Europa Universalis IV

Europa Universalis IV

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Expanded Colonial Regions
   
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15 Sep @ 12:40pm
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Expanded Colonial Regions

Description
After Eight Years, its Back.

Expanded Colonial Regions is Back, better then ever. Frustrated with how Leviathan ruined new world colonization, I have remate my old mod from scratch, and added many new features while I am at it.

This mod adds 30 new Colonial Regions, in North and South America, as well as Africa, India, Asia and Oceania. I have done my best to balance gameplay restrictions, ie Colonial Regions need to really have at least 10 provinces to be useful, with the real way Europeans actually divided and managed their colonies.

There is also a new colony type, the Protected Colony. This special subject type is a Colony which is more rebellious, and gives less rewards to the overlord, and can't attack natives on its own, BUT you are automatically called to its defense when its attacked. No more getting your African or Asian colonies eaten without you noticing in time to enforce peace. The AI will use this option ONLY in Africa or Asia, but you can use it anywhere.

There is also a much greater focus on actual Colonial Gameplay. There are 26 new or reworked formable nations, most of which have new, often VERY powerful idea sets, which make actually playing in the new word and gaining independence very fun, though some of the more powerful countries, like India, will require much more effort to form, as they need to actually, well, unify India, not just gain independence. For North American new world nations, there is also a new subject type, the reservation. In game, there is currently no reason not to just annex native tribes, and I wanted to change that, plus be somewhat historical. Independent former colonial nations can either diplomatically for forcefully make neighboring natives into reservations, which are sort of a hybrid between tributaries, vassals, and eyelets. They don't take up a diplo slot, and pay tribute, and can be called into wars, if they like you at least, BUT they don't pay any tax, or contribute to your force limit. Also they become your map color.

This mod is intended to enhance vanilla systems, and ideally, be a mod you can leave on always, no matter what, even when you aren't playing a colonizer. It is lightweight compared to other colonial overhaul mods for that specific purpose. I highly recommend its companion mod, Slower Colonization, as it slows down the VERY rapid rate Europeans colonize North America, which is super unrealistic. This mod does NOT require leviathan, after all I HATE that DLC, but it does require Mandate of Heaven and Conquest of Paradise.
(companion Mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3568865373)

Now, two minor points to discuss. First, I have mostly left Brazil and Eastern America their base game sizes, specifically so they are the most probable regions to rebel. 2nd, there is one major, seemingly unfixable bug. Counties in Colonial Regions can't spawn colonial nations, this is HARD CODED and I can't bypass it. This does mean Mali and Majapahit sadly can't spawn colonial nations anymore, and lord knows I tried so hard to bypass this.

Let me know if you run into any bugs, I don't own many of the DLC so while I would be shocked if it somehow broke with any of them, I would like to know so I can fix that.