Europa Universalis IV

Europa Universalis IV

Historical Colonization
59 Comments
Plz update the mod, pretty please
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ Sep 19 @ 12:12am 
dead mod
Thefreak May 25 @ 3:23pm 
with all due respect, please update this mod
daundre Apr 27 @ 9:11am 
I never had an issue with CN aggressively expanding into natives, however they have the problem of never declaring independence from their leaders, maybe that can help with historicity as well?
Kirikaze Jan 16 @ 3:42am 
not the kind to ask for an update but it looks like it needs one, also i enjoy playing CNs sometimes so i dont like the debuffs, also because people said it caused early death for AI CN
wOOds May 18, 2024 @ 7:40pm 
Looks like this mod breaks some of the latests dlc features such as Byzantine's wall buffs(they simply dont apear in specific provinces). It probably breaks some other new mechanics as well
pablogriest May 10, 2024 @ 8:39am 
update pls this mod is amazing!
sigge Apr 26, 2024 @ 4:40am 
Managed to find a workaround to the -75% debuff for anyone else interested in getting rid of it.

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
sigge Apr 26, 2024 @ 4:25am 
Mod is almost perfect, just requires colonial nations not to have a -75% debuff to its force limit. Colonial nations are completely handicapped while the AI struggles to keep them safe, New Castile in Mexico was constantly being attacked by natives and left completely powerless
Schrader Feb 9, 2024 @ 11:05pm 
colonial nations get so nerfed they are bullied by natives. I kept having to enforce peace which of course the AI isn't smart enough to do. AI Spain, Portugal lost all their colonies by 1600.
pablogriest Feb 9, 2024 @ 3:46pm 
update pls
Penor Dec 29, 2023 @ 1:38pm 
Hey, I really like your mod here! Love how the map looks somewhat sensible, really got tired of seeing Portuguese Caribbean and Scottish Colombia. I've done about 3 playthroughs (1821, 1700, and one currently in 1603) and the Americas always ends up looking as you would expect.

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!
Kharnath Nov 10, 2023 @ 9:07am 
unfortunately this mod breaks the new byzantine focus tree quite badly.
Skullivan Oct 29, 2023 @ 7:54pm 
Does this mod work with Xorme - AI? Or will the newly hardcoded AI tendencies in this mod conflict with it?
KeoniPhoenix Oct 21, 2023 @ 12:27pm 
I have been reviewing your mod as I like the concept, I found an issue though. the nation tag of WSI, which is the West Indies formable for a nation that pops out of a colonial nation in the Caribbean, you have removed the bonus all together instead of replacing the idea with another modifier. What this means is instead of having 8 ideas, the nation has 7 and is shorted an idea.

I recommend changing the idea from a colonist to development cost reduction of -0.15
EQandcivfanatic Oct 5, 2023 @ 11:25am 
Does this mod work for games converted from CK3? I've been having a bad issue with China and Korea colonizing everything before I can even hope to get there.
Twinkguy117  [author] Sep 11, 2023 @ 7:04pm 
Yes, that is okay with me! The scripted function was a main part of a mod from gabadur.
Legovd101 Sep 1, 2023 @ 9:28pm 
Hey! Would you mind if I use your scripted functions file in my mod?
helper1318 Aug 23, 2023 @ 12:26am 
England has taken exploration as its first idea group, I don't think any of my other mods would of broken this one as they are mainly cosmetic.
Evold_Nepsy Jul 22, 2023 @ 1:15am 
Like the mod but it needs an update.
ei ees kuumota Jul 9, 2023 @ 5:02am 
does this work with extended timeline?
Twinkguy117  [author] Jun 22, 2023 @ 6:04pm 
@paulsawyer89steam are there any other mods that are being used besides this one? Which historical mod are you referring to? Thanks
paulsawyer89steam Jun 20, 2023 @ 6:03am 
Was playing as Great Britain and still had to kick out Spain from Canada and East Coast of America, and is it me or does this mod also not include the part where you can colonise until its historical like the other one (which actually stopped Spain getting to Canada and East Coast)
xxDeziQxx Jun 12, 2023 @ 6:24am 
Sorry I deleted all EU4 files and reinstalled it again cuz some stuff was breaking and couldn't uninstall some mod, the save file is gone.

Tho I think it can be just some other mods I had were causing problems
Twinkguy117  [author] Jun 11, 2023 @ 6:44pm 
@xxDeziQxx would you be willing to share your save file with me? I reviewed the code and did not find obvious.
Schrader Jun 10, 2023 @ 9:35pm 
good stuff, thanks
Twinkguy117  [author] Jun 10, 2023 @ 8:26am 
Thanks, I'll try and take a look this weekend to identify the issue.
xxDeziQxx Jun 9, 2023 @ 12:28pm 
nvm they just colonize canada not only this one area
xxDeziQxx Jun 9, 2023 @ 5:39am 
they colonize specifically lower acadia area
xxDeziQxx Jun 8, 2023 @ 1:40pm 
Hey I don't know if its a bug or is it one of mods that are causing this, but I started a new game, now it's the year 1561 and Castile (spain didn't form) started colonizing canada, in the trade node that doesn't feed into the home trade node (sevilla).
Twinkguy117  [author] Jun 6, 2023 @ 5:37pm 
I don't think it will crash the game if used on an existing save. However, I don't think it will revert any of the prior colonization either or selected idea groups. It should stop further ahistorical colonization. If you do try it, let us know of the outcome.
xxDeziQxx Jun 6, 2023 @ 1:00pm 
edit to my first comment:

and some random moroccan vassal deciding to win against portugal and started colonizing too
xxDeziQxx Jun 6, 2023 @ 12:59pm 
Hey, can I use this with an already started gameplay?, when portugal already picked expansion and spain is colonizing canada, great britain is colonizing mexico and brazil.

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.
Twinkguy117  [author] May 2, 2023 @ 4:56pm 
Yes, colonial nations will stick to their regions. This is because they will not receive any colonist to expand. Colonial nations will only expand if their subject colonizes within their respective region or the colonial nation wins a war against a native country.
Athentus May 1, 2023 @ 8:18pm 
Looks like an awesome mod, was really missing historical colonization. One question though, does the mod make it so that colonial nations stick to their regions? I've always hated how the Caribbean will start colonizing the Amazon and stuff like that. Thanks for the mod!
Twinkguy117  [author] Apr 23, 2023 @ 9:31am 
Updated for 1.35.1
Twinkguy117  [author] Apr 20, 2023 @ 8:30pm 
Mod is updated for 1.35. Still looking into the other observations from other users. I have only tested one game for far and it looked as expected. Let me know if there are any issues.
Spacenuts24 Apr 20, 2023 @ 1:27am 
Please update for new dlc
GravySlug Apr 19, 2023 @ 7:51pm 
The mod isn't perfect, but playing 1.35 without it I just had Spain colonize the entirety of Canada (which is unable to steer trade to Sevilla), The Ottomans colonize Argentina, and Yemen colonize parts of Indonesia... I'm all for alternate history but lmao. Hope this mod gets updated soon
danielkol93 Apr 11, 2023 @ 8:12am 
the base of the game sticks more to reality than this mod
Twinkguy117  [author] Apr 7, 2023 @ 6:30pm 
Update: Thank you to everyone bringing up observations from the mod. I'll be taking a deeper dive into these observations when 1.35 gets released. I would imagine that 1.35 is going to impact this mod heavily. I'm hopeful this opportunity can kill multiple birds with one stone.
Figge Apr 3, 2023 @ 12:51pm 
Hi. Could you remove so that the african nations, such as kongo and kilwa doss not colonize? I believe that there is a middlestern contry as well starting with "H".
Sniffy Mar 26, 2023 @ 9:12pm 
nice
Spacenuts24 Mar 10, 2023 @ 2:41pm 
I have noticed that the colonial AI does this weird thing where they mass colonize in areas outside of their colonial regions. Im not sure whats causing it but I specifically have seen brazil have up to 8 provinces they are colonizing outside of brazil
Clabbaclop Slunderchuster Mar 7, 2023 @ 10:56pm 
This mod looks like exactly what i've been looking for. Hopefully it works
icemorebutts Mar 6, 2023 @ 6:00pm 
This always drives me nuts, thanks.
Noodle Donger /(◔ ◡ ◔)/ Feb 2, 2023 @ 4:00am 
Sounds Great thx!
Twinkguy117  [author] Feb 1, 2023 @ 8:10pm 
@Noddle Donger That's a really interesting situation I did not think about. I will try and take a look at it this weekend to see if there something preventing PU countries from colonizing.
Twinkguy117  [author] Feb 1, 2023 @ 8:09pm 
Thank you king
Noodle Donger /(◔ ◡ ◔)/ Feb 1, 2023 @ 9:06am 
Love the mod! But i have a question:
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!