Europa Universalis IV

Europa Universalis IV

93 ratings
Colonial Companies (Automated Colonization)
   
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14 Oct, 2013 @ 9:49pm
30 Jun, 2015 @ 11:25am
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Colonial Companies (Automated Colonization)

Description
Colonial Companies Mod

What it does:
Let's you enact a decision to found a colonial company that does your colonization for you in an area of your choosing.

How it works:
You lose a colonist when enacting the decision. You pick a region (or colonial region in America) and then colonies get founded by event in that region. They're founded using some simple priority rules. First all provinces with a center of trade modifier are colonized. Then any coastal adjacent provinces, then any non-coastal adjacent provinces, then any higher development provinces, then any random province. The priority is checked each time a new colony is founded so once one high development province is colonized the provinces adjacent to it will be colonized before other high development provinces, etc.

There are five main companies each focused on a continent (Asia and Oceania are combined but Siberia is seperate) and each company can have up to two colonists assigned to it but each region can only have one. You can't select a region unless it has in range discovered empty provinces. There are modifiers that repay you for the bulk of the cost of having more colonies than colonists and there is an event that silently simulates the randomness of settler chance and repays you for the rest of the extra cost. You can disband a company (or revoke its second colonist) whenever it finishes filling in a region (or just assign it a new region). You also can revoke a charter before the region is full but this gives you a growth and income malus for 3 years. Also when a colonial nation gets founded in a region with a charter you get the option to transfer the colonist to the CN (which you can later revoke for an opinion malus).

Future Plans:
Definite:
*Add flavor events to make the companies seem like going concerns rather than just a mechanic (particularly events interacting with other nations in the regions being colonized).
*Fine tune the MTTH for the colonizing events (right now which continent your capital is on increases the time to simulate travel time but I want to make it more region based).
*New pictures

Probable:
*Add more priority rules for which provinces to colonize (more base tax rules, trade node rules, native rules, etc.).
Maybe:
*Make it possible to add a second colonist to a region.
*Create an AI version to direct where and when certain countries colonize (like not inland Africa, forcing Portugal to go East, stay out of Australia before 1700, etc.).
*Make it so large countries can colonize faster and small countries are slower.

Known Issues:
*You can't see all the regions in each company at once. There's a scroll bar but some people might miss it since most events don't utilize it. I've tried to put them in the order they're likely to be colonized and any full, out of range or undiscovered regions won't show up at all.
*You can exploit the modifiers for extra income if you lower your colonial maintenance especially with your third and fourth colonies. Also if you keep your third and fourth colonist instead of assigning them to a company and don't use them you can get extra income but the amount of extra you can get from your first couple colonies is minimal.

Compatibility:
Should be compatible with pretty much everything as long as it keeps vanilla's colonizable, colonial and trade company regions (must have all of them, if it doesn't it will break, the game really doesn't like non-existant scopes). The mod only utilizes events, decisions and modifiers and doesn't change any vanilla values.
A couple things that might cause problems:
*Major changes to colonial maintenance (this can probably be fixed with some tweaks to the event and modifiers that repay you)










94 Comments
SuperSleuth 28 May @ 6:53pm 
Update
Aldebaran 19 May @ 12:17pm 
Update
Aldebaran 19 May @ 12:17pm 
This mod is older than my niece and people still asked to update it
Broseidon 27 Mar, 2023 @ 12:18pm 
update this man
BigPapaTaco 4 Jun, 2021 @ 11:39am 
Does this work on already launched save games?
Fasz_fej_jankó 3 May, 2021 @ 5:26am 
will this be updated?? Because this is a really useful mod!!
L4 of the West 30 Aug, 2019 @ 11:13am 
Years later... I still wish this mod worked or someone could finguer out how to rip the code off
Brackishclover7 1 Jun, 2019 @ 2:51pm 
Also, does this work with et?
Brackishclover7 29 May, 2019 @ 4:59pm 
Yes, please.
[24th] LtCol. Frederick Fillmore 28 Feb, 2018 @ 4:51pm 
please revive this mod