Europa Universalis IV

Europa Universalis IV

Un Nouveau Monde - Colonial Overhaul
61 Comments
Arkillon  [author] 9 Jul @ 8:50am 
Hi! I'm not sure I understand your question. In the base game, you should already be able to colonize provinces adjacent to your subject's territory. Are you encountering a new bug while playing with our mod?
hwalker145 24 Jun @ 4:03pm 
Do you know how to make a new subject type that allows to overlord to colonize adjacent provinces to the subject?
Arkillon  [author] 5 Jun @ 12:45pm 
We'll be back next month with a few suprises :coffee::income: :D
MilkInAGlass 26 Dec, 2024 @ 7:28pm 
is it safe to say this is very dead?
Jim Dandy 9 Oct, 2023 @ 9:57am 
I love and miss you
pianoplayer201 13 Aug, 2023 @ 2:46pm 
Do we expect an update from this?
deleteduser0 5 Jul, 2022 @ 11:13am 
Is this dead now already?
Arkillon  [author] 28 Oct, 2021 @ 8:05am 
It's not! It was just a tough year for both of us and after the Leviathan debacle we are waiting for the next update to continue development. Additionnally, implementing new colonial cultures has proven itself harder than expected. ^^'
todonnell81 18 Sep, 2021 @ 2:52pm 
is this dead now already? :/
Professional Human 20 Jul, 2021 @ 10:59pm 
Love this mod
Noah 17 Jul, 2021 @ 7:54pm 
Awesome.
Zipzopdippidybopbop 23 May, 2021 @ 1:30pm 
Shame. Good mod nonetheless!
Chique80  [author] 23 May, 2021 @ 1:07pm 
Sadly we don't have enough time to make a second version of our mod just for compatibility. And we are also not planning on adding an option to annex your colonies (it kinda goes against the idea of the mod).
Zipzopdippidybopbop 21 May, 2021 @ 5:49pm 
Is there any way this mod can include the option to annex your colonies directly, or govern them as territories instead of CNs?
LuxStella 15 May, 2021 @ 12:27am 
Hello! Could you make a lite version of this great mod which does not have any missions and thus is compatible with mission expanded? Currently for some reasons the missions are overlapping.
Arkillon  [author] 8 May, 2021 @ 7:19am 
UNM is now compatible with Leviathan. :income:
Chique80  [author] 7 May, 2021 @ 2:45pm 
You can use our mission tree yes.

For the additionnal provinces in south america, we're are probably not going to add any. We don't want this mod to affect the map to much.
Coldwinter956 1 May, 2021 @ 10:42pm 
This is a great mod! I was wondering if I could use your colonial nation generic mission tree in my own mod. It is much better than the standard vanilla tree. I would credit you in the mod guys description.
Jamm6 30 Apr, 2021 @ 7:42pm 
will you add more provinces to south america? i've yet to see a mod that fixes the regiong
gwompo kicking stump 19 Apr, 2021 @ 7:23pm 
i only created one myself but other coutnries made some and it went far over the limit, i went into debug mode and the highest tag i could find is 75 which is the cap and thats hardcoded so
Chique80  [author] 13 Apr, 2021 @ 1:31pm 
It's possible. On many colonial nations did you create?
gwompo kicking stump 11 Apr, 2021 @ 7:54pm 
theres a limit on how many colonial tags there are, i have countries making new colonies but they're not creating colonial nations
Arkillon  [author] 27 Mar, 2021 @ 5:26pm 
Patch 1.1 is out! Be sure to check out the logs and the new description to discover what's new!
thepoweredminers 26 Mar, 2021 @ 9:50pm 
maybe greenland could be playable in 1444 and your goal would be to get to vinland before you lose all your provinces from people leaving.
Hollcome 17 Mar, 2021 @ 10:32pm 
Hooray! I will cross my fingers.
Arkillon  [author] 16 Mar, 2021 @ 11:21am 
While we can't guarantee anything, our second patch should include both historical and alternative colonial cultures for major colonizers.
Hollcome 14 Mar, 2021 @ 10:11pm 
Will you guys at some point add unique colonial cultures, whether historical, alternative, or (hopefully) both? For example, Cuban, Argentinian, Canadian, Quebecois, Nova Scotian, etc.
Arkillon  [author] 12 Mar, 2021 @ 1:37pm 
Just giving news on the next update; we are currently completing the last remaining colonial names and overall polishing before we're finally ready to release Patch 1.1!
Arkillon  [author] 22 Feb, 2021 @ 9:11am 
Religious Missions grant your colonies the following modifier : Overlord's Conversion Efforts (-100% Missionary Cost Maintenance and +1% Global Missionary Strenght)

As for your promising mod Dog Milker, as long as you provide a link to this page and credits in the description we will be glad to share our colonial regions with you. However, if you are interested we could also offer to merge both mods and add you on our (quite small) dev team. We already had plans to add similar cultural changes in the near future and could use your expertise in doing so. Just let us know ^^
Skjoldr 22 Feb, 2021 @ 2:23am 
Hello, what does the decision "Religious mission" technically ? It give missionary power to the subject ?
dow jones (REAL) 18 Feb, 2021 @ 11:41pm 
im making a mod that better reflects cultural changes that occured in new world colonies, it's gonna add more theoretical nations and cultures, such as acadiens, creole cultures, mestizos, and more
Chique80  [author] 18 Feb, 2021 @ 4:07pm 
What kind of mod are you doing? We don't really have a problem with you using the colonial regions.
dow jones (REAL) 17 Feb, 2021 @ 5:01pm 
can i use the colonial regions in my mod? ill give credit
todonnell81 10 Feb, 2021 @ 12:29pm 
just wanna clarify that there's presently no issues with guaranteeing cn's in the mod, just something to consider if/when you add regions to asia/africa. its just because the tech disparity between asia/africa and europe isn't as bad as w na. and i do hope you guys add more to asia/africa, as its obvious there's a good small group of dedicated people behind the project, and nobody else seems willing to take on any colonial region mods like this with consistency atm. thanks from a history nerd
Owl 8 Feb, 2021 @ 9:14pm 
So what kind of mods dont work with this? Using the Expanded Family of mods, cause I like Vanilla plus, When using this mod with them, The changes to Culture, IE Welsh, Breton, and Cornwall will show up, but there will be no change to the colonial regions, they end up base game.

I also use New World Colony Names, to add in a bit of a better uniqueness to the new world, as well as "Buildings Don't Require Development"
Arkillon  [author] 8 Feb, 2021 @ 8:34am 
Reading your comments and recommendations is truly heartwarming! Patch 1.1 (Late March Release) will address guaranteeing your own colonies, alongside a dozen a new events tied to liberty, desire and the addition of culture-specific names for Dutch/Flemish, Icelandic, Danish, Swedish, Norwegian, Irish and Breton colonies. 1.1 will remain rather small as we are working on a hidden obedience mechanic for the AI to use.

Patch 1.2 (Summer release) will be a much larger addition to Un Nouveau Monde focusing on interactions between colonial neighbors. We can also confirm that Patch 1.2 will see the addition of South Africa and Aotearoa as colonial regions. Let's add we will ensure the former remains competitive with other trade companies.
Chique80  [author] 8 Feb, 2021 @ 8:06am 
Malgré l'apparente simplicité du mod (Res Polonica but you always get Lithuania), il contient beaucoup de fichier qui ne sont pas nécessaire, dont celui des régions coloniales.

J'ignore si changement l'ordre de chargement des mods (mettre notre mod avant ou après Res Polonica) pourrait régler le problème. Sinon, l'autre solution est d'aller supprimer le fichier "common/colonial_regions.txt" dans les fichiers du mod.
A.R.B.E. 8 Feb, 2021 @ 4:39am 
Ah le lien semble se bloqué :/ Le mod c'est Res Polonica but you get always Lithuania. Un simple mod qui fait que l'IA choisit toujours le PU dans l'event ;)
A.R.B.E. 8 Feb, 2021 @ 4:36am 
J'ai une question: Est-ce que l'un de vous aurait une idée de pourquoi l'utilisation de ce mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2314781005) combiné avec le vôtre cause la non apparition des nouvelles régions coloniale? Merci d'avance! :D Et hâte de voir la suite du projet!
Arkillon  [author] 6 Feb, 2021 @ 11:44am 
Pas encore, mais, si le temps nous le permet, la mise à jour 1.2 devrait marquer l'ajout d'une traduction et des localisations francophones.
Lup1n 6 Feb, 2021 @ 11:13am 
Est-il disponible en Français ?
bwhyte94 5 Feb, 2021 @ 6:49am 
I don't think this is related to the mod but it was a weird occurrence. Portugal had colonized most of South America - then Spain conquered Portugal in Europe.

So Brazil became the primary kingdom, but still held the other colonies in Patagonia/La Plata/Upper and Lower Peru even though it's capital was in the New World.

So it's theoretically possible for new world countries to hold colonies! (Just in very weird scenarios lol)
todonnell81 5 Feb, 2021 @ 5:57am 
looks really good! i think the carribbean, specifically the greater antilles, should be split into two regions, cuba and hispaniola, but the rest seem really well detailed. Reading the comments, it looks like you guys might expand to areas outside the new world. In that case, I wanna give you a heads up about an issue with colonial nations in the old world, being that the nations that are already present in those region tend to constantly attack colonial nations, in part because the parent nations wont get called in. So when you do get around to that, it would probably be super useful to at least have it so you are always guarenteeing your colonies independence in some way
bwhyte94 4 Feb, 2021 @ 12:30pm 
Did my first playthrough with this mod - and it works great! Saw the AI form the Carolina/Susq/Conn and Canada/Hudson/Pays nations. And saw some more independence wars which I enjoyed.

Would enjoy the ability to have colonial nations in South Africa and more of Southeast Asia/Polynesia but I'll always want more haha. The more immersive New World colonial experience is enjoyable. Excited to see the mod evolve.

Chique80  [author] 3 Feb, 2021 @ 5:39am 
To answer your first question, we've changed how desire of liberty for colonies is calculated. It should be higher than what it is currently, especially for big colonies.

As for your second question, a nation with its capital inside a colonial region cannot have colonies. This is a hardcoded limitation.
bwhyte94 2 Feb, 2021 @ 4:37pm 
Ultimately, I prefer the AI having the ability to do anything the player can, so I do like this feature.

And with more smaller colonial regions in the Americas, it does seem more feasible. Since the regions are already small, I imagine the likelihood of colonies demanding independence is rather low with this mod - do you find this?

Another purely hypothetical question - is there any way for independent nations located in colonial regions (Aztecs, Iroquois, etc.) to colonize if they somehow made it to Australia?
Arkillon  [author] 2 Feb, 2021 @ 2:15pm 
We will look into compatibility issues with the Expanded Family of mods.
Arkillon  [author] 2 Feb, 2021 @ 2:04pm 
Players (and AI alike) have the option to merge colonies if they own every province across multiple colonial regions (Upper Peru and Peru / Susquehanna, Connecticut and Carolina / Canada, Hudson Bay and Pays d'en Haut / Coahuila, Chihuahua and Mexico). Doing so will provide significant commercial advantages and a permanent reduction to the new-formed colonies' liberty desire. However, these decisions are pretty powerful, so we tried to limit their total number. If you'd like more freedom in merging colonies I can recommend ''Colony Merging'' by Velho e bom Joe.
Owl 2 Feb, 2021 @ 1:58pm 
I have come to notice that I dont think this mod works with the Expanded family of mods, when you enable it with those mods, Breton and Welsh will show up as different cultures but the colonial regions default to the base game one. Also Im not Swedish so I cant really help you with "accurate names"
bwhyte94 2 Feb, 2021 @ 1:37pm 
Makes sense. I do enjoy the mods that have a ton of new colonial regions but I understand it doesn't help much for realism.

One question - would it be possible if I was Spain and I had two colonial nations that shared a border (i.e. on a colonial region border, Spanish Brazil and Spanish La Plata), that I (and the AI) would have an option to merge the colonial nations into one?

I know I read somewhere a mod was created with a "Merge colonial governments" mechanic but I think it's outdated now, I never tried it out.