Europa Universalis IV

Europa Universalis IV

Slower Colonization (Configurable)
38 Comments
Austriaco 8 Jun @ 11:56am 
Could you also remove Norway's free colonist? Never made sense they had one given historically they didn't colonize anything after Iceland, which is already established in the game...
Hsuan 19 Apr @ 8:05pm 
NDefines.NCountry.REGULAR_COLONY_GROWTH can slower settler chance.

default slower settler is 25, still too fast.
Fallen King 24 Mar @ 11:45am 
Actually I looked into the 00_basic_ideas.txt file and it could be possible to switch things around and decrease some bonuses in there. For instance if you put overseas_exploration as the 1st idea, quest_for_the_new_world 2nd that would slow things down a bit. The default date for the colonialism Institution is 1500 - this could be increased to 1525 for example...
Fallen King 24 Mar @ 11:34am 
In my current game, I set it at -75% and I certainly am impacted by it, but I wonder if the AI is. Perhaps it's what the author mentioned below.

It's 1528 and England has already colonized half of Acadia and all of Newfoundland... Portugal already has a colonial nation vassal that controls all of the Carribean. Spain controls Brazil and is already in South Africa.

How about reworking the exploration idea to remove free colonists and the expansion idea to lock it for everyone until AFTER the Colonization Institution has been adopted by a given country? Protugal and Spain have scripted events that guarantee them explorers and conquistadores, even without it, but at least the others would be stalled. I don't know if it's feasible though.
Waruiko 21 Mar @ 8:19pm 
Maybe you could add a set of triggered modifiers that require base settler % to hit a given interval and have the modifier give a penalty. IE Base settler chance is 10% give a -5% for a total of +5%, its at 20% give it another stacking -5% for a total of +10%. You wouldn't be able to adjust it easy mid mission but it should be possible.
maraganina  [author] 21 Mar @ 6:54pm 
@The Real Shturman the mod works. The problem is that, as I found out while working on the mod, settlers are earned both by the settler "spread" (which is the global settler increase modifier) which ticks every month, plus by the "new settlers" % which gives a bunch of settlers. I don't think there's a way to reduce the % chance for new settlers or decrease how many we get.
󠀡󠀡 12 Oct, 2024 @ 2:32am 
1752 almost all provinces are colonized
󠀡󠀡 12 Oct, 2024 @ 2:13am 
i don't think this mod works. Yes i can see the negative modifiers in the tooltip, however by 1708 half of Africa, and almost all of Americas are colonized. Yes i made sure to click -90% option multiple times.
什么罐子我说 26 Sep, 2024 @ 10:04am 
can you make it work when the age changes? like during each age the colonizing ability varies, the latter the quicker so should it be more realistic for colonizing(e.g. diseases & tech limitations)
One Casual Player 22 Sep, 2024 @ 7:44am 
i'm sorry if anyone already asked, but is there a way to only make this affect the ai?
Shangiseroa 28 Aug, 2024 @ 7:03am 
Does it work with huge mods like Ante Bellum or Anbennar?
Elektro 24 Aug, 2024 @ 5:00pm 
Also an option do disable the colonization slowdown in the event would be great, so that you dont have to disable the mod to have normal speed
Elektro 23 Aug, 2024 @ 6:22am 
like the previous commenter something wich strictly forbids certain provinces to be conolonized before date y would be amazing
If you dont know how you would implement that maybe ask the VU def team as they have such a mechanic, not sure how that would work with othermod compatibility
LuckyLMJ 9 Aug, 2024 @ 4:26am 
Is it possible for you to make a standalone 90% version? I'd like to use this mod in a multiplayer game with some friends and the 90% version seems to be the most balanced for my purposes.
William 4 Aug, 2024 @ 2:05pm 
I agree with the comment below me. A mod flat out making it impossible to colonise Australasia before the 1700s would be amazing.
Erika 1 Aug, 2024 @ 4:28pm 
This mod is outright a necessity to make colonial play even remotely fun. I would love to see you add the ability to add a global debuff to colonial range and number of colonists too. Seeing countries colonize Australia and New Zealand in the 1500s is just so unimmersive.
Grek 22 Jul, 2024 @ 3:42pm 
I love the idea but wouldn't this make the idea group so much less useful? Maybe colonial ideas could be modified as well to give you more bonuses.
Bear of The Forest 21 Jul, 2024 @ 3:31pm 
Additional info (apologies for 2 posts) - used configurable version, set the modifier to 90% decrease (because I REALLY hated the Spain in latest versions and wanted to see what happens).

Apologies again.
Bear of The Forest 21 Jul, 2024 @ 3:28pm 
First of all - much needed mod, thanks!

Secondly - I didn't do proper investigation yet, but after starting new game as Muscovy with the mod installed, I have noticed that following event is being spammed:

Natives Not Assisting (event id: 6424, it is listed as province event). Event mentions fur trappers being assisted by natives... which leads to loss of gold. Spam is pretty annoying.

I have never observed this event being a problem.

Other mods I use are minor stuff I made for myself - just some units gfx swaps for several countries (Poland/PLC, Sweden, Byzantium and Muscovy/Russia). Nothing to do with events. No other mods besides yours one and these unit gfxs.
jokester46 2 Jul, 2024 @ 4:57am 
Great mod, thanks a lot. Dont want to be annoying considering the summer holiday just started but is it possible to implement what @whuchurface suggested? Either way thanks a bunch for the mod, makes the whole game feel so much nicer and doesnt make the entire new world yellow and green.
whuchurface 30 Jun, 2024 @ 10:25pm 
Could you add an option to make it so colonial nations have their number of colonists reduced?
Lunarac 29 Jun, 2024 @ 1:54pm 
Amazing mod, thanks @maraganina!
Soviet K Dog 12 Jun, 2024 @ 1:18pm 
can you also like remove all natives in the americas and africa? besides maybe aztecz and incans?, and north africans i guess for vick2 conversion
Clark Crente 11 Jun, 2024 @ 12:17pm 
One thing I was thinking was to make Portugal (as I'm testing with them alongside other mods for my new total conversion release) and Castille/Spain to make the choice of ideas realistically and without reivent the wheel. This pace seems fine for other nations, therefore making Portugal to pick Explo, Reli and Trade; Cas/Spa Quali, Reli and Explo could assess both paces of those nations colonizing speed.

Maybe other orders for Spain I think you got my point. Spain needs to explode on exploration after 1510s and Portugal alternating between Brazil and going straight to India. At least it was historically as Brazilian colony only would develop more than a century after game start. I'm a brazilian btw lol
Lord Bowser 11 Jun, 2024 @ 7:10am 
It is possible to add normal province modifiers with an event I think. If the decision menu triggers an event that loops over every province and then replaces the current climate modifier (if there is one), that might work?
maraganina  [author] 11 Jun, 2024 @ 6:53am 
@Lord Bowser I also have a very limited experience with modding, but that's sounds like a good idea in theory. I'm not sure if we can add province modifiers like this, though. I know triggered modifiers would work, but they're checked every month for every province so I'd rather not use them. Anyway, if it works it will definitely be a decision so it doesn't mess up people's games
Lord Bowser 11 Jun, 2024 @ 4:09am 
Alternatively, you could manually make new modifiers for each climate modifier (90% tropical, 75% tropical, ..., 90% arid, ...) that are applied once at the start of the game and then only when the player changes the percentage. I don't have any relevant modding experience with eu4, but I think that should be possible? As it doesn't update automatically, there should be no large performance issue, right? Perhaps even in a seperate decision, so that players can decide themselves. In this case, maybe the climate could also get options for increase (higher penalties), so it truly becomes impossible to go and colonize the entirety of the west african coast by 1500 as portugal
maraganina  [author] 10 Jun, 2024 @ 12:29pm 
@Lord Bowser Genius. The oldest trick in the book: "It's not a bug, it's a feature!!" LOL. Yeah, that makes sense actually. In practice, it almost functions as a way to disallow colonizing before 15xx or 16xx as some people were requesting. Thanks for the input, I'll write about this in the item's description and also in the in-game description
Lord Bowser 10 Jun, 2024 @ 12:08am 
Technically, it could be a feature: It makes colonizing provinces with climate modifiers significantly harder to colonize, thus stopping europeans from colonizing the entire african coast early. Even with negative settler increase, the colony still grows (extremely slowly), due to the colonist and the settler chance still adding flat 25 settlers with an x% chance each month
maraganina  [author] 9 Jun, 2024 @ 3:42pm 
@Lord Bowser that’s not technically a bug, but it is unfortunate. Calculating settler increase for every province would be resource intensive and the goal of the mod is to be as lightweight as possible. I’d suggest you reduce to 50% while I think of a workaround
Snail Molester 9 Jun, 2024 @ 2:25pm 
can we add an option to make it so it's only slower in certain areas? like in Africa, Asia, and Patagonia?
绿芭蕉 9 Jun, 2024 @ 8:45am 
niec mod
Jappards200 9 Jun, 2024 @ 6:58am 
Can you change the climate modifiers, make arctic, arid, and tropical much harder to colonize? Perhaps add a positive modifier for coastal provinces? Once a colony established, the colonies are very quick to take over inland which is very ahistorical.
Lord Bowser 8 Jun, 2024 @ 11:20am 
I've noticed a (sort of) bug: The settlers get reduced based on the country settler increase. After that the province modifiers get added or subtracted. In my case I have 25 settler increase, with -75% I land at +7. While colonizing cape coast, I then afterward get -10 from Tropical and -5 from no adjacent controlled, and have a total settler increase of -8, instead of the +2/+3 I would expect ((25-10-5) * 0.25)
Clark Crente 8 Jun, 2024 @ 6:03am 
Have you ever seen the colonization mod that slows down by number of colonists as modifiers? Maybe could it be tagged to specific countries?
john.fisher.bobbins66 7 Jun, 2024 @ 2:02pm 
thanks for this - now once beyond typus with the extra provinces is updated and this is in use i will be happy!
maraganina  [author] 6 Jun, 2024 @ 9:57am 
@Clark Crente thanks! I'll implement an option for that. Maybe a further 20% decrease for CAS/SPA/POR (multiplicative, not additive, otherwise the debuff would be over 100%) and 10% for ENG/GBR/NED
Clark Crente 6 Jun, 2024 @ 9:32am 
Great update! I will run more tests with 1/4, but I think these configs should be applied only to AI (or human controlled) CAS/SPA/POR most likely heavily and ENG/GBR/NED a little bit less. Those nations because of the buffs from mission tree. I play using Xorme so it might be different than vanilla!

I will gather info and let you know