![europa universalis 4 colonial nations europa universalis 4 colonial nations](https://i.imgur.com/hYjPn1w.jpg)
And there is another part of the base that is annoyed with DLCs as such, pointing out some of them don't really add anything meaningful to the game even in terms of flavour, but still took development time and labour, with Mare Nostrum being regularly brought up as the biggest offender of this practice. While some people were fine with new options simply being added to the game, others were annoyed by chaotic way different mechanics and changes were lumped together, while in the same time spreading crucial, intermingled elements over few different DLCs. Each new expansion, especially the earlier ones, was adding things that weren't really connected with each other in any way or even with the nominal theme of the DLC. There is also the stance to the way how the DLC system itself is organised.
![europa universalis 4 colonial nations europa universalis 4 colonial nations](https://www.spacesector.com/blog/wp-content/uploads/North_America_with_natives_large.jpg)
These changes have been received much better as there is now a lot more player involvement with the mechanic and massive blobbing is still quite possible. In addition, governing cost can be decreased by building courthouses and other buildings. This no longer penalizes countries with lots of low development states and the penalties for exceeding governing cap aren't especially steep. It's also a soft cap that can be increased by spending government reform progress, increasing your government rank, granting estate privleges, or researching technology.
#Europa universalis 4 colonial nations Patch#
![europa universalis 4 colonial nations europa universalis 4 colonial nations](https://media.moddb.com/images/mods/1/35/34920/eu4_map_GBR_1915_12_18_1.png)
Bringing up this issue on the official Paradox forum is an almost guaranteed way to start an all-out brawl. For some players, it is enough reason to not colonise at all (unless you're colonising the Old World), treating them as money sinks with zero monetary gain, while others love the fact that CNs build large armies which the mother country doesn't have to pay for and then provide them expeditionary forces whenever asked. This is all done with absolutely zero control on the player side. The moment a player colonises (or otherwise have cores in) five provinces in arbitrary decided regions in the Americas, and Australia/New Zealand, a colonial nation is automatically formed from the colonies and from then on works as a vassal, while each new colony in that particular region will be automatically handled over to the CNs.
#Europa universalis 4 colonial nations update#
Comes with practically every update to EUIV, with some saying that Paradox is destroying the fun of the game in attempts to nerf exploits, while others say that the changes are necessary to stop the game from being too easy.And then there is also CK fandom overlapping to EU, which complains about rulers being nothing but a name and three stats. Depending who you ask which system is better, you can get conflicting answers, especially when IV and its mana system (describe below under Scrappy Mechanic) are concerned. From III onward, rulers are randomly generated - so you can pretty much say good-bye to all the historical rulers except those at the game start and their heirs, while having to deal with RNG for the rest of the game. This meant regardless of your play you could be stuck with entire string of lackluster monarchs note And if your country outlived its historical destruction or conquest, you either got stuck forever with your last monarch or get fictional heirs, all with mediocre stats and obviously made various scenarios far less plausable if history didn't repeat itself.
![europa universalis 4 colonial nations europa universalis 4 colonial nations](https://pbs.twimg.com/media/DjHEd-jXoAIXVPF.jpg)
In II, you had historical monarchs with stats corresponding to their achievements.