Europa Universalis IV

Europa Universalis IV

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Unique New World Colonies
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5.883 MB
5 Jul @ 8:54am
17 Jul @ 12:20pm
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Unique New World Colonies

Description
This mod adds unique colonial nations to the game and its compatible both with the Random New World and the Vanilla game.

Currently included colonial nations:
english
french
spanish
dutch
scottish
irish
swedish
Brittany
andalusian
german
italian
byzantine
Papal States
japanese
korean
manchu
chinese
portuguese

Next up:
Scandinavia
I think I have imported everything from Ante Bellum that I wanted so speed of updates will slow down.

You can decide which one will spawn regardless from the location of the colonial nation. Some of the colonial nations upon gaining independence can form new nations - again, regardless of location.
For example I created a unique New England colony for the british and regardless where it is (as I said your decision) on gaining independence it can form the US. So if Middle Earth ever finds itself in need of Freedom... But if its in Brazil you can form the US in Brazil.

The mod contains fantasy nations - for example most of the French Colonial nations are the bretonnian duchies, but the british also have Drakia.

Im making this mainly so it can be used with the Random New World and my own Random New World mods. I made a Fantasy Tile bundle which now has 21 fantasy based tiles, including the likes of Middle Earth (from the thumbnail), Tamriel, Ulthuan, Westeros, Beleriand, Faerun and Roshar. If you are interested:
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3310794816

How its supposed to work:
1. Whenever a generic colonial nation is formed you will get a decision - this wont show before that - to form a unique colonial nation (only if there are any left)
2. If you take the decision an event will fire that allows you to Choose which Unique colonial nation you want to replace the generic one with.

I hope you will have fun!


Finally the idea of Unique Colonial Nations comes from one of my favourite mods, Ante Bellum. I received their permission to include some of their unique colonial nations in this mod. Thats a great addition and help for me - I consider their work to be very high quality. If somehow you found this little mod of mine before theirs I heartily recommend to also give it try: 
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1908400374&searchtext=ante+bellum
22 Comments
Dekken  [author] 1 hour ago 
Thank you for reporting! However this is not anew issue - this same situation also exist and existed for years within Ante Bellum. Every other aspect of vanilla colonial nations seems to be working the same - expect what you described. Sadly I have no idea whats the cause of it and how to solve it.
Democratic leader321 2 hours ago 
Bug report:

Whenever I proclaim a new colony, and try to colonize a province that is landlocked on the border of the colonial nation, it'll say

"This province can not be reached via any ports connected to our capital.
You can only colonize provinces that are adjacent to your own provinces (not colonies) or that are coastal provinces."

For example, if I colonize all Mexico + coastal provinces, I won't be able to do colonize any provinces that are in New Mexico or Arizona, if the only thing that borders these uncolonized provinces is THIS MODS colonial nation itself. If it's default colonial nation - no problem.
Dekken  [author] 21 hours ago 
A small update: somewhat ironically the english were the only nation that got unique colonial nations with less than 12. I rectified this by adding 4 and bringing them up to 12. Additions include New Barsetshire and Palliser on the fantasy - in this case lets rather say literary - side.
2V^|Dz1adek 14 Jul @ 4:42pm 
Ok thank you.
Dekken  [author] 14 Jul @ 11:57am 
12 - as all imported from Ante Bellum do. I plan on adding at least one more later - with the flag of my profile pic :)
2V^|Dz1adek 14 Jul @ 11:04am 
How many CN's does Eastern Rome own?
Dekken  [author] 13 Jul @ 12:28am 
My aim when making this mod has always been to make it possible to use unique colonial nation with the Random New World. It has been a coincidence that when i finally figured out how to do it it also worked for the Vanilla game and it also allowed you to choose the colonial nation for the region.
I intially made English and French colonial nations - for both of those it would not have made sense to integrate Ante Bellum. I also didnt have their permission at that point. If I never got it I would have simply made my own unique colonial nations - though than the scope of this would have been way more limited, most likely only covering the main colonizers.

Adding those designation would not make sense if you are using the Random New World. Also, if you cant discern the difference without me pointing it out, does it really matter? I think it would actually limit players freedom, by telling them what they are supposed to do. So sorry, but Im not goint to add this.
Democratic leader321 12 Jul @ 11:59pm 
now the content has built up!
What was the goal if you weren't initially aiming to integrate these from Ante Bellum?
When I play Andalusia, I ask myself, what is Jazir-Al-Tenin? Which colonial region does it belongs to in Ante Bellum when picking the nation?

I would edit the language files in the event to be displayed like this, with Colonial Region shown after the name:
Jazir-Al-Tenin (Carribean)
for ease of establishing them precisely the same as in Ante Bellum itself.
Dekken  [author] 12 Jul @ 1:49am 
New update - following my post below only Ante Bellum CN's this time.
Dekken  [author] 11 Jul @ 11:26pm 
I decided to change my approach. This far I have gone step by step on a country / nations basis. Now instead I will concentrate to include all Ante Bellum unique colonial nations I want included - this can be done pretty swiftly. And after that - while people can already have fun playing with those - I can take my time making adding fantasy, historical or non Ante Bellum alternate history colonial nations.