Europa Universalis IV

Europa Universalis IV

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Colonial Borders Fix Redux
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13 Jan, 2024 @ 9:04am
15 Dec, 2024 @ 1:14pm
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Colonial Borders Fix Redux

Description
V3: now with even more control!

This mod is an extended update to the Colonial Borders Fix mod from Hebizuki to make it compatible with version 1.37
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1504876884

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Original description:

Fixes colonial borders by ceding provinces owned by colonial nations outside of their colonial region back to the overlord. (These will then be granted by the game mechanics to the colonial nation in that region if you have established one.)

This has no effect if the player is a colonial nation.

This does not fix having two colonial nations in the same region by annexing one of them. That is a separate problem.

This mod changes the checksum and thus disables achievements.

This mod should be compatible with all other mods. This mod will very likely work even if outdated and with any version of the game.
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Whereas the original mod was implemented as events which occur to colonial nations, from V2 on this is implemented as decisions available to the colonial overlord, providing flexibility on if and when to clean up your colonial nations.

Three decisions per colonial nation become available when the conditions are correct:
- The first one cedes provinces of (loyal) colonial nations outside of their colonial regions back to the overlord. These are then given to their correct colonial subject as described by Hebizuki.
- The second one sets the capital of colonial nations to their historic capital if this province is owned by the colonial nation (e.g. colonial Mexico will set their capital to Mexico). This was also part of the original mod by Hebizuki but wasn't explicitly mentioned in the mod description.
- (New in V3) The third one stops the colonial nation from developing by removing their colonists and massively increasing their development cost.

These decisions can only be taken if the colonial subject is loyal ,i.e., their liberty desire is less than 50.
AI nations will take these decisions only occasionally. The probability increases if they have an Expansionist ruler, and will be taken if the ruler is Obsessive Perfectionist.
AI nations will never stop colonies from developing.

In theory this mod should be compatible with any mod which doesn't change the definition of provinces or colonial regions.
It should likewise remain compatible with future versions as long as the province definitions are not changed.
Nevertheless there's no guarantee for compatibility.
7 Comments
taxesman 8 Aug, 2024 @ 5:36pm 
Update please
Belisario 22 Jun, 2024 @ 11:02am 
Honestly the problem is the opposite, the AI ​​has trouble developing on its own, on the other hand, if you don't want it to develop per colonist there is an option in the colonial vassal menu.
Stacks 28 Mar, 2024 @ 12:14pm 
Yeah good point, I was thinking just monarch points all three would be even better if that is possible.
Waidorodo  [author] 28 Mar, 2024 @ 3:55am 
@Stacks: specifically, which kind of development do you mean? I can think of three posibilities which all result in a development increase:
- development using monarch points
- promoting colonial growth using colonists
- building new colonies with colonists

In any case it should be possible to block all of these, but probably I would combine all three posibilities into a single decision per colonial nation, otherwise the decision window would be flooded with 33 decisions.
Stacks 28 Mar, 2024 @ 12:33am 
Would it be possible to add the ability to stop them developing like vassals?
ByKalitos ESP 26 Jan, 2024 @ 2:17pm 
Thanks mate, a needed mod for those who wants their america's to not look horrible
Kōnstantînos Palaiológos 21 Jan, 2024 @ 10:34pm 
Thank you, with better colonialism as well this make the new world beautiful.