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Go to: Steam\steamapps\workshop\content\236850\2910379560\common\static_modifiers
Open the .txt file and find where it says " crown_colony_subject = { " change the -0.75 on land_forcelimit modifier, manpower modifier and naval_forcelimit modifier to 1.00, this will revert the force limit for all colonial nations back to vanilla.
Do the same for " self_governing_colony_subject = { " it is right underneath the crown colony subject line
A couple things I have noticed;
The mod causes marines to be unrecruitable and I believe cossacks as well, banners still worked.
In my latest England game the Ottomans have decided to take exploration and colonize the pacific islands and Chile which is something i have never seen before, although it is funny I have to admit.
Otherwise mod works flawlessly for the Americas and most of Africa. Not sure if you plan on updating it at all, but I appreciate the work you have put in here.
Merry Christmas and Happy New Year!
I recommend changing the idea from a colonist to development cost reduction of -0.15
Tho I think it can be just some other mods I had were causing problems
and some random moroccan vassal deciding to win against portugal and started colonizing too
Just saw this and it seems like an amazing mod, but i'm not sure if it will break my game when I already started one.
Does PU'ing Portugal after they have taken Exploration Ideas as Castille/Spain make them not continue colonizing? Because thats what has happend in my present game, where i PU'ed Portugal as Castille in 1460 after they took Exploration Idea. I wanted to use them to colonize Brazil and Africa, but they didn't do so, only using their colonists for development growth in their capital area.
Would it be possible to make the Historical Nations that colonize still able to continue colonizing, even if they get PU'ed/Vassaled?
Thank u for reading!