Europa Universalis IV

Europa Universalis IV

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Atlantic Slave Trade
   
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1.296 MB
13 Mar, 2023 @ 9:00pm
28 Nov, 2023 @ 7:42pm
6 Change Notes ( view )

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Atlantic Slave Trade

Description
Note: This mod does not any have political views or intended to spread any message, other than that the Atlantic Slave Trade was a horrific and unfortunately defining aspect of Eu4's time period that irreparably changed our world.

Despite the importance of the Atlantic Slave Trade to EU4’s time period, its impacts are largely ignored beyond a few events, decisions and a trade good. This mod aims to change that by reflecting the massive cultural changes created by the forcible moving of millions of people, how this impacted the economy and stability of countries, and the resistance against those that aim to exploit them.

While it is understandable that the developers of EU4 may not want to go into detail because of its implications as a major company, this should not hold back our community. As a result, this mod aims to address this gap by representing the impacts of the Atlantic Slave Trade in game.

The biggest feature of the mod is the event chains that appear once countries choose to participate in the Atlantic Slave Trade. European colonies that have cash crops will slowly have their provinces converted to be from the new African Diaspora cultural group and gain development at the cost of local manpower and unrest.

The effect is that New World colonies become richer at the cost of being militarily weaker and unstable. As well, slave dominated provinces will fight back in revolts and even aim to form their own countries.

Features:

Added a slave trade mechanic where colonizer provinces slowly convert to custom cultures that represent the cultural intermixing of slaves and the local culture.
Added slave revolts where slave dominated provinces fight back.
Added numerous new tags in the Americas to reflect countries created by ex-slaves, including Bermuda, Jamaica, and Haiti.
Added the Garifuna, a Native-former slave hybrid people that came from modern day St. Vincent.
Improved base EU4 slave decisions, where provinces that stop slaves as a trading good can be brought by slaver countries.
More comprehensive list in the changelog.

Overridden Files:

Civic.text in decisions

Credits:

Code was written by me.
Inspired by Adartho's (now defunct) New World Slavery Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2638556792
Popular Discussions View All (2)
8
7 Mar, 2024 @ 6:11pm
Bug Reports
Orange1861
1
15 Aug, 2023 @ 12:52pm
Suggestions
Orange1861
43 Comments
Imperator of Rome 15 Jun @ 11:32am 
Here from your comment on Adartho's mod. Does this still work?
duncandonut06 4 Feb @ 8:26am 
yoooo whens the next update? im trying to deck out my game w mods
Orange1861  [author] 30 Dec, 2024 @ 4:35pm 
Likely at some point, been mostly modding Vic 3 as of late.
JD476 30 Dec, 2024 @ 2:58pm 
Will this mod be getting more updates?
Emperor_Invce☭ 10 Dec, 2024 @ 3:08pm 
Slave revolts are fine, but why do i get them even when i have African American as my culture?
TurtleShroom 10 Oct, 2024 @ 11:54am 
Oh, and another thing: the rebellion thing is absurd. I get multiple Slave Rebellions every year. In RL, slave rebellions were rare and almost never succeeded. For instance, the USA had two large ones: Nat Turner and John Brown. The real issue was mostly fugitive slaves escaping in groups.

Also, it makes no sense that, when the cultures flip, the province goes Fetishist. In RL, slaves were converted rapidly to the masters' religion. When the province flips, it should flip culture and then take on the primary religion of the area.
TurtleShroom 1 Oct, 2024 @ 6:51pm 
Also, I noticed a typographical error in your Mod. If you choose to abolish slavery early, it does not remove the Decision, even though it gives you the abolition modifier. This is because you misspelled the modifier's name. Your Mod adds " ast_the_abolish_slavery_act " to the nation, but does not have that in its POTENTIAL bracket.

Also, you are missing an Event that converts your version of the Mod's abolitionism modifier to the Vanilla rendition's (" the_abolish_slavery_act "), and it appears to me that a nation with the AST version of the Modifier does not delete Slaves as Trade Goods when slavery is abolished.
TurtleShroom 1 Oct, 2024 @ 6:47pm 
This looked like an awesome Mod, but I was really disappointed that it's restricted solely to Western, and Ottoman nations. I played as the Golden Horde and was stoked to oppress New World peoples as the true heirs of Genghis Khan, only to realize that I would not get to do so.

That is unrealistic. Every nation on the earth practiced slavery at some point, and it only seems like common sense that any nation that dares explore the New World would want in on those sweet, sweet... ahem, job opportunities for black men.

I propose that the tech requirements be completely eliminated, simple as. There was no monopoly on slavery. Heck, Genoa and the Khanate of Crimea INVENTED the word "slave," from SLAV, and captured the white man. That's Eastern Tech right there. Anyone should get to go for slave trading if they have the qualifications for storming the New World and Africa.
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 21 Jun, 2024 @ 4:01am 
Awesome, thanks!! Is there any compatible* mod that you can recommend with this one? Expanded or any other...?
Orange1861  [author] 20 Jun, 2024 @ 2:18pm 
The mod should work on 1.37, I'm still working on updating the mod to include more features.