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the native nations in aleantir can declare on colonial nations without the overlord being called in.
if a coloniser would declare on your colonial nation, you would be called in.
this was done because natives in basegame are rather weak, so if they had to fight GB/spain in addition to its colonies it would be too much.
the difference to basegame is that natives in anbennar can be rather strong, so the colonisers can have a rather hard time.
but its not a bug
its a balance decision, which lets natives be playable, at the cost of colonisers having a harder time setting up their colonies.
the way to get around it is to create your colonial nation before you take land from natives, but that isnt a 100% successful way, since its not always possible.
Examples: Halflings trying to colonize arrive from their ships onshore, to be greeted by - either a horde of trampling Centaurs, or a band of Trolls; either of which should stomp the arriving halflings into the ground (unless the halflings have Gandalf with them). So don't take my criticism of the colonization system in EU4 to imply that natives should always be weak, but there should be appropriate scaling for this Mod but if at all possible it should be given some appropriate contrasts based on perceived power of each race/culture in the game. This is actually where Paradox Dev's failed to bring in Tech Advances to help stratify more/less ease in colonizing. Let's face it, if a modern Amphibious carrier loaded with military hovercraft and amphibious tanks rolled up on 1800s natives, it's easier to conquer than if the Natives are the ones with tanks and gunpowder guns while the natives are landing in canoes and armed with bows-and-arrows. Who has the tech advantage - should play in heavily, along with other common sense ways to arrange more/less advantage across all the races/cultures that the Modders have made here. But again, if at all possible, I'm hopeful the Modders can limit the horrid mistakes in design choices made by Paradox for colonization.