Europa Universalis IV

Europa Universalis IV

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Colonial World
   
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20.188 KB
18 Jan, 2014 @ 4:24pm
24 Jan, 2014 @ 11:20pm
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Colonial World

Description
This mod is an expansion for Colonial Regions in the newly released Conquest of Paradise. The mod adds 31 new colonial regions to cover the rest of the World (to my knowledge).

This mod only adds regions and at the current time otherwise follows the same rules as used in the new world. That is, if 5 provinces that are denoted "distant overseas" (that is, don't have any connection to the capital and are on a different continent) and within the same colonial region, a colonial nation will form. Contiguous Empires across multiple continents will not break up into colonial nations as long as there is a connection to the capital. That is, if the Ottomans control from Italy to Beijing, to Cape Town, it will remain all under control of the main nation. If they were to colonise Africa with no connection, that is, straight from Istanbul to South Africa, it would form a colonial nation.

This mod is based on the original version by forum user edwardianed (for those who have registered their game see thread: http://forum.paradoxplaza.com/forum/showthread.php?747856-MOD-World-Colonisation). East Africa, South Africa, West Africa (in the mod as Guinea and Oceania as in this mod are modified versions of those edwardianed created.

For those who have registered their games, the thread on the paradox forum is: http://forum.paradoxplaza.com/forum/showthread.php?748608-Colonial-World

Changes for v1.3.2
- Fixed the OR_title decision bug, a special thanks to FRodrigues for his help

Changes for v1.3.1:
- Added German support thanks to CaptainChiffre
- Fixed some localisation text errors

Changes for v1.3:
- Added FRodrigues' modifiers file to fix some triggered modifiers that wouldn't apply in some circumstances
- Split Oceania* into two new regions, Australasia and Pacific
- Split Western Europe into France, Germany and Netherlands
- Split Eastern Europe into Wendland, Baltic and Russia
- Some colour changes to regions
- Changed "Random New World" checkbox text to "Not Recommended"**
- Changed some naming triggers***
- General error fixes

*Oceania has been split so it is no longer broken by creating a random new world. There are still issues with using this mod and random new world, and this is currently still being looked at.
**As above, there are still issues with random new world
***Some naming triggers have been changed in larger sub-regions. For example, a colonial nation formed by Spain in Australasia with provinces in Australia will form as Spanish Australia, rather than simply Australia

Updated to v 1.2

v1.2 changes:
- Renamed Arctic to Beringia
- Fixed generic text for all nations*
- Fixed various specific tags

*The generic text has been altered to allow colonial nations to form with names that are related to the tag of their colonial overlord, rather than their culture. That is, rather than Spain forming Castilian La Plata, it would form Spanish La Plata, rather than Britain forming English India, it would form British India etc. Keep in mind that all names are given only upon colonial nation formation, and as such won't apply retroactively.

v1.1 changes:
- Added event "Assimilation"

The event "Assimilation" is an event that assimilates colonial nations that border the main country of their overlord. That is, if the colonial nation shares a land border with provinces that have a land connection to the overlords' capital (which in game means it's not counted as "overseas"), the colonial nation will be absorbed. It has been made in such a way that only AI colonial nations can be absorbed.

All updates should be compatible with previous versions, even with changes to colonial regions. The regions and naming localisation only apply to when the nations are formed, and so whilst it won't apply retroactively, any nations formed after will be altered.

Altered files:
- 00_colonial_regions.txt
- 00_triggered_modifiers.txt

Conquest of Paradise is recommended, but it appears that the mod is compatible without it.

Random New World is not recommended with the mod, but if you load a save that has a random new world produced without the mod running, it should work from there with only one issue currently know, that being a Pacific region being added to the new world taking provinces from another colonial region.
176 Comments
Der Kaiser 29 Nov, 2024 @ 10:25pm 
we need update
Shotty Man 10 Nov, 2024 @ 5:54am 
I just wish one of these mods had colonial nations that conformed to the Colonial and Trade Regions mapmode. It's such a pain having to guess where exactly one colonial nation begins and where the other ends.
郁梓涵 18 Apr, 2022 @ 12:30am 
a great and useful mod
Morgoth 19 Jul, 2020 @ 11:20am 
Its not updated for 1.30? There is no warning in the launcher.
grahamdabadgamer 29 Jun, 2020 @ 2:04pm 
EU4 came out in 2013. This mod was only updated in 2014.
Chirchy 29 Jun, 2020 @ 1:20pm 
wait didnt eu4 come out in 2016...?
grahamdabadgamer 15 Jun, 2020 @ 10:47am 
Why has this not been updated for 6 years?
Sandro 31 Mar, 2020 @ 7:10am 
the game crash
E 10 Mar, 2019 @ 8:46pm 
Lol at these dunces being too simple to take even a look at the last mod upload/update date for once.
ZombzEntropy 8 Mar, 2019 @ 8:46pm 
This doesn't work