Europa Universalis IV

Europa Universalis IV

Optional Colonial Nation Founding
26 Comments
Zipzopdippidybopbop  [author] 17 Nov, 2024 @ 2:51am 
Yep, I still use it when playing my own mods. Glad it still works for you too =)
beniers.R 16 Nov, 2024 @ 6:30pm 
This mod still works. I tested it with 21 other mods (including extended timeline) and played for about 20 years as Portugal in 1540. The decision was visible and after 20 years I triggered it for a Brazilian colonial nation.
Zipzopdippidybopbop  [author] 15 Feb, 2024 @ 12:21pm 
UPDATE - Updated to 1.36. Also added more slots (up to C99) just in case you or the AI are particularly fond of colonial spam.
Scullex 13 Jan, 2024 @ 11:43pm 
very cool, thank god this still works
Zipzopdippidybopbop  [author] 13 Aug, 2023 @ 4:29am 
Very welcome bud; hope you enjoy!
Comrade Hirocheeto 12 Aug, 2023 @ 10:50pm 
Truth be told I hadn't actually tested it, since I assumed it would break. Turns out it works just fine, even beside a handful of other mods, so all is well. Thanks
Zipzopdippidybopbop  [author] 12 Aug, 2023 @ 4:06am 
Hi Comrade,

Glad you like it! It should work as is without an update (as Colonial Nations haven't been touched as far as I know). Is it working fine for you?
Comrade Hirocheeto 11 Aug, 2023 @ 7:02pm 
This is quite literally the perfect mod for what I would like. Are there any plans to update it past 1.31, or is it simply too much hassle?
Zipzopdippidybopbop  [author] 2 Jan, 2023 @ 7:53am 
Fair enough - you're very welcome to do so; I could give it a go but I'm currently juggling other mods at the moment!
Dimonius 2 Jan, 2023 @ 4:24am 
Thanks. Features of eu4 modding allows you to set conditions for those who have a dlc and those who do not have it. When I have more free time, I can offer a "working code" to solve this problem and make the mod playable for everyone at once.
Zipzopdippidybopbop  [author] 1 Jan, 2023 @ 7:44am 
Ok so unfortunately if I were to change the colonial type to Crown Colony/Self Governing types etc. I'd automatically cut out those users who don't have the Leviathan expansion. So I think it's best that I maintain the default colonial nation type for the time being.

However, for those who DO have Leviathan (yourself included @Dimonius) I've included a link here to a folder that contains the requested changes. Simply download this and extract the contents (the "decision" folder) to your mod folder in Steam; the specific location should be something like Steam/steamapps/workshop/content/GAME NUMBER/MOD NUMBER (if you're unsure of the specific game and mod numbers they should look like a string of numbers; to get the correct ones try looking for images in the folders that tell you which game or mod it is).

The link in question can be found here;

https://www.dropbox.com/s/tycvhp9o5s8tyae/Optional%20Colonial%20Nation%20Founding%20%28For%20Leviathan%20users%29.zip?dl=0

Enjoy!
Zipzopdippidybopbop  [author] 1 Jan, 2023 @ 6:46am 
I'll look into this
Dimonius 31 Dec, 2022 @ 9:27am 
Yeap. I am sure, when i form colonies it's form old colonies type, and i can't switch it to anyone else, because just haven't botton for this. Think crowncolony type would be better. Same - goverment reform should be to crowncolony type. I test it for myself, change for myself and it's work how it must be.
Paradox just let to be old colonies type subject and made 3 new one, wich you can choice when you form colonies, but with decision you obviosly can't do this now, so colonies just forever be old colonies type.
Zipzopdippidybopbop  [author] 30 Dec, 2022 @ 6:13am 
You mean switch all of them to crown colonies? Are you sure they're not automatically crown colonies?
Dimonius 30 Dec, 2022 @ 5:42am 
Can you pls update this to form "new" colonial - like crown, not old "colonial nation" type? Because with old colonise type you can't do new mechanics.
Zipzopdippidybopbop  [author] 27 Jan, 2022 @ 11:54am 
It works with Beyond Typus' expanded colonial regions; I haven't made it for any other games at present - hopefully that's the one you're playing! =P

Even still, it should work with other mods fine, although not for the new colonial regions added (except for Beyond Typus as I said).
Ciocan 27 Jan, 2022 @ 10:31am 
Thanks Zipzopdippidybopbop! would this work with new colonial regions added by mods
Zipzopdippidybopbop  [author] 26 Jan, 2022 @ 1:13pm 
Hi Motherland4Life,

It should! I still use it =)
Ciocan 26 Jan, 2022 @ 10:42am 
does this still work??
dzieckowojny 21 Oct, 2021 @ 3:35am 
Hello :)

This is one precious jewel !

Finally one can have Carribean CN and freely control Panama Canal.

Heartly thanks for this :)


Names fix would be great but not necessary, imo.
Sovi 30 Sep, 2021 @ 3:51am 
Thanks for the reply.

It would be nice for immersion/flavor.
But if it isn't technically possible, I will manage to survive without it :P
Zipzopdippidybopbop  [author] 29 Sep, 2021 @ 11:01am 
Hi Sovi;

I can look into making Colonial Nation names being customised, but it might run the risk of borking other nations.

Essentially, the colony system works by claiming a number, say C03 - if you conquer a colonial nation like C01 and another nation is formed elsewhere, it will reuse C01, giving it the same name as the former colonial nation that existed there (e.g. a colony in Australia called French Canada).

There's an included script that fires to correct this pending such an event, but I dunno if it'd work with customised names.

Anyways, I'll have a look into it and see what I can do ;)
Sovi 29 Sep, 2021 @ 1:44am 
I like this mod. Gives me a semi-solution to a "problem" I wanted solved (Colonial Nations expanding where I don't want them to).

Would be really nice if I could rename the Colonies, though.
Zipzopdippidybopbop  [author] 22 Sep, 2021 @ 3:42am 
Hi MountainHound_z;

The colony may be named Newfoundland due to a previous colonial nation being destroyed (subsequent new colonies will take their "slot", so to speak).

However, a script will fire that renames the colony to its proper name (e.g. English Cuba/Hispaniola/West Indies etc.); if you are at war it might not fire until the war ends, so give it a few months ingame after ;)
MountainHound_z 22 Sep, 2021 @ 3:15am 
You can't rename colonial nations after the event. I got the problem where the caribbean cn is named Newfoundland...
FreeGlutenRice 7 Sep, 2021 @ 11:28am 
Nice. I can finally colonize new world as a confucianist nation.