Europa Universalis IV

Europa Universalis IV

Historical Colonies
286 Comments
Sadaurkar  [author] 20 Oct @ 12:45am 
Going off of memory, the nomad tech malus was set that way because they have very little income, and thus cant afford good advisors.
As for Ming, they're supposed to get rolled by the Manchu, who is either formed by or released by Oirat (can't recall). Ming has to be taken over by a steppe tribe in order for Qing to form.
Manchu, like Mughals and Persia, has a slightly reduced tech penalty compared to their neighbours.
javilondo7469 19 Oct @ 11:46am 
Hey, I don't know if you are still updating the mod, but I just noticed that the nomad tech group doesn't seem to have any institution/technology/advisor cost malus so that is a but unbalanced for Moscow to conquer Great Horde/Khazan/etc. effectively before forming Russia; but more importantly, Ming usually gets absolutely destroyed by Oirat becauseof this. If you could add the appropriate malus for the nomad tech group this mod would be absolutely perfect.

If anything else, maybe not making the chinese tech group malus that bad as it currently is (-60% tech malus).

Thanks
Great! I am going to give it a try, but i just have one last question. Does the mod prevent the AI Colonial Subjects from receiving a colonist or stop them from colonizing outside of their colonial regions? I really dislike when my colonial subject nation starts colonizing the neighbouring colonial region, even though I already have a colonial subject in that region.
Sadaurkar  [author] 19 Sep @ 2:15pm 
Sure does
Does this mod still work as it should if I PU Portugal both through a war or through the event chain as Castille/Spain?
OP Cheater 5 Sep @ 11:29am 
how to embrace institutions if the country is not in Europe?
mn6srj 6 Aug @ 3:29am 
just out of interest are there any specific dates for spanish and portugese conquistadors?
Sadaurkar  [author] 2 May @ 9:43pm 
The mod is supported, however development only takes place when I'm actively playing EU4.

In 1637 & 1640, whoever owns Semigallia will receive an event to form the Courland Tobago and Gambia colonies.
Moth 2 May @ 9:07am 
I assume, looking at the last update date of this mod, the mod is no longer supported by the creator. Nevertheless, maybe this person will return to modding or someone else will take over the mod or make a new one based on it.

So I would like to say that the Kingdom of Poland, or rather the Polish–Lithuanian Commonwealth had colonies in Africa, more precisely in Gambia founded by Jacob Kettler, a Courland merchant. Later, others were established. More on this topic can be found on Wikipedia in this link https://en.wikipedia.org/wiki/Colonization_attempts_by_Poland

So it would be nice if this mod gave the Polish crown some chance
Sniffy 7 Mar @ 7:03pm 
Moth it should be compatible with 1356 reborn but I dont think Prussia will colonize
E.T 6 Mar @ 2:45am 
yo bro, why is spain colonizing south africa in my game?
Moth 2 Mar @ 4:01am 
Two things I'm interested in about this mod

1-Is the mod compatible with 1356 Reborn?

2-Will Prusia also get colonies in the Pacific and Africa?

Thank you in advance for your answers and for creating this mod, which from the description seems to be a real gem.
Sadaurkar  [author] 22 Feb @ 11:44pm 
No idea. Place HC lower in the load order
El czapo 22 Feb @ 10:57pm 
i join the question from the guy below i love expanded mod family soo i wonder if they both can coexist
Anonimatus213 4 Feb @ 1:46pm 
Does the mod work with Expanded mod family?
Sadaurkar  [author] 22 Jan @ 10:53pm 
Oh sorry didn't see this. You can run it on 1.37.5 just fine. Just ignore the "outdated" mod warning, it's total nonsense. Nothing in the patch changed anything relating to the mod.
Gideon 22 Jan @ 9:31am 
Update for 1.37.5? Pleaseeee :(
Gideon 24 Oct, 2024 @ 5:16am 
Any plans on updating? Your mod really is a must have xD
Sadaurkar  [author] 23 Oct, 2024 @ 11:06pm 
Yeah rip. The code for gimping the AI from conquest is extremely capricious. PDX loves their turboblobs
Gideon 23 Oct, 2024 @ 6:43am 
Sadly it doesn't seem to work with the latest version at least. After only 20 years England had conquered more then half of Scotland and all of Ireland.
Sadaurkar  [author] 23 Oct, 2024 @ 12:43am 
Means I limited the English AI's ability to declare war on AI nations in the British Isles until 1600. Not sure how robust the code is though.
Historically Scotland formed GB through a PU with England.
Gideon 22 Oct, 2024 @ 2:12pm 
What do you mean by "England should no longer unite the isles before 1600" Do you mean they shouldn't be able to form Great Britain or do you mean they shouldn't conquer the British isles before 1600?
DapperBoi 4 Oct, 2024 @ 2:04pm 
YEEEEESS THANK YOU SO MUCH, it annoys me SO much when like portugal gets the entire new world and when it takes forever for the ottomans to take constantinople! Thank u SO MUCH
Hunter 4 Oct, 2024 @ 1:14pm 
Does it work with the extended timeline mod?
Sadaurkar  [author] 14 Sep, 2024 @ 12:59am 
Play on a lower difficulty lol
I exclusively playtest the mod on Very Hard, so I'd imagine it's not nearly as challenging on Normal difficulty where the AI doesn't receive any bonuses.
chicory 13 Sep, 2024 @ 5:30pm 
Any way to not have all the other countries stronger? What if I don't want the extra challenge?
Sadaurkar  [author] 8 Aug, 2024 @ 12:56am 
Should be fixed for real now. If you have a save between 1477 and 1486, it should fire within 30 days, once the steam workshop syncs.
Fung0611 7 Aug, 2024 @ 1:16pm 
Im afraid to tell, the Burgundian inheritance is still not happening :/
DaVincix 2 Aug, 2024 @ 8:30am 
Thanks for the update!
Sadaurkar  [author] 1 Aug, 2024 @ 3:41am 
Burgundian inheritance & other assorted bugs should be fixed now. Unfortunately to fix it I had to totally override all of the vanilla scripted effects, which means I'll have to update them next time PDX decides to change anything...

Surrender of Maine not occurring is a vanilla mechanic, not something I've changed. If England is at peace and not in a disaster, they have a 25% chance to surrender it, otherwise they'll try to war with France. If France is already at war or in a disaster they'll give it up to England.
Essence 31 Jul, 2024 @ 7:47am 
Btw there is a new bug. HRE burgundy inheritance incident doesnt happen too and a war with france starts immediatly
Essence 11 Jul, 2024 @ 4:38am 
why does the surrender of maine never happens? It is a bug or a strange mechanic?
DaVincix 24 Jun, 2024 @ 8:25am 
Excellent mod for a historical realism play! Actually along my very taste. Thanks for all the efforts!

Unfortunately some of the modfiles cause entries in error log. Could you check that asap, if these harm anything of the prospected gameplay goals in a significant way?

Actually i don't want to play the game anymore without your modded impacts, because it fixes a lot of the vanilla immersion-killers :)
Sadaurkar  [author] 3 May, 2024 @ 1:08am 
@GooeyPig, colonial region logic is in /common/scripted_functions/hc_scripted_functions.txt
Workshop folder will be 2203027432 or something. Just add the nation you want into the OR clause.

@Jacktomato, yes it seems to be broken :(

@Basil11 sounds like a bug

@Kelthuzad, Mughals get an institution and a dump of mana when they spawn. They shouldn't get anything else though. Generally if a nation is wealthy enough they can manage to ignore the tech cost entirely.
GooeyPig 2 May, 2024 @ 11:47am 
If I wanted to tweak the dates at which nations start colonizing certain regions - for example, allowing England to colonize Canada at the same time as France - how would that be done?
Jacktomato 1 Mar, 2024 @ 6:05pm 
Something seems to be bugged with the Burgundian Succession crisis in this mod, the modifier "burgundian_succession_crisis" does not activate when charles ascends to the throne of burgundy which causes the burgundian succession to never occur.
Basil 11 2 Feb, 2024 @ 9:20am 
just got to the 17th century Portugal owns all of southern Africa ,SPAIN owns all of Australia
I have found that this MOD is heavily in favor of Spain and Portugal however England has not done too bad out of it it`s worth playing but not very historical
⁜ Santiago ⁜ 1 Feb, 2024 @ 5:03pm 
The Mughals seem to be unaffected by the tech/institution penalty that keeps the rest of the world behind the European powers. This leads to them eating the entirety of the Indian subcontinent, southeast Asia, the whole of China, Persia and Arabia.
Sadaurkar  [author] 14 Jan, 2024 @ 11:09pm 
Thanks for the feedback. I've uploaded the bug fix now.
Also tweaked New Spain colonisation to block colonists until 1650, though I don't expect that to fully resolve the issue.
The Black Warden 14 Jan, 2024 @ 5:05am 
As for another bug ive noticed,the aztec conquest script tends to repeat itself over and over and over and over again in notifications,slightly lagging the game too. if you go into 2203027432 > events and click colony_misc_events, event no.16 is the culprit. Simply add a fire_only_once parameter above mean_time_to_happen (make sure to leave a little room with space and that the other parts of the code are completely intact otherwise it may botch the event altogether).Again,issue resolves afterwards.

Occassional tierra austral aside,mod works perfectly though,no other mod ive ever tried simulates the portuguese outposts to that extent (or mostly historical colonization for that matter)
The Black Warden 14 Jan, 2024 @ 5:04am 
@Rhys you are not getting reduced devastation when deving because for some reason i cannot fathom,paradox code made it so that the institution points from dev and the devastation reduction are tied into the same single modifier. go into the mod defines at Steam > steamapps > content > 236850 > 2203027432 > common > defines and click the file. when you see the institution bonus from imp. development,from 0 in mod,change it to 5 (paradox standard) or a number of your choice. The issue will resolve itself.
Crusader Kings 11 Jan, 2024 @ 4:03pm 
hello. It turns out that the quest tree is wrong. There are missions that tell me that I cannot fulfill whether I am Castile or Spain:steamsad:
Vizla 7 Jan, 2024 @ 3:43am 
Hi there, is this mod compatible with Xorme AI?
Splat Tim 2 Jan, 2024 @ 12:48am 
is it compatible with ET?
Sadaurkar  [author] 9 Dec, 2023 @ 8:31pm 
They've reworked the Burgundian inheritance event chain in vanilla, now it seems like the Burgundians always have an heir... might have to ponder for a while on how to fix. As for New Spain, I think I might disable colonisation for Spain & it's colonies in that region all together until 1650-1700...
Crusader Kings 4 Dec, 2023 @ 11:58am 
hello. I have played with this mod and I have observed quite a few errors that did not occur before. Colonization fails, Burgundian heritage does not pass to Austria, New Spain continues colonizing outside war bases. these are just a few. It used to be scary and it was my favorite mod. if you can check it. thank you
fabian 2 Dec, 2023 @ 2:36am 
was going to get this mod but then i see that ai burgundy is guarenteed to not exist
BioHazard 1 Dec, 2023 @ 2:26pm 
UPDATE PLEASE!! SO MANY BUGS
Anton 4 Nov, 2023 @ 10:14pm 
no dutch colony?
OhHiMats 5 Sep, 2023 @ 9:03am 
Something that still bugs me is how early colonization happens. There should be something to prevent this from happening. An idea is that you need tech 9 to go all the way to the new world (maybe by setting a distance limit to distance from shore... Discovering the new world in 1450 should just be impossible.
Amazing work though. Hope you can continue this !