm 
The AI is unable to take like exploration ideas? They are unable of exploring by this matter?
CrescentSickle  [author] Mar 9, 2023 @ 12:00pm 
@Based Department
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
Veridis Quo Mar 9, 2023 @ 8:32am 
@CresentSickle thank you, I actually didn't want to go full hardcore since I only wanted to just block explo + expansion colonization for my RP scenario. (Basically, I play as a European colonizer nation, and try to get big as fast as possible to stop the Dothraki threat coming from the east; I also, made a collection for the RP scenario, including the mods to be combined: https://steamcommunity.com/sharedfiles/filedetails/?id=2943716128)

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
CrescentSickle  [author] Mar 9, 2023 @ 7:34am 
@Based Department
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.
Veridis Quo Mar 9, 2023 @ 3:25am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2943708641 I made a mod that applies every AI nation -5 colonist modifier (these nations are not a player subject) I hope it helps
Big Jelly Mar 22, 2022 @ 5:18pm 
I think a version of this mod that allows AI to colonize as long as they are your subjects could also be worthwhile.
therealfrenchruby Jan 22, 2022 @ 8:37am 
If possible could you add a mod where instead of AI not colonizing they colonize later (like the portugal AI will stop picking exploration and expansion as there first idea groups and maybe pick offensive or diplomatic ect.)
robloxbypassesdiscord Nov 9, 2021 @ 12:11pm 
The autumn sale also is coming so maybe buy the dlc when that happens
robloxbypassesdiscord Nov 4, 2021 @ 7:17am 
Thanks i mean it does work but it crashes some times.
CrescentSickle  [author] Nov 3, 2021 @ 1:33pm 
When the DLC (hopefully) goes on sale for the Winter sale, I'll purchase it and update this mod. I'll need the DLC to be able to test it and to also incorporate the DLC-only logic.
robloxbypassesdiscord Nov 3, 2021 @ 9:15am 
I dont think this no longer works.
Henry Sep 20, 2021 @ 2:11am 
I did a run yesterday with Beyond Typus and rolled back the game to 1.30.6. It worked like a charm. Splendid work for the mod, thank you very much.
icemorebutts Jul 8, 2021 @ 5:32am 
The Swedes are officially on vacation now, so it'll be a few months before they do anymore patching. Now would be a great time to update this.
CrescentSickle  [author] Apr 27, 2021 @ 10:36am 
Given the terrible reception of the DLC so far, and what appears to be a decent number of unfinished things, I'll wait for a patch or two to even things out before I update this so I'm sure none of the code will change before I update so I don't have to update for every upcoming patch.
CrescentSickle  [author] Apr 25, 2021 @ 12:35pm 
@Alex Da Large I'm going to see what new modding resources are coming with Leviathan before I look too deeply into it. They've changed up colonization a bit, so there'll probably be some more considerable changes to do to update this for Leviathan. I plan on adding that change in the upcoming update, but as I doubt Paradox added global variables, I'll have to just change how it works fundamentally.
Alex Da Large Apr 24, 2021 @ 9:14pm 
Have you included the ability for friendly colonial colonists to be used yet? or is that something that is not possible?
nlinzer Apr 18, 2021 @ 12:54pm 
ok thank you
CrescentSickle  [author] Apr 18, 2021 @ 11:16am 
@nlinzer While it shouldn't directly have any issues with other mods, due to the nature of how mods work with EU IV, I anticipate that it wouldn't work because the files would overwrite each other, especially with how many different systems Extended Timeline affects.

It would require a compatibility patch, which I might explore in the future.
nlinzer Apr 17, 2021 @ 9:13pm 
does this work with extended timeline?
dannie520 Oct 22, 2020 @ 11:14am 
made it work delete the mods folder inside system files
dannie520 Oct 22, 2020 @ 10:49am 
yes i have
CrescentSickle  [author] Oct 21, 2020 @ 6:52pm 
You're enabling them in the launcher, right? Checking the boxes?
dannie520 Oct 21, 2020 @ 11:13am 
okay I have tried to take a random mod
nor does it work any advice?
HyperDimension Bliss Oct 20, 2020 @ 9:14pm 
If you added it to a modset, make sure you have that modset selected at the top of the launcher. That might be your problem.
CrescentSickle  [author] Oct 20, 2020 @ 3:30pm 
@dannie520 If the checksum is not changing, then EU IV is not recognizing the mod. The checksum is essentially a calculated value based off of the game's files, and if it's unchanging between vanilla and with the mod, none of the files are changing.

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.
dannie520 Oct 20, 2020 @ 10:47am 
i have unsubscribing and resubscribing many times
the checksum does not change
the nations is Castile, england, norway, portugal and it is a correct colonizing
CrescentSickle  [author] Oct 18, 2020 @ 12:01pm 
@dannie520 Due to issues with how the Workshop mods work and how EUIV works with mods, even if you have the mod downloaded it might not work. Have you tried unsubscribing and resubscribing the mod?

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).
dannie520 Oct 18, 2020 @ 5:45am 
when i i play as fox they still come to amerika I do not have any other mods on and have just tried to delete the game and install again
CrescentSickle  [author] Sep 18, 2020 @ 2:20pm 
@dannie520 I just looked through the files, and all I could see were a couple of changes Paradox made that didn't have anything to do with colonization. I made an update to account for the changes anyway.

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?
dannie520 Sep 18, 2020 @ 12:56pm 
it does not work with 1.30.4 :(
Warmonger696 Jul 21, 2020 @ 10:28pm 
Great mod for chill play and I strongly support what Siddius proposed. It would be awesome when your colonies still could grow on their own. Then it would be a perfect 10/10 for me. :steamhappy:
Darth Siddius Jun 27, 2020 @ 4:55pm 
Ah, I didn't know it was so difficult! But thanks for looking into it! :)
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 :)
CrescentSickle  [author] Jun 27, 2020 @ 2:40pm 
(2/2)
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!
CrescentSickle  [author] Jun 27, 2020 @ 2:40pm 
(1/2)
@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*.
Darth Siddius Jun 24, 2020 @ 5:18am 
Love this mod, exactly what I've been looking for in a peaceful colonization game.

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!
Falk Jun 13, 2020 @ 11:56pm 
Would it be possible to add an option or second mod that allows the player's colonial nations to colonize? Love the mod, but my colonization would go a lot faster if my colonial nations would help out ;)
CrescentSickle  [author] Jun 13, 2020 @ 11:13pm 
Thanks!
HyperDimension Bliss Jun 13, 2020 @ 10:16pm 
I started a 1.29.6 Britain game to test if it works. So far it seems to be working perfectly fine. None of the other colonial nations have sent any colonists to the Americas or west Africa after over 100 years of game time, so I'd say it checks out.
CrescentSickle  [author] Jun 13, 2020 @ 12:51am 
@HyperDimension Bliss
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.
HyperDimension Bliss Jun 13, 2020 @ 12:23am 
Should the mod still work for those still playing on 1.29.6?
CrescentSickle  [author] Jun 13, 2020 @ 12:10am 
Mod has been updated. Found one additional event potentially added with 1.30 (or that I missed before) and disabled it for the AI. Other than that I just updated the supported version number.

Please let me know if you experience any issues.
Panzer Core May 7, 2020 @ 6:26am 
ok
CrescentSickle  [author] May 7, 2020 @ 6:07am 
@Panzer Core the new EUIV update is not yet released as far as I'm aware, so this mod is up to date for the current version.
Panzer Core May 5, 2020 @ 5:21am 
is thes updatede ??
CrescentSickle  [author] Apr 20, 2020 @ 3:20pm 
@cogsed It might use a different system to colonize, i.e. not using colonists. Sorry to hear that it's not compatible, but I'm glad you're enjoying it!
Cogsed Apr 20, 2020 @ 12:19pm 
Love this mod, I mostly got it to use in a fallout mod, as I hate how big every nation gets, sadly it didnt work there, but I'm glad I downloaded this none the less!
CrescentSickle  [author] Apr 11, 2020 @ 4:01pm 
@HyperDimension Bliss Good to hear! Let me know if there's any other issues you experience.
HyperDimension Bliss Apr 11, 2020 @ 2:12pm 
I resubscribed and confirmed that vanilla worked, then checked the Touhou save. Turns out that Mayohiga actually got Guam through a mission reward, not by colonising, and they don't have the reward colonist from the same mission, so the mod does work with them.