Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Generally Start a new game when enabling (or disabling) major mods, to avoid unexpected results.
This could only possibly be the result of Castile Inheriting the colony of another nation; given the name New Badjoz, it was possibly portugal. (Did they conquer or or PU them?) Either way that has nothing to do with this mod, and is normal game behaivor.
Which is Part of the purpose, sometime lookup the Danish Caribbean, or Dutch Guiana. Through out the timeline of EU4 there actually were several mini-colonial states which are not quite possible with vanilla rules.
Generally a good policy is to try to colonize as many coastal provinces as possible to "lock-in" certain territories, that way you block other rivals from acesses the inland territory, then your subjects can colonize the area at their leizure while you focus on other costal provinces.
Generally speaking, a Colonial nation won't start expanding on its own until it has 10+ provinces, or extremely high developement; even then the game still expects you to do most of the colonization during the first half of the game.
Beyond Typus.
The info you are looking at now is the info I updated after @Aachen 's comment. Try not to start fights.