Europa Universalis IV

Europa Universalis IV

Anbennar: A Fantasy Total Conversion
Colonies not defendable
I think this is a colonizing related bug and after searching the 156 active posts, it didn't seem to be discussed.

Description of bug: Conquering and coring any area of the western half of the map (over the sea) results in the player being forced to release land and create a colony once 6 or more provinces have been conquered from a colonizable area (standard EU4 stuff), however, the colony that gets created seems to be bugged as it doesn't appear to get properly tied to the parent nation. Nations local to the colony (such as the country you just conquered those 6 provinces from) will usually instantly declare war on that newly created colony, without penalty (e.g. without stab loss for declaration of war during truce period) and most critically _without_ the parent nation of the colony getting called into war. As the parent nation you are completely unable to join that war unless you want to declare your own war and take the stab hit for breaking truce. In general, this results in the colony getting reconquered/reabsorbed into the nation you just conquered it from. This has happened with 4 different colonies.

Experienced by: Playing as Verne, Anbennar version released/updated on 11/26/2023.

Alternative interpretation of bug: Is it possible the declaration of war on player owned colonies is using the "create war in colony" flag/option rather than the "Declaration of war" option when the war is initiated by the AI on the player?

Impact of bug: This bug makes it impossible to take/keep significant land on the west half of the map and is also frustrating since it a waste of player time/energy and nation resources (admin points for coring, etc.)
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Showing 1-3 of 3 comments
Mordin Perfected Dec 8, 2023 @ 1:59am 
this is normal intended behavior, same as in the basegame.

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.
merlegaming Dec 18, 2023 @ 6:42am 
you get a message the natives or adventuring nations declare war on your colonies. You simply have to go to them and enforce peace. They will either accept a white peace or refuse and make you join the war as war leader.
Myll Dec 23, 2023 @ 8:23pm 
Originally posted by Mordin Perfected:
this is normal intended behavior, same as in the basegame.

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.
Actually, the Paradox Dev's have failed to properly represent a decent colonization system after breaking it several times through several DLCs, so while this system parallels EU4's Colonization Process - the EU4 Colonization Process should be questioned by these Modders as to what they could/should overhaul to thematically represent the intent of colonization in this Mod. Let's not transpose Failures from EU4 Base Game to the Mod when/if the Modders can improve upon it. In some cases it's fair to say the natives should be weak in contrast to the colonizers, in other cases the natives should be strengthened in contrast to colonizers.

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.
Last edited by Myll; Dec 23, 2023 @ 8:25pm
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