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Europa Universalis IV - Development Diary 12th of July 2022

Hyvää päivää! Welcome to this week’s developer diary where I will be revealing two new mission trees: Finland and Lübeck! As a note ahead of time, the new Finland mission tree will be part of the upcoming DLC, while we decided to grant Emperor’s Lübeck tree to Hamburg and Bremen (with the appropriate tweaks, available for Emperor owners) and give Lübeck a brand new, expansive set of missions for the base game. However, more on that further down!

Please keep in mind that the numbers showcased here are NOT FINAL and are very much subject to change based on your feedback!

During the timeline of the game, Finland rested under the crown of Sweden and had some regional development in terms of its farming population. The Finnish cavalry known as the Hakkapeliita were famed for their ability to provide valuable skirmishers, reconnaissance, and devastating charges in campaigns against both Russia and Poland. However, as with the Teutonic Order, Gotland and Livonia, this set of missions revolves around a scenario in which Finland fought (and won) their independence, making them a valid contender for the Scandinavian crown and expanding their domain across several shores and regions.

Despite Finland’s status as a releasable tag, we felt it was appropriate to satisfy the demands for a proper and interesting Finnish mission tree:

Screenshot_1.png


Finland will receive 15 new missions, each one carefully crafted to offer new and unique rewards, leading into the formation of Scandinavia and the domination of the Baltic shores. Please note that the art of the icons is placeholder and is not final!

Raise Our Army will give a short yet tactically crucial bonus to your forces, allowing you the ability to outmaneuver the numerically superior Swedes and their wartime allies:

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What’s more, you will gain access to a unique version of the Hakkapeliitta Cavalry which costs no Army Professionalism to recruit:

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The mission Defend Independence will require you to make allies, raise your stability and bring balance to your financial affairs by having no loans. As a reward, you will be able to write your own story, your saga, which will grant you a scaling reward based on your ruler’s achievements during his lifetime at the time of completing the mission. The factors for the reward are:
  • Stability (Administrative Accomplishment)
  • Number of Allies (Diplomatic Accomplishment)
  • The amount of development you’ve grown by (Military Accomplishment)

Each of these will grant our ruler between 1 and 3 monarch stats (or monarch points if already at 6), along with this powerful ruler-tied modifier as well as permanent claims on the Baltic Trade Node (that’s a surprise tool that we will use later):

Screenshot_4.png


Completing the aforementioned mission will open the way for 3 new missions. First off, conquering Stockholm from your former overlords will change the name of Stockholm (if your culture is Finnish), grant it some development and give you access to a discounted advisor:
Screenshot_5.png



Seize the Means will task you with seizing the means of production behind Europe’s prime source of copper and will grant you a good bit of ducats from your copper and iron production, the ‘Industrious’ trait (if your ruler has enough available slots) as well as the following reward:

Screenshot_6.png

Expanding St. Olav’s Tower will yield quite an interesting and powerful local reward:

Screenshot_7.png

Keep in mind that if for whatever reason an enemy force (another nation or rebels) takes control of the province, you will lose the above modifier!

Declaring a Baltic Empire will give you a new name and if you have Mandate of Heaven the following reward along with granting you the rank of Empire:

Screenshot_8.png

On the right side of the tree you will see missions relating to the development of the countryside and the founding of new cities:

Screenshot_10.png

Founding Turku, an important city for Finland guarding the way to and from Stockholm:

Screenshot_11.png


Founding Helsinki will grant a level 2 Center of Trade as well as a few buildings for your newly developed province. Note that if you complete the mission with a Shipyard and a Dockyard, you will instead gain their upgraded versions:

Screenshot_15.png

Finetuning the Finances of the realm will require you to increase your income, employ a level 2 Administrative Advisor, run a positive monthly balance and have no loans:

Screenshot_13.png


The Turku Academy, your domain’s first university and institution of higher education, will yield the Scholar trait for your ruler, Innovativeness and more:

Screenshot_12.png

The culmination of the Finnish tree ends with unleashing the White Death upon Europe and a powerful permanent country modifier to go with it:

Screenshot_16.png

Of course, you are welcome to form Scandinavia and gain the Scandinavian mission tree, however Finland will not have a unique Scandinavian tree, as its senior siblings in the region do.



Now, 1.34 will also hone and improve as well as add new content for the base game. One such addition is an expanded mission tree for Lübeck. Before we delve into it, I would like to repeat that the Emperor DLC Lübeck tree will be available for Hamburg and Bremen (if you have the Emperor DLC) with a good number of tweaks and new rewards as well as localisation.
Moreover, the Hanseatic League will now be a formable nation with its own set of national ideas (essentially Lübeck with a different name and better ideas). Since that’s out of the way, let’s go, Lübeck!

From a historical perspective, Lübeck (and the Hansa as a whole) has seen better days. The 15th century brought a lot of decline for their merchants, with business shifting westwards towards the English channel. You are tasked with reviving the mercantilist grip of the League, expanding it and creating a trade Empire the likes of which the world has never seen. To assist you in your endeavors, the various missions of your tree also benefit the members of your trade league, giving you a reason to care for them and if possible, expand their ranks:

tree.png

The top half of the tree will focus on expanding the League outwards. However, many of these missions will not require direct conquest. You will be able to complete many of these via diplomacy as well! The goal is to give the player the freedom to choose how they want to approach the tree.

The conquest branch will start with requiring you to raise an army which will seamlessly grant claims for and flow into missions about Visby, Mecklenburg, Riga and more.

Screenshot_17.png

Gateway to the East will require you to have Riga be part of the trade league and have high opinion of you or control the similarly named province as well as having a certain amount of troops.

Screenshot_1.png


Restore Visby will lead you to restoring a historical stronghold for the League:

Screenshot_2.png


visby event.png
Gaining ports in Danzig, cooperating with the Traders and developing the city of Danzig will grant the following benefits:


danzig event.png

The conquest path ends with the appointment of an official War Minister. Every different military advisor will grant a different, dynamic reward:


Screenshot_5.png

The second part of the tree is wholly dedicated to the internal affairs of both Lübeck itself and the Hansa as a general league of trade nations. Initially, you will have to expand the Old City of Lübeck and its market, yielding powerful Trade Efficiency and Institution Spread modifiers for a few years followed by the Peace of Vordingborg, imitating the styles of Italian Bookkeeping and Financing the Guilds of Lübeck:

Screenshot_6.png

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Of course, no Hansa playthrough would be complete without a mission to address and expand the Hansehalle, the legendary administrative center and the heart of the entire Hansa:

Screenshot_9.png


hansehalle.png
Funding the shipbuilders’ Guild will grant a flavor event about the legendary Hanseatic Cog which will grant Light Ship Cost as well as Sailors and increased Naval Leader Maneuver. Elsewhere, Organize Hanseatic Diets will require you to bring peace within the Trade League and develop Diplomatic channels between yourself and potential members or subjects:

Screenshot_11.png

Impose Lübeck Law will grant another dynamic reward, based on which faction is in power at the time of completion:

Screenshot_12.png

Presenting a grown and powerful economy as well as increasing your total development in the Tend to the Towns mission will yield a positive bonus for you and your Trade League members:

Screenshot_13.png

Developing the Mineral Trade in Europe has quite a spicy reward that will, just like its predecessors, change depending on the circumstances of its completion, here’s the direct and less likely outcome of importing large amounts of precious metals in your ports:

Screenshot_15.png

To wrap up the flavor part of the tree, declaring the Queen of the Hansa mission will turn all members of your trade League into subjects and grant a diplomatic relations modifier to cover part of the upkeep costs for 30 years. Furthermore, you will gain monarch power scaled to the Development of your capital, 10 points per development to be precise:

Screenshot_16.png

The event Crowning of a New Queen grants 2 different bonuses. Either you change your country’s name to The Hanseatic League and gain a new idea set or keep your current ideas while your ruler gains +1 adm/dip/mil and you gain 3 Mercantilism:

queen event.png

The new Hanseatic League national ideas:

FU2_ideas = { start = { trade_efficiency = 0.2 merchants = 1 } bonus = { trade_steering = 0.2 } trigger = { tag = HSA has_country_flag = hsa_proclaimed_queen_of_the_hansa_flag } free = yes FU2_foreign_kontors = { global_trade_power = 0.15 } FU2_the_handelsmarine = { global_ship_trade_power = 0.25 global_ship_cost = -0.05 } FU2_reform_queens_army = { discipline = 0.05 } FU2_adler_von_lubeck_legacy = { heavy_ship_power = 0.1 } FU2_merchants_with_state = { global_trade_goods_size_modifier = 0.1 development_cost = -0.05 } FU2_spread_the_northern_style = { idea_cost = -0.1 } regularised_contribution = { global_prov_trade_power_modifier = 0.20 } }


Earlier in this Developer Diary, I mentioned that the Emperor DLC Lübeck tree will be playable for Hamburg and Bremen, since Lübeck got a shiny new tree. To add to that, the Hanseatic League, which is the reward for the final flavor mission for Lübeck, is now available as a formable nation and will come outfitted with the Lübeck tree and the evolved idea set I showcased just above.

In the interest of time, this Developer Diary cannot be too large. Thus, we have intentionally omitted showcasing the rest of the flavor coming for Lübeck. This Diary barely covers 40% of the new content! As mentioned above, this Lübeck mission tree will be part of the **base game** and will come fitted with 36 new missions and 20 new events!

Lastly, I would like to bring another small change to your attention: the UI for Estates has been reworked and I would like to give special thanks to Artemis, whose UI work served as the basis for our own:
estate ui.png


Now passing the mic over to my dear friend and colleague @Ogele to talk about new shiny Theocratic Reforms!

Hello there!

In the last development diaries we have shown new government reforms for monarchies, republics and even pirate republics which will all be part of the 1.34 update. Today I want to finish this topic for good as I will present to you what we have in store for theocracies!
unnamed.png


Theocracies were the last on our list for new government reforms and had already a bunch of interesting and fun choices to pick from. As such, they don’t receive as many new reforms as for example monarchies and republics do. With that being said, we still think they deserve some love nonetheless and because of that we have decided to add 2 new theocracy specific tiers.

Tier 2:

12.png

Note: Internal Mission, External Mission and Mission to Civilize are unchanged while Mission on the High Sea only requires one owned port instead of a capital port.

Tier 3:

10.png

Education of the Theocrat will immediately trigger an event for you when picked which allows you to choose what stat bonus your next heir shall receive:

11.png



This event will always trigger when you get a new ruler and fires before you can select an heir so your heir will benefit from the bonus you choose.

While we are at it: the Kingdom of God reform for the Papal State is still in the 3rd tier, but has received some buffs to make it more on par with theocracies which have access to the Papal Influence and Education of the Theocrat:

9.png


Tier 5:

8.png

Note: Only Subservient Bureaucrats and Zealous Administrators received changes

Tier 6:

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Note: Magister Militum Dei and Embrace Conciliarism are Papal State only

Tier 8:

6.png

Note: only “Pursuit of Knowledge” is new here, the other reforms are former Tier 2 reforms which have been moved to Tier 8.

Tier 9:

5.png

Governments which have the “Is a Monastic Order” government trait gain access to four additional reforms which are already part of the game right now.

4.png


Tier 10:

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Tier 11:

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Tier 12:

1.png


That was it for this week! Next week @Gnivom will talk about the AI changes and adjustments for 1.34. Until then, we wish you all a great week!
 
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Oh nice, content for Finland from our envious friends in the west! Altough with the Finnish words there there might be undercover mole doing stuff.. anyways, small typo there. Viipurin Linna, not Lina. :) Unless we're getting a girl and not a castle (now how does a girl cause attrition is.. topic for another day)!
 
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Falun Cooper Mine...
St. Olav's Tower...

New monuments hype!!!
Yeah and we also know that there's a new one in Visby, too, but we don't know what it is yet.
It has not been formally announced yet, so no, it wont come out on this side of the summer holidays (which technically starts this week or last week for most swedes)
So nothing until September? Damn, that's a long wait.
 
Thank you everyone for such a warm response to my second Dev Diary, really made me smile. Please rest assured I will go through every single piece of feedback and implement accordingly, thank you for taking the time to provide me with valuable suggestions, genuinely.

I have a question about the previous dev diary will the latin empire be formable for everyone or just only for poland? Will we get the Principality of Antioch as a Formable? that's it :) I wish you a nice week

Latin Empire will be a namechange for Byzantium BUT I will try my best to see if we can make some room for a whole new tag for 1.35 ^_^
Fantastic dev diary.

I like all the proposed changes (especially the reworked UI for estates) though i got to say, all these new mission trees look OP and make the game feel railroaded.
With 1.34 you will have unprecedented (for EUIV standards) freedom to tackle missions as you see fit. Evolving and branching missions, multiple ways to complete missions and so many more tools to try and make the game as enjoyable as possible !
View attachment 859201
Does this mean you we can now customize Max Attrition to be higher than 5% for modding? <3
You can already do that in 1.33!
I find it somewhat amusing that Finland gets a mission tree in EU4 before a focus tree in HoI4 =P
Greetings to our colleagues in the North!
I like this new Finnish tree, but... Maybe it could get some territorial claims in the East? Karelia in particular, then Ingria (with a mission to build a Finnish Saint Petersburg) and Estonia.
I'm also a little bit sad that Holstein, Silesia and Polish minors have been ignored, though obviously I understand that they wouldn't be a priority but it was probably their last chance.
Good suggestions! Despite being late into development, let me see what I can squeeze in!
Can we see how the government reforms of all tiers for monarchies, republics, pirate republics and theocracies compare full size?
View attachment 859203
Like this?
You can review the other reforms in previous Dev Diaries!
Chunky dev diary, as most of them have been lately. Love it though <3
Finland will be the prime 'attrition our enemies to death' nation now. Will love to try it out.

So, I probably missed the answer to this in some previous discussion, but with all these new reforms coming out, will there be a way to speed up government reform progress other than picking Native ideas or being a republic? It seems like a way to incentive playing tall over blobbing everywhere, but even then it would be nice to be able to speed it up (at the cost of something like admin points, which a wide player normally wouldn't want to spend).
Yes! We replaced the tax modifier from high crownland with (a lot of) reform progress growth!
omg. I really love the direction of eu4 under the current Dev team. there are so many great additions and unique rewards. The Hansa Mission tree is so unexpected! I cant believe I can finally have a real new playstyle where it feels like the league actually plays together. Maybe this opens even a CO-Op game for Luebeck with Bremen or Hamburg?
I already see a big shift in events back to the old days. Finally some history flavor events again! While I hope some events will come randomly outisde of missions so its not that strictly directed.
Sad for the other OPMS in the HRE, but finally love for hamburg and bremen - they really needed it! Are they the only 2 that can form the Hanseatic league or can the other OPMS at the sea as well?

One question about the Modifier for expanded relations for 30 years? How many relations do you get? Or is this scaled by the number of members in the trade league? (This would be perfect), as it is playing totally different as the other countries (what is great and what this game needs!) it would be very cool to keep the modifier through the game. Maybe its possible to remove a diplo relations slot when annexing a former member of the league so there are no exploits possible, but even without that, it would not be a big problem. Would really love the idea to keep my League for the whole game after I worked myself and the league through all this missions to the final goal.

Over 30 Missions and the events . holy * . Thank you!!
Anyone who fulfills some requirements can form the Hanseatic League, not just Bremen and Hamburg. You could do it as Dithmarschen for example ;)
Increased Relations slots will depend on how many subjects you end up having (with a cap at 6)
Oh nice, content for Finland from our envious friends in the west! Altough with the Finnish words there there might be undercover mole doing stuff.. anyways, small typo there. Viipurin Linna, not Lina. :) Unless we're getting a girl and not a castle (now how does a girl cause attrition is.. topic for another day)!
Nice catch, thank you so much for the correction!
 
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With the events that change the ruler's personality, how does it work? Say the ruler already has 3 traits, will one be replaced at random or would it act as a 4th trait/not apply at all?

One of the things it seems this update will have a lot of is forming a different nation and as a result getting new traditions. Currently there isn't a way if seeing what they are without searching for them on the internet so changing the event to display them rather than just "Gain new traditions and ambitions" would be a great QoL feature to have.

As for the missions that give a dynamic reward, will there be a way to see what they are similar to the 'Appoint War Minister' mission?

Can't wait for the update and playing as Pirate Gotland.
 
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the new UI for the Estates is a good solution. looks clean!

Also great with all the additions to the goverment tiers. This update will make the game really go more in unique and deep playstyle. Thanks for that.
(still think a small event option for the nordic nations to flip to norse, with AI always picking no, wouldn't be that problematic :) )
 
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It has not been formally announced yet, so no, it wont come out on this side of the summer holidays (which technically starts this week or last week for most swedes)
Thanks for the info, better for it to be later than too early anyway! Enjoy the summer!
 
You can review the other reforms in previous Dev Diaries!
Well I hope you can show us all the government reforms for all government types side by side.
Anyways, here's all the reforms side by side from previous dev diaries with the latest one.
1657638925375.png
1657638877169.png
1657638900341.png


Interestingly, monarchies have two tiers less than other government types. Of course All shown here are out of up to dated except for theocracies.

EDIT: Updated info with reply by @Ogele
 
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Expanding St. Olav’s Tower will yield quite an interesting and powerful local reward:

Keep in mind that if for whatever reason an enemy force (another nation or rebels) takes control of the province, you will lose the above modifier!
This would be a great replacement for the effects of the decision "Repair the Great Wall." Every owned fort in the North China region or Inner Mongolia and Liaoning areas could be given a local modifier that is removed when the controller of the province is changed.

On the right side of the tree you will see missions relating to the development of the countryside and the founding of new cities:

I'd restrict this to provinces with an accepted or primary culture. Otherwise it's exploitable and overpowered.

Founding Turku, an important city for Finland guarding the way to and from Stockholm:

I really like adding prosperity progress as a mission reward because its effects depend on strategic situation of the nation. If Finland can defend those provinces, they could stay prosperous for the rest of the game; if not it could lose the rewards immediately. The same goes for innovativeness.

If the AI doesn't know that it shouldn't complete this mission unless the provinces in the state of Finland have no devastation, I'd also add having no devastation anywhere in the state as a completion requirement.

Founding Helsinki will grant a level 2 Center of Trade as well as a few buildings for your newly developed province. Note that if you complete the mission with a Shipyard and a Dockyard, you will instead gain their upgraded versions:

Finland was a fairly poor region and gaining a new center of trade is already a big deal. I'd only make the CoT level 1. If Finland has actually made itself prosperous, paying 200 ducats for a second level shouldn't be a huge deal.

Finetuning the Finances of the realm will require you to increase your income, employ a level 2 Administrative Advisor, run a positive monthly balance and have no loans:

This is overpowered. You're allowing Finland to effectively employ two types of administrative advisors simultaneously, or else gain up to +60% tax with high level Treasurer advisors.

The culmination of the Finnish tree ends with unleashing the White Death upon Europe and a powerful permanent country modifier to go with it:

If possible, I'd restrict this to provinces with primary or accepted culture. It's about Finland's capacity to defend itself, not its ability to conquer half the world.

The conquest branch will start with requiring you to raise an army which will seamlessly grant claims for and flow into missions about Visby, Mecklenburg, Riga and more.

Lübeck shouldn't get permanent claims on provinces owned by members of its trade league. That would mainly serve to harm relations between Lübeck and its league members. Instead, league members should have their ruler personalities locked to diplomatic or administrative (steal the mechanic from Korea) to make them less likely to expand and leave the league.

Maybe this could happen as a reward for missions granting Lübeck claims on areas/provinces containing particular league members' capitals. Maybe it could be a reward for some other mission. Maybe it could happen by default for all members of all trade leagues.

Gateway to the East will require you to have Riga be part of the trade league and have high opinion of you or control the similarly named province as well as having a certain amount of troops.

How does this affect Austria? The reward is essentially that Lübeck gets to call Austria to war if Riga is attacked by Poland, Russia or Denmark. Austria's path to becoming a great power is already difficult - it relies on getting unions on Hungary and Bohemia, and can be badly hurt by losing the emperorship of the HRE if it loses the league war or converts to Protestantism - and dragging it into distant wars to defend military weak countries strikes me as a bad idea.

Gaining ports in Danzig, cooperating with the Traders and developing the city of Danzig will grant the following benefits:
View attachment 859164
Replacing this reward with a permanent bonus to trade power in the Baltic, Lübeck, and/or Krakow trade nodes would be more fitting and more balanced.

How does this mission handle available building slots (or the lack thereof)?

Presenting a grown and powerful economy as well as increasing your total development in the Tend to the Towns mission will yield a positive bonus for you and your Trade League members:

A temporary increase to building slots sounds like a way for players to exploit the game to maximum effect and for the AI to not understand that it needs to divert extra money to buildings temporarily. I think adding a temporary bonus to goods produced or local tax would make more sense.

Developing the Mineral Trade in Europe has quite a spicy reward that will, just like its predecessors, change depending on the circumstances of its completion, here’s the direct and less likely outcome of importing large amounts of precious metals in your ports:

How easy is it to complete this mission? If it's easy enough for the AI to do it, I'd say Lübeck should keep its naval supplies trade good.

Lastly, I would like to bring another small change to your attention: the UI for Estates has been reworked and I would like to give special thanks to Artemis, whose UI work served as the basis for our own:
I like the new look.
 
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After some thought - with introduction of 4 new tiers to Theocracy government, will there be any changes to government reform growth calculation or maybe new monuments that affect it? Or is the goal of new tiers to delay maxing them out beyond 1700? I don't recall anything about it from previous DDs (but my memory sometimes malfunction ;>) and for example Tribal into Theocracy might not even reach final reforms now.

Edit: Ok, I see that high crownland will increase government reform growth now. That's some improvement.
 
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Great job! I love the Finnish missions, it's a nice pace of change and I really like the various ruler trait rewards, it's a new and creative way to spice the missions up. Bit sad the content won't come out until after your vacation period, but oh well, it'll be even sweeter when it does. Chapeau!
 
Hi,

is there is a chance DEV team will go back to the great idea to add some Absolutism bonuses in early government reforms.

In fist proposal, there were added bonuses for Absolutism in tier 2 - 5 , monarchy government reform, but someone criticized it is too early and DEV team back down. I think DEV team had great idea with those bonuses added to those reforms. I understand that modifiers are useless for 200 years, but (1) so what, estates have those modifiers from day one, (2) adding Absolutism modifiers to government reforms (both + and - Absolutism) encourage player to look at enacted reforms after a century and reevaluate made choices and maybe reform a country, not just set once at the beginning and just go to the next reform and next and next till he/she run out of reforms.

For example, in 1450 maybe I would not go for curtail privileges, but in age at Absolutism I would start to consolidate power and change my government to more centralized and switched to curtail privileges reform for its Absolutism bonus, to do that I would have to give up some reform progress and possibility to increase government capacity to reform my monarchy (maybe switching few tiers back should cost more to make it more challenging and maybe changing to reform providing "+" Absolutism modifiers in Age of Absolutism should cause some revolts or unrest to make it even more challenging. For me having reason to go back to government reforms and change them because situation changes would give me more statisfaction and fun from mechanic, especially if it comes with price so the game is more challenging in 1700+
 
I really like the updated missions for the Hanseatic League, as well as some love for Finland (is the tree usable if Finland is not independent? I like to have a Finnish march as Russia…).

And while I absolutely love the range of new rewards and modifiers that are implemented I remain concerned with the increasing discrepancy this is creating between these and even well-fleshed-out older trees. Many rewards seem like stuff that you’d be happy to get as a reward for the completion of an entire branch in other nations. Whatever happened to getting some diplo rep or construction cost modifier for 20 years?
 
Hi Paradox, could you update console commands, for example:
-Debug_mode - ability to see religion names (for change_religion command), AI weight for government reforms, institution names, what flags does an event/decision set, names of monuments, (i know it's obvious bot some might not know), etc.
-"Add_opinion" - give it a special modifier, not same religion, cause +200 relations just isn't enough sometimes (for example with a rival)
-"Add_trait" - make a way to choose wich personality slot you replace and a way to add traits to generals
-"Help godmode" - please make it show all efects of godmode, not just that it tuns it on/off

And could you add a few commands like:
- A command to see global flags please?
- A command to change culture of a province/nation
 
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Unfortunate as it may be, I think the dev response on the last DD all but confirms they have no plans for this. Quite sad and as much as I disagree I guess they must just feel there is no place for it.

@PDX Big Boss wink wink, nudge nudge?
Its still a bit weird the question was never answered. My guess is there is either an "Easteregg"-way we don't know about (simillar to how the Hoi4 team omitted the part about putting the Pope in charge of Italy last week) or they did plan it for Iceland but there wasn't enough time for it.
In any case, I hope the former... if not I am gonna do a Mod that allows it for Norway, with adjusted religious missions and a permanent raid coast modifier being obtained by said missions. As idc about achievements, that should be enough to make me happy.
 
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