Europa Universalis IV

Europa Universalis IV

Colonial Companies (Automated Colonization)
94 Comments
SuperSleuth May 28 @ 6:53pm 
Update
Aldebaran May 19 @ 12:17pm 
Update
Aldebaran May 19 @ 12:17pm 
This mod is older than my niece and people still asked to update it
Broseidon Mar 27, 2023 @ 12:18pm 
update this man
BigPapaTaco Jun 4, 2021 @ 11:39am 
Does this work on already launched save games?
Fasz_fej_jankó May 3, 2021 @ 5:26am 
will this be updated?? Because this is a really useful mod!!
L4 of the West Aug 30, 2019 @ 11:13am 
Years later... I still wish this mod worked or someone could finguer out how to rip the code off
Brackishclover7 Jun 1, 2019 @ 2:51pm 
Also, does this work with et?
Brackishclover7 May 29, 2019 @ 4:59pm 
Yes, please.
[24th] LtCol. Frederick Fillmore Feb 28, 2018 @ 4:51pm 
please revive this mod
General Cartman Lee Dec 17, 2017 @ 2:40pm 
@jamaicam. I have sent you a friend request, for an interresting proposal on EU4. Accept my friend request so i can tell you about it. Cheers from Amsterdam
iris the dog Sep 21, 2017 @ 9:09pm 
Doesn't really look like it.
Last update was on 2015, so...
...yeah.
Ocarina Jul 31, 2017 @ 9:42am 
Is this mod still being worked on?
Ys Nov 22, 2016 @ 8:08am 
Direct Download?
Stuuuuuat Aug 1, 2016 @ 5:09am 
Do you get extra colonists?
Did anyone say kebab? Apr 11, 2016 @ 6:45am 
Hi, Does it work in the new update?
L4 of the West Mar 26, 2016 @ 6:12pm 
this ever going to be updated?
Tatertot Nov 8, 2015 @ 1:39pm 
I tried it and it crashes I dont have all the dlcs so would that affect it?:steamfacepalm:
Imperial Mercury Sep 4, 2015 @ 4:31pm 
so this is no longer up to date i guess?
AlexanderRM Jun 30, 2015 @ 2:42pm 
Could you provide a clarification and tl;dr as to what this mod does, and the advantages/disadvantages compared to manual colonization?

My assumption is that this is essentially a labor-saving device to avoid having to send colonists yourself every time, with the downside of potentially having less optimal (but still reasonably good) colony locations, which is cool.
It also has the downside of a small penalty for switching out which region you're colonizing in, which seems odd to me. I don't see any reason for that to be there.

Is there anything I'm missing? From the things on "stuff to add" you include things like making large countries colonize faster and small ones slower, i.e. mechanical changes or changes to AI actions, are any of those added yet?
(for the record, I like those ideas, but IMO they should be separate mods from colonial automation; that sounds a lot more sensible)
jamaicam  [author] Jun 30, 2015 @ 11:39am 
Updated to work with the 1.13 beta (it will work with 1.12 too, but you'll have to edit the .mod file). Made some major changes. The African and Asian companies now target specific trade company charter zones instead of generic regions. Finally added a Siberian company. The mod can now handle up to 9 colonists so will work with any custom ideas. The colonial maintenance fee repayment is now mostly done through modifiers so it is a lot more transparent and requires less math on your part. Also updated the code to use scripted triggers and effects so it will be a lot easier to update the mod in the future. Fixed a few bugs regarding missing events and regions.
TriggerMaru Apr 10, 2015 @ 6:20am 
How do you get this decision to fire?
hammurabi Mar 16, 2015 @ 6:47am 
Hey jamaicam. The mod has some bugs with the removal of Guyana. Also, there was a missing localisation option when I tried to start a company in Asia and Pacific. I think it's stolen my colonist.
Great mod otherwise. Hope this can help you fix it.
Kosmonawt Dec 27, 2014 @ 1:33pm 
Is this 1.9 compatible?
MadCrazyEagle Dec 16, 2014 @ 5:43pm 
Hey jamaicam, I want to download your mod. But are the problems for not being able to revoke charters going to be adressed later on?
jamaicam  [author] Dec 10, 2014 @ 6:08pm 
I made the mod file compatible with 1.9. I didn't actually test it though but it should work fine. Nothing they changed should effect this mod.
InVinceble Chaos Nov 26, 2014 @ 11:12pm 
Is there a way to revoke the charter? I did what the guy below me did and by accident sent my colonist to West African and Atlantic Islands. Is there a way to get him back as he does nothing and I am starting to fall behind in the colony game.
GardenPhilosopher Nov 4, 2014 @ 8:53am 
I said to start a west african and atlantic islands charter and I'm not seeing any colonies yet
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jamaicam  [author] Nov 1, 2014 @ 5:05pm 
The mod now works in 1.8 and I changed to colonist replacement event to hidden so it no longer spams you. I also added a decision to revoke colonists granted to colonial nations as requested.
Sorath_the_Angel Oct 18, 2014 @ 6:05pm 
This seems promissing
exile Oct 16, 2014 @ 11:01pm 
Guessing it doesn't work on ironman?
Great mod anyway. Don't get why didn't Paradox add this to the game as a feature..
Fit Fisto Oct 16, 2014 @ 2:45pm 
Subscribe button not working.
Macquarrie Oct 1, 2014 @ 8:52pm 
I transfered my colonist to my colonial nation but now I want to get it back becasue the colonial nation isn't colonizing and i don't know how.
PsychoKineticStudios Aug 24, 2014 @ 1:09am 
My subscribe button is not working
so will you be able to add alternative links?
Flippy Aug 2, 2014 @ 11:22am 
There is a problem when trying to send a second colonist to a area, also if a coloni gets wrecked by natives. the company seems to bug out and dont send the colonist elsewhere
Fierysaint Aug 1, 2014 @ 11:36pm 
Is there an option to where I get to choose whether they even form a colony at all? If so you have the best colonial mod and I will definately subscribe, but if not... well... you should work on that :)
Cyanide and Happiness Jul 29, 2014 @ 12:29pm 
How does one revoke a charter granted to a colony? I want the colonist back to move elsewhere as they are not colonizing as part of the colony which is my ultimate goal. I want to recreate the company and they can just gain the cores after the fact.
thoma71798 Jul 27, 2014 @ 1:25pm 
Ok great! :D
jamaicam  [author] Jul 27, 2014 @ 11:58am 
It works fine with 1.7 no update needed.
thoma71798 Jul 26, 2014 @ 9:15pm 
Will this be updated to 1.7? Or does it work with it anyways?
BeloHorizonte Jul 13, 2014 @ 2:39am 
can I have an info pls? I really like this mod on colonization, is it compatible with ironman mode?
despore Jun 16, 2014 @ 9:05pm 
Thank you,

Fix worked!
jamaicam  [author] Jun 16, 2014 @ 8:58pm 
I'm pretty sure I fixed the option less event. Let me know if you still experience the problem.
despore Jun 16, 2014 @ 4:39pm 
I'm Having the Same issue as Rioden for the caribbean Area.
Dimebag_Gerald Jun 15, 2014 @ 1:22am 
and btw; maybe make a colonial company that focusses on the east indies, and one that focusses on the pacific islands? Would be cool to have those aswell
Dimebag_Gerald Jun 15, 2014 @ 1:21am 
is there a direct download link? mod dont show up in my game folder
Rioden Jun 14, 2014 @ 9:30am 
caribbean lol. I haven't had the chance to see if the issue is repeatable in other areas. I hope this helps tracking down the issue.
Rioden Jun 14, 2014 @ 9:24am 
It was in the Caribian, I was playing as the Aztec. Normally it gives me the option to continue colonizing a new area (tile), or disbanding and selecting a new zone to work in. Once the last area (tile) has been taken up in the zone, it seemed like it keep searching for a new area to colonize. There were none left so it seemed to be stuck in a loop.
jamaicam  [author] Jun 13, 2014 @ 4:50pm 
Rioden, which region was it specifically? They each have their own event and it's supposed to have an option to load the charter granting event or disband the company and I need to know which region it was to fix it (unless it is in fact all of them).
Rioden Jun 13, 2014 @ 3:08pm 
I have found the issue that if you don't stop it from colonizing an area before the last area is taken, you get the " Our XXXX Company is expanding their charter in YYYY" window after it finishes colonizing that area.

XXXX= company name, and YYYY= the zone. The window will not go away, and there are no options to cancle the colonization of that area. The window seems to stay up for the rest of the game.

It would be nice if there was a National Decision to disband any of your Colonial Companies at any time. That would resolve the issue.

Other than that issue, it has been a sweet mod... Great work!!!