Europa Universalis IV

Europa Universalis IV

Eurocentric Colonization [1.37]
30 Comments
Fallen King 11 Mar @ 11:05am 
SMH - I just realized all I need to do was use the console to 'assimilate' that new colony. Still, I thought you ought to know.
Fallen King 11 Mar @ 10:37am 
Not sure if it is your mod - or the other one about African colonization - but as Ming, my first colony was made of Polynesians... Even though I got a couple of popups stating the natives had embraced my main culture group. So now, I have 1st to convert their religion and THEN convert the culture. It will take ages to build anything in there. i also use 3-4 mods from the expanded series. finally i started at -75% - way too harsh - down to -50% - still too harsh - I used the console to look at what the Europeans were doing in 1522... barely out of Europe. Portugal is concentrating in North Africa it seems, Spain is in Brazil, France has the usual colony in Newfoundland and England controls most of South Africa. May have to start another game at -25% to compare.
Zemurin  [author] 14 Jun, 2024 @ 1:59am 
@BAKA: I just tested and it downloads fine without issues. Try verifying steam installation of EU4, restart steam etc.
BAKA ! ☺ 11 Jun, 2024 @ 5:39am 
Hello! For some reason the mod doesn't work after I downloaded it. (There is a problem with the downloaded mod files / This mod is missing a description file.) Thank you in advance for your answer!
gumballio 12 Oct, 2023 @ 8:30pm 
@Zemurin Thank you for the help, that worked and i'll tweak it myself as necessary. It's nice to have a good mod that's up to date.
Zemurin  [author] 10 Oct, 2023 @ 1:28pm 
@gumballio: Feel free to edit te mod and add east/west-european tech groups to events/00_euro_colonize.txt, and remove the groups you want to allow colonizing.
gumballio 10 Oct, 2023 @ 1:23pm 
Any mod that disables the Old World from colonizing instead? I'm just trying to have the New World for myself, and no other mod accounts for european tech groups
Zemurin  [author] 5 Oct, 2023 @ 10:20pm 
Yup.
EQandcivfanatic 5 Oct, 2023 @ 11:27am 
Would this work with a CK3 conversion mod?
Zemurin  [author] 7 Jul, 2023 @ 12:14am 
@FlamingTerminator: Probably, yeah. If they added more tech groups then no for those.
FlamingTerminator 3 Jul, 2023 @ 11:20pm 
Would this work with Extended Timeline?
Maddy 20 Jun, 2023 @ 2:05am 
I hate to ask, But would U look into Updating this mod too?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1881890980&searchtext=Eurocentric+Institutions+1.35
Its crashing in 1701 for me and the crash goes away when I remove this mod :C
Zemurin  [author] 20 Jun, 2023 @ 12:37am 
@Turing Test failure: I'm unsure, but it's not as trivial an issue as slapping -50 colonization growth overall. (That soulution would only guarantee every single colony is portugese). Trouble is balancing the native american nations that also tend to blob hard. Currently in most games, the europeans will clear them out but only because they are so ahistorically expansionistic. If they try 50 or 100 years later there's no chance of suceeding as native federations will own the entirety of america.

Naturally ths issue is in the stupid amount of extra native "states" that were bloated in over time (looking at australia, polynesia etc), so it's a complex system that currently "works" but only if you resign to having entire world colonized by 1680s.
Hoping Machine 19 Jun, 2023 @ 8:16pm 
Is there a mod in this vein that generally slows colonization speed? I’m sick of seeing the entire western hemisphere fully colonized by 1700.
So_and_so 19 Jun, 2023 @ 12:38pm 
can you also update submod for Ante Bellum please?
jr_god 20 May, 2023 @ 7:51am 
I think a good way to balance it would be to make colonization much slower but also much more lucrative.
Lasagna 15 May, 2023 @ 9:27am 
eu4's colonization is really, really jank and it's hard to even begin to come up with ideas on how to fix it.

the colonization speed making everything fully colonized by 1650 seems easy to fix, just make it slower but then people won't even bother taking explo/expansion and just beat up the colonizers to steal their hard earned expensive colony.

a lot of the things that would be needed to be done to fix colonisation speed are in the realm of a total overhaul mod, not a quick fix.
Zemurin  [author] 15 May, 2023 @ 12:13am 
Thanx guys for the comments and suggestions. I was thinking of altering some elements a bit like letting the colonial nations spread via siberian expansion mechanic if it's possible to tack it onto all of them which would leave colonization of islands to the motherland - kinda historical.

Also this suggestion for removing RNG elements isn't bad at al, but the issue with using ages or time, for example, is that the reality is by 1650 the world is more or less colonized, so anything beyond, say dip 20, is already too late. I'll think about this for a bit, see if I can come up with a more reliable solution.

If it's also possible to expand the mod so it's more historical in terms of both colonization targets, and colonization speed. We'll see.
Lasagna 14 May, 2023 @ 4:44pm 
cool mod just like the original, though i always felt like locking something like colonisation behind ruler skill of dip 6 was overly clunky and RNG based.

I just wish there was a more streamlined way of doing it, like locking colonists behind a level of dip tech that depended on tech group so western/eastern nations would be able to colonise as soon as they picked up exploration and had range, then other nations would have a decision that required the colonisation institution plus a certain level of dip tech depending on their tech group (could be dip 12 for 1 group, 15 for another, 20 for another, African/Australian/NorthSouthAmericans could be 25).

maybe combined with a reduction to various settlers bonuses so the world remains mostly empty until at least the age of revolutions.
WillsterEdge 12 May, 2023 @ 11:33pm 
Just looking at this comment section, why would the modder make a task unnecessarily more complicated for himself? Seriously, if you are putting up a scenario like that, you may as well just turn off the mod.
Mr.ButterNips 9 May, 2023 @ 11:58am 
i get that but what i am saying is that if you get the decision remove so you can colonize which i love but the colonies from japan get the same modifier it doesnt make to much sense.
Zemurin  [author] 9 May, 2023 @ 2:19am 
@Mr.ButterNips: If you're playing as Japan and want to do non-eurocentric colonization, then disable this mod.
Mr.ButterNips 8 May, 2023 @ 3:49pm 
so they cant sorry key bored messed up lol
Mr.ButterNips 8 May, 2023 @ 3:49pm 
hey i found an issue this mod makes it so if you colonize the new world lets say as japan, japans colonies will have the modifier making so they can expand anyway to fix it for the colonies.
Zemurin  [author] 6 May, 2023 @ 6:09am 
No, but 1k cash and stab 2 isn't that uncommon. Idea was (I presume) to slow down colonizing start for nonhistorical colonizers, not to block it completely.
Shadow 6 May, 2023 @ 4:50am 
are there any types of mods that might conflict with this? i tried it and nations are still colonizing
Bilbo 1 May, 2023 @ 5:14pm 
Thanks a lot bro! Cheers!
Zemurin  [author] 28 Apr, 2023 @ 2:00pm 
@Diegomax22: Thanx. As for that mod.. the mods I tend to maintain are osnes I personally play with - stuff that results in historical/realistic gameplay suited for Vic2/3 conversion. That mod doesn't do that...
Lup1n 28 Apr, 2023 @ 9:49am 
Thank you so much !!! If you can update this mod too, I will be very grateful ! :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2559550126