Colonial Flavor

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DESCRIPTION
This mod currently adds flavour for colonizing new world nations by adding the following:

- A new estate called the settlers, the settlers represent the people who left their homes in the old world in hope of finding riches or at least a better life in the colonies.

- The settlers are available to any country that:

- Has the general colonization law idea (Expansion ideas #6).

- Has their capital in North America, South America, Africa, Oceania or in case of the random new world the new world continent.

- Knows a country in the old world (Europe or Asia) which owns a province with a culture belonging to the new world nations culture group and which has colonialism embraced. Both of these nations need to have a port.

- Not nomadic

- The settlers have some agendas available which focus on colonization, development and conquering lands of technologically inferiour neighboring countries.

- The settlers two mutually exclusive privileges, one focussing on colonization of uncolonized provinces the other giving dev cost modifiers similar to what the cossacks give eastern European nations.

- The settlers also have a privilege which allows for the discovery of iron, copper, gems or gold in mountains, hills, highlands, jungles or deserts in areas of the map where these goods can be found while colonizing.

- When the settlers get too influential they break free and form a peasant republic.

- An event for nations with their capital in South Africa which adds a COT to Matsolo as well as the "important natural harbour" modifier to both Matsolo and Cape when both provinces are both primary culture and religion.

- An event which gives the option to spawn either a republic or a monarchy in South Africa as a colony when playing as the Netherlands. The monarchy can only be released when you are a monarchy yourself.

- A decision to flee to South Africa for the Netherlands similar to the decision to flee to Brazil as Portugal.

- A decision to form South Africa when exiled as the Netherlands.

- Hidden events that change the name of the South African country based on government form and rank. (1 for republic, 2 for duchy and kingdom)

- Dynamic province names for Dutch around the Lowlands and South Africa.

- There is a new decision to abolish slavery early, it can be used if one of the following is true:

- The country has its capital in Africa and has either an African culture group or has at least 150% native assimilation.

- The country has completed the humanist idea group.

- Ruler has 3 dip

- Country has admin tech 15

The AI will never take this decision.

I am currently planning on adding:

- Events based around the settlers estate.

- More agendas for the settler estate.

- A way to change trade goods in cities with high development, for example a 20 dev province might start producing cloth if the player wants that and is willing to invest.

- Events that trade colonial land with other colonizers or grant it to one of their own neighboring colonial nations. The idea with this is to avoid colonizing countries owning land in the new world that will never be a colonial nation because there is no more land to expand into.

- A more generic South African country that works the same as the one for the Netherlands but is more generic and available to all countries.

If you have any suggestions, requests or run into bugs please leave a comment :)

Special thanks to:

MajorMajor on discord for allowing me to use the South African flag from the victoria 2 mod divergences of darkness as well as some of the Dutch dynamic province names in South Africa.

CHANGELOG
v13 - Released 2022-07-14
Added Boer culture which appears when a Germanic country has its capital in Africa and has a province with Germanic culture in Africa. Fixed country being able to flee to Africa when a player is controlling the subject nation. Boer culture event now has a 365 day MTTH and actually fires.
v12 - Released 2022-04-06
Doubled refugee event MTTH and removed notification for other countries getting the event
v11 - Released 2022-03-22
Changed some event pictures The ai now also takes into account loans when deciding if it can pay for refugees to stay in the country.
v10 - Released 2022-03-21
Changed some event pictures
v9 - Released 2022-03-16
Increased general MTTH of refugee event. Decreased MTTH modifier when no settler state is known.
v8 - Released 2022-03-15
Changed mean time to happen and trigger on refugees event. It now happens way less often and at higher devastation. Increased refugee event MTTH even more
v7 - Released 2022-03-11
Fully implemented refugee events.
v6 - Released 2022-03-10
update 6
v5 - Released 2022-03-04
update 5
v4 - Released 2022-03-02
update 4
v3 - Released 2022-02-09
UPDATE 3
v2 - Released 2022-02-01
update 2

REQUIREMENTS

 Mods for Europa Universalis IV

Mods for Europa Universalis IV

Full game


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