Europa Universalis IV

Europa Universalis IV

342 ratings
Colony Merging
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
129.068 KB
11 Nov, 2018 @ 11:59am
16 Jun, 2022 @ 3:07pm
9 Change Notes ( view )

Subscribe to download
Colony Merging

Description
This mod allows you to merge your colonial nations via a new Diplomatic Action.

==== SUMMARY ====

This gives you greater control over your colonies' borders.

Want to create a colony spanning the entire Great Lakes without dividing them in THREE different nations (Eastern America, Canada, Lousiana)? No problem, just merge them!
Want to create a colony in the US Southeast, plus Texas? That would previously mean Eastern America, Lousiana and Mexico as CNs. No more, just merge them!
Want to unify Baja California and California? Panama + Yucatan? Colombia + Amazon/North Brazil? Well, you got the idea by now.


==== HOW IT WORKS ====

This works via a new diplomatic action (those options you have when using the diplomacy tab on other nations, like request marriage, insult, etc). You can find it in the "influence" tab.

First, you select the colonial nation you want to be "annexed", with the "Merge Colonial Government" action. This nation WILL be integrated in the other one you choose, so be careful if you want the opposite. Once you select this option, this nation will be "marked" by the system. Don't worry, you can cancel it through another diplomatic action on the same tab.

Once you select the "victim", you go into the beneficiary nation and use "Consolidate Colonial Governments". This nation will integrate the nation you previously marked, gaining cores and all that.

So, to recap and give an example, if you want to merge La Plata into Brazil:
-Select La Plata, go into diplomatic actions, select "Merge Colonial Government".
-Select Brazil, go into diplomatic actions, select "Consolidate Colonial Governments".
-Done!

====COMPATIBILITY AND UPDATES====

-Should be compatible with anything, even total conversions, as long as they don't add more diplomatic decisions AND name their file the same as mine.
-Should be save-game compatible (you can run this after starting a game).
-I believe it should be mostly patch independent, unless Paradox modifies the integrate command or the subject system backend. So even if I take some time to update this, you can always modify the .mod file on your own to make it work.

==== OBSERVATIONS ====

-There are few requirements, both Colonies and the motherland must be at peace.

-Since it is a Diplomatic action, it also requires diplomats to work (one for the CN "marking", another for integrating). I'm aware that's a bit of a bother, especially due to travel times, but I'm not sure if there's a way to not use diplomats.

-I guess you can end up in a situation where you gift away a good part of a colonial region that ultimately leaves said region with less than 5 colonizable provinces. If you later colonize those provinces, they won't be automatically gifted to the merged CN, and since it won't create a new CN, you might end up having to gift said provinces manually via subject interactions.

-I haven't made any checks to ensure the CNs are neighboring, both because I made this primarily for a MP game I played with plausibility in mind anyway and also because I wanted one to be able to merge the Caribbean with other CNs. Thus, use it reasonably and don't come here complaining to me that Patagonia and Alaska as a country isn't really viable.

-AI doesn't use it, don't worry.

-Don't use in MP to annex a player in a colony. That's just rude.


==== BALANCE ====

Theoretically, merging two Colonial nations is a bit of a double edged sword.
Sure, they will get stronger and be able to compete better with the other colonial rivals or stop being bullied by natives.
On the other hand, you will lose the merchant bonus if both nations were big enough, and since they are stronger, I imagine they will be more rebellious due to their increased development. Of course, since it is one nation it may be easier to appease, but then you won't be able to "divide and oppress" your subjects.

I'm not sure how the AI deals with colonization outside their "de jure" regional borders. But you can always colonize the not-official parts of the CN (i.e Canada for Lousiana) while the CN colonizes their "de jure" region.



====LICENSE AND BORING STUFF====
Do whatever you want with this, as long as you credit it clearly and not use it as an excuse to get donations while not adding anything relevant to this system (Basically, don't copy this solely to monetize. Feel free to integrate with your total conversions, gameplay overhauls or mod compatibility patches, this I don't mind having donation options and such).
If you make a submod or expand on this mod and release it as such (say "improved colony merge"), instead of part of a wider overhaul, please use this same license.
Popular Discussions View All (1)
0
8 Feb, 2019 @ 12:08pm
Version including merges for player-run CNs
Velho e bom Joe
129 Comments
Rouca 13 Apr @ 12:46pm 
Can you update, please?
lamarr232 25 Mar @ 2:31pm 
thanks
Still works as of 2025
Paradox_Player 26 Nov, 2024 @ 10:37am 
THANK YOU!
Gavulo 7 Sep, 2024 @ 3:39pm 
or make new colonies
Gavulo 7 Sep, 2024 @ 3:39pm 
can you split later?
jurrasiczilla 1 Sep, 2024 @ 7:37pm 
@Ube yep, it does.
Ube 4 Jul, 2024 @ 12:48am 
Does this still work?
R 7 Jun, 2024 @ 10:28am 
Can I get rid of colonies and integrate them into my glorious empire? It's 1923 (Extended timeline) and I just don't see the point in colonies at this point.
Broseidon 25 Dec, 2023 @ 4:30am 
update pls