Colonization Rebalance (Spain/Portugal Nerf + More) (V3)

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Author: Daimyo Vader

Last revision: 14 Feb at 01:33 UTC (1)

File size: 2.87 MB

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Description:
Welcome

Welcome to the Colonial Iberia/Europe Re-balancing Mod! I presume you’re tired of Portugal and Castile/Spain spam colonizing everything and every single game along with some unfixed issues being unresolved.

Version 3 is out (there will be patches but this will be the final version)! Thanks for reaching 200 subscribers (at a loss of only 7 people)! Glad to see this is useful!

Summary

With the release of Domination, the colonial aspect of the game was ruined by the extreme buffing of Portugal and Spain who would both develop a large amount of colonies even colonial nations by 1500 and several times seeing Portugal present in Asia and Polynesia by then. I developed this mod to severely reduce the colonial speed of these nations along with other potential colonial candidates while making sure they at least have some colonies by the time the Institution spawns. The result should be more random and variety in colonization from various powers rather than it be just mostly those two.
(Unless you purposefully want a nerfed Portugal/Spain game, obviously don’t run this mod while playing them)

I hope for some feedback if possible


Mod Features
Exploration Ideas

AI Nations will now 98% of the time not take this idea group first to prevent the early colonial blobbing I mentioned. Portugal and Castile take exploration 2nd (sometimes 3rd) and other countries like France and England will potentially take it later. I still ensure they take it in order to allow colonialism to spawn in time and for Mesoamerican/Native players to be able to reform.

Expansion Ideas

Some nations like Portugal are barred or discouraged from taking Expansion Ideas and no one will take it until 1560-ish. Both countries taking both Expansion and Exploration first along with their buffs contributed to the blobbing. AI nations shouldn’t take it unless they did Exploration first with some exceptions.

National & Age Ideas

Portuguese Age idea is reduced from 50 to 25 Settlers to slow them down.
Castile’s Final Ambition reduced from 25 to 15 Settlers
Expansion Idea "Faster Colonists" reduced from 20 to 10 Settlers

Government

The Reform "Exploitation of the New World" has been renamed to reflect wider world. This reform is now available to nations who are Not Primitive, have reformed their faith, any nation choosing to exodus to the new world. Might add "Not a Colonial Nation" to this. Should work for Monarch, Republic, and Theocracy. Countries who get a colonist in their ideas or missions will gain access to it. You can take it with a temporary colonist but you will lose access to it once your colonist expires.

Local Organization

The Augustinians’ +50 Institution per month has been reduced to +25 per month. Sorry Europe, if Asia or Africa beat ya to colonialism ya gonna have to wait in line to manually or passively spawn it.

Increased Variety

Provided they meet the AI preference (that influences AI choosing certain idea groups unless Idea is always pre-decided) various nations will take Colonial ideas. I have seen/been told Brittany, Dutch States, Scotland, Mamluks/Egypt, Jolof, Ming, Vijayanagar, and others have colonized in different playthroughs. The colonization race won’t always be biased to Europe in contrast to vanilla which pretty much makes colonial Euro-exclusive.

Temporary/Mission Colonists & Colonies

Portugal’s first mission allows them to frontier Cape Verde to compensate for it no longer taking Expansion and block Spain getting it.
Increased the duration for several Temporary and Mission Colonists by 25 years max. Temporary Colonists remain with 1st Expansion Colonist (may switch to Exploration Colonist depending on feedback)

Colonialism Institution Revisions

Special thanks to LimonenZitrone for the assistance on coding this!
– Replaced the Exploration Ideas requirement (Quest for New World, etc.) with "1 colonist required" so nations with Colonists in their National ideas or Temporary Colonists can spawn it.
– Changed the Center of Trade Level requirement from 1 to 2 (most players would have their ports upgraded to 2 by 1500)
– Increased the spawning chance per qualified province/state to 10% from 5%.
– Added Oceania (excluding Australia) to allow Institution spawning should Polynesian players colonize New World. Be warned most of Oceania is considered islands but strangely Hawaii, Fiji, and NZ/Aotearoa are not. (I got msged about Australia, even in Vanilla it will be 1500 by the time you can settle and colonize as an Aussie nation.)

Future Plans

If individuals have advice/suggestions on what to add to this mod, type up something in the discussion or comment.
– Further nerfing: Might work on nerfing colonial nations and their rewards. Find ways to further curb Iberia?
– Fix the issue where Colonialism sometimes takes until 1510 to spawn. (Possibly solved with Cape Verde frontier add-on)

Notaries

– I am aware colonialism takes longer to spawn sometimes, I usually see it spawn in this mod around 1502-1506 about 70-80% of the time, even 1500 still happens a lot more recently especially with the institution rework. Delays are usually caused by the primary colonists falling behind in diplomatic points for the idea group or you not meeting the 10% per met province chance.
– Commercial Enterprises (EIC and VOC) and Sunset Colonies will not be impacted since the AI almost never/never makes these and players often use CE’s for extra colonizing.
– I will not be altering nations outside of Europe due to how rare we see them colonizing.
– I have been asked about Norway; due to them getting a colonist and an exploration bypass in their ideas there is nothing I can do. They rarely do anything colonially due to their low income. (Eu4 isn’t supposed to be easy for you!)
– Please remember to spawn Colonialism you need at least one lvl-2 center of trade (lvl-1 in vanilla), coastal 12-dev province(s), with a colony in the New World with 1 colonist (or an Exploration Idea in vanilla) present. Each qualified province increases your chance by 10% each (5% in Vanilla)

Submods

(CURRENTLY BEING FIXED for a coding error)
Colonization Rebalance (Map Rework Submod) (Colonial Region changes moved here)
https://steamcommunity.com/sharedfiles/filedetails/?id=3430159808
In short, allows NZ/Aotearoa to not be a colonial region, tweaked the California CN. Didn’t want it to interfere with other player’s Colonial Nation mods in main mod based on feedback.
Future plans include potentially removing Colonial Australia and making it a charter region and placing Wasteland fix in this.

My Other Mods

Culture Core Expiration Extension Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3324756144
SIberian Frontier for Teutons, Livonians, and others
https://steamcommunity.com/sharedfiles/filedetails/?id=3424463990
Shinto Incident Rework: Coming Soon

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.