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Europa Universalis IV - Development Diary 14th of June 2022

Welcome to our next Development Diary for Europa Universalis IV! Today we dive into the last starting Kingdom in Scandinavia, which has not been covered yet: Norway.

As for Denmark and Sweden, the History of Norway in the Modern Age directly depended on the fate of the Kalmar Union. After the accession of the House of Oldenburg to the Danish throne in 1448, the Danish kings increasingly centralized government, even if a Norwegian Council of State formally governed the country. In fact, Norwegian landed nobles and merchants prospered under this system, as they were effectively the middlemen between the Crown and the commoners. Although some rebellions arose, such as that of Knut Alvsson, the conflicts with the Danish crown were of much less intensity compared to Sweden. This changed with the Reformation, as Frederick I and Christian III's adherence to Protestantism sparked a revolt led by the Norwegian Church. However, it was defeated in the decade of the 1530s, so Denmark and Norway remained Tvillingerigerne (Twin Realms) until 1814.

Although Norway’s history is intertwined with that of Denmark throughout the EU4 time period, we have decided to reflect in the new mission tree for Norway the potential ambitions and challenges it would have faced had it broken free with the end of the Kalmar Union.
norwegian_mission_tree.png
Keep in mind: Norway’s mission tree was created before the mission trees of the Teutonic and Livonian Order. As such, the mission tree for Norway is a lot less “what if” even though they were historically no winner either. With that being said, let’s get a look at the details of the tree.

The missions of Norway are split into three themes: gain independence from Denmark and place your own Monarch on the Danish throne, Colonization and internal missions.

Starting with the independence missions, the mission “Norwegian Allies” can be completed by having two rivals or enemies of Denmark have 100 opinion of Norway. As a reward you can request their support through the following event:
norwegian_independence_event.png

norwegian_independence_event_second_option.png
norwegian_independence_event_third_option.png
norwegian_independence_event_fourth_option.png
norwegian_independence_event_fifth_option.png

Note: Although you are asking Denmark’s rivals/enemies for support in the first three options, you still get a flat reward so the war against Denmark/Sweden will be easier to handle even if the rivals refuse to support you.

Choosing one of the the first three option will of course trigger an event for Denmark’s rivals:
norwegian_independence_event_receiver.png

norwegian_independence_event_help.png

“Liberty for Norway!” will restore the stability loss and get you 30 Legitimacy while “Win Our Independence!” grants you a Restoration of Union cb against Denmark, allowing you to reverse the historical roles of Denmark and Sweden.

With the mission “Norway-Denmark” you no longer require an admin tech of 20 to form Scandinavia and you get the following event when you have Denmark as your personal union:
kalmar_union_successor_event.png

Note: It also makes you and Denmark historical friends too if you lose this status during the Restoration of Personal Union war.

While the main missions are all about reversing the flow of history and subjugating Denmark, there is also a reference to the Scottish Sinclar clan which swore loyalty to the Norwegian crown with the mission “The Claims of Orkney”. Completing it by conquering Scotland will fire this event:
scotland_event.png

These were the conquest missions for Norway. The rest of the tree is focusing on flavor and colonization, though one of these missions is of particular importance forNorway: “Expel Danish Nobility”.

As you can see, Norway was especially badly affected by the Black Death and lost the majority of its Norwegian nobility and royalty to the plague. As such, it was easier for the Danish nobility to replace them after the Kalmar Union. This is represented by the two starting privileges of Norway which are designed to be mildly annoying to have:
danish_nobility_privilege.png

Note: while these privileges are active the Norwegian AI is more inclined to accept the Danish King as their monarch during the Kalmar Succession events.

While not really too harmful, these privileges prevent you from completing the mission “Norway-Denmark” and “An Absolute Kingdom”, the latter one being a mission which will give +20 Max Absolutism and -20% Autonomy Change Cooldown permanently.

Moving on to the colonial missions, although the Norwegian ideas “The Call of our Forefathers” and “Pioneer Spirits” are not exactly accurate at capturing the spirit of Norway during the 15th century and onwards, but they at least enabled a unique play style for Norway where they are “Budget Britain”. As Sweden is busy with the affairs of Europe mostly and Denmark is focusing on trade in the Old World, it was only fitting for Norway to be more about the colonization of the New World.

The mission “Colonial Ambitions” will give you a head start on exploration as it will fire the following event for you:
greenland_maps.png

Speaking of Greenland, the mission “The Colony of Greenland” will require you to send troops to Greenland in order to see what happened to the former viking colony. Historically, the last written record of the Nordic Greenlanders documents a marriage in 1408. After that there was no contact with the people living there anymore.

By placing 3 regiments of infantry in either of Greenland provinces (under the assumption that they are uncolonized that is) you can complete the mission and get the following event:
greenland_event.png

greenland_event_second_option.png
The second option is the safe option where you always get the Greenland colony while the first is a gamble. 90% of the time you will get the following event when you try to look for the lost settlement:
no_signs_of_the_greenlandic.png

However, if you are lucky you get this event instead:
signs_of_the_greenlandic.png
The rest of the colonial missions focus naturally on the colonization of North America as well as expanding a little bit into South America too. They are in general quite self-explanatory, though one mission is a little bit special. “Navigation Mastery” is actually not about colonization but about circumnavigating the world!
navigation_mastery.png

Now let’s take a closer look at the internal missions. There are three small branches of them: trade, development of Norway, and religion.

The trade missions on the most left side of the mission tree are about completing Burgher Agendas, construct markets and, of course, dominating the trade of the North Sea and Lübeck. Highlights here are the permanent +20% Loyalty Bonus for Burghers with the mission “Monopolize the North Sea” and the new Burgher Estate privilege “Mountain Expansion” from the mission “Please the Burghers”.
mountain_expansion.png

The religious missions are also branching missions for Norway just like it is the case for Sweden and Denmark. However, Norway is focusing more on expanding the Heddal Stave Church in Bratsberg and keeping a stable country.

The final branch I want to talk about is the one regarding developing Norway - which also contains two missions regarding the military identity of Norway. While Denmark uses mercenaries for their wars and Sweden has its Caroleans, it was only fair that we would also give some love to Norway too.

The mission “Restore the Leidang” is about re-establishing the medieval Leidang conscription. Although ahistorical, it is an interesting way to make the military of Norway distinguishable from Sweden and Denmark as this mission will unlock the following Nobility privilege:
leidang_consription.png

“Expand the Royal Navy” will further improve your naval and marine gameplay as it gives permanently -10% Shock Damage Received for your Marines, completely nullifying their drawback, and unlocking an upgraded version of your Naval Doctrine too.
norwegian_upgraded_naval_doctrine.png

Note: Numbers and modifiers are still work in progress.

The other missions of the branch are more about actually developing Norway. “Restore the Infrastructure” will request you to develop Trondelag, Ostlandet and Vestlandet so that every owned province in these areas has 10 development. As a reward you get the following event:
iron_copper_event.png

Note: This event is one of the flavor events Norway already has. However, now you can trigger it on your own and don’t have to wait for it.

Over the duration of this modifier you get the chance to get the following events if you own the necessary provinces:
found_iron_copper_events.png

Note: we have decided to not touch the Vanilla Silver event. We might consider making this province into a gold province or not - depending on your feedback.

Finally, the mission “Norwegian Great Power” requires you to be one of the great powers with at least 600 development and gives the following rewards:
norwegian_great_power.png

And that was it for the content for Norway. Before we continue with the additions to the free update, let’s talk about the Caroleans. The last Development Diary has showcased the Caroleans and we have received a lot of constructive feedback from you.

We are still not finished with the balancing of the Caroleans, but I want to share our progress with you so far so we can get an idea if we are moving into a direction the community likes to see or not.

First thing, the Allotment System government reform has been rebalanced so that it reduces your force limit.
allotment_rebalance.png

The units themselves have received a nerf. They now deal +10% Shock Damage and have -15% Morale Damage Received instead.
carolean_units.png

Note: Background of the unit is still work in progress. We need to find the right tone of blue so it is distinguishable from Rajputs, Marines and Cawa units.

And finally the privilege “Carolean March” increases the discipline of Caroleans by 5% instead of 10%.

Now let us take a look at the changes for the government reforms, which are part of the free update.
new_monarchy_reforms.png
We have been working on revamping the government reforms available to the player and for today I want to showcase what we have so far for monarchies. Keep in mind: numbers and mechanics are still work in progress and what you see here is not final.

With that being said, I will go through every single tier and show the finished reforms of each tier:

Tier 2:
tier_2_reforms.png

Tier 3:
tier_3_reforms.png

Note regarding Tier 4: this government tier gets shared with the Republics and Theocracies, which means most of the reforms here are available to the other governments too. The reforms of Tier 4 focus on the religious and clerical matters of your state, and as such Tier 4 has 3 Clergy reforms and 14 government reforms depending on your own religion. Here are some examples of the religious government reforms:
tier_4_religion_reforms.png

Note: From left to right, the reforms are available for Catholics (minus the Pope), Muslims, Hindus and Buddhists.

These are the remaining Tier 4 reforms:
tier_4_reforms.png

Tier 5 (only one new reform, the rest are Vanilla)
tier_5_reform.png

Tier 6 is at this point of time unchanged, but we will address these reforms and make them more interesting to select.

Tier 7 is another common tier shared with Republics and Theocracies and handles the Burghers and all the economical matters of your country.
tier_7_reforms.png

Tier 8, which is a completely new tier for Monarchies, and the reforms for Tier 9 are still work in progress, so they will have to wait for next week’s Development Diary.

That was it for this week! For next week we will finally get to know more about this one special tag:
tease.png

Until then I wish you all a nice week!
 

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Make them a time-limited elite regiment, e.g. 50 years from the event. The manpower/forcelimits from the allotment system could remain in place, but the elite regiments would only receive their boost for 50 years, and would then lose their buffs. Reflecting that Sweden's army outperformed itself for some time, but eventually the rest of Europe adopted.
Pretty cursed since it would mean suddenly a large chunk of your army becomes paper
 
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As for Denmark and Sweden, the History of Norway in the Modern Age directly depended on the fate of the Kalmar Union. After the accession of the House of Oldenburg to the Danish throne in 1448, the Danish kings increasingly centralized government, even if a Norwegian Council of State formally governed the country. In fact, Norwegian landed nobles and merchants prospered under this system, as they were effectively the middlemen between the Crown and the commoners. Although some rebellions arose, such as that of Knut Alvsson, the conflicts with the Danish crown were of much less intensity compared to Sweden. This changed with the Reformation, as Frederick I and Christian III's adherence to Protestantism sparked a revolt led by the Norwegian Church. However, it was defeated in the decade of the 1530s, so Denmark and Norway remained Tvillingerigerne (Twin Realms) until 1814.
Two quick questions:
1. Are there any events or content besides the election of the danish king dealing with the Norwegian Counsil of State?

The Norwegain Archbishop in Nidaros, Olav Engelbrektson, was the head of the Norwegian Counsil of State and head of the revolt you are mentioning. He is also the last known possessor of the shrine of St. Olav, Norway's eternal king, and the most important nordic saint. Seeing the importance of both the relic and the arcbishop I'm wondering:
2. Are there any events or content relating to him or the revolt, either playing as Norway or as Denmark corresponding with the countries turning protestant?

During the entire period Norway was governed from Denmark in history, this rebellion was historically, probably the most likely one to have given an independent Norway.
 
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What is with all the downvoting on the posts asking for Norse religion? I don’t see how it would have any affect on you if you don’t want it. They could just make the AI unable/unlikely to choose the option. I can’t see how it takes away from the game in any way.
 
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Mountain dev is cheaper than plains development is pretty absurd rest seems okay. But please fix the orders what if… they are just too out of place for a historical game. It would be like what if wallachia discovered black magic . The orders are really out of place for an eu run. Denmark sweden and norway seem good
 
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Big, huge important question:

Is it now Agder, rather than Stavanger, that gets renamed to Christiansand if Denmark inherits Norway? That has always irked me, because the city of Christiansand is pretty much smack in the middle of the Agder coast, and Stavanger itself being a fairly important city in the Norwegian southwest.

Other than that, I really like these missions, and am super glad there is no path for Norway to flip to Norse. The only thing I'd love to see which isn't covered, is the addition of Nidarosdomen as a Great Work in Trøndelag. It could even have the same effect as the Stave Church and replace it, if need be - Nidarosdomen was one of the largest cathedrals in Scandinavia, an important religious seat in the North, and a pilgrimage site for not only Scandinavians, but also parts of Germany and the British Isles. Meanwhile, the Stave Churches were pretty much in disrepair and of no significance during the period, to my knowledge. Don't get me wrong, they're beautiful cultural heritages, but having a Stave Church as a great work and not Nidarosdomen makes about as much sense as making Rome's great work the Roman Forum instead of St. Peter's Basilica.
Like both your points. The renaming of Stavanger to Christiansand really irked me as well when I last played as Denmark. If Christiansand should be used as a name in the game, it should be the cityname of Agdesiden after Norway has been integrated into Denmark.

The province Agdesiden shouldn't be named Agdesiden in the first place. Agdesiden is a danish name for the province, so prior to Danish integration of Norway the original Egdafylki would be better. I'm from the province and when I saw the namechange of the province in the Denmark playthrough I noticed another thing as well:

At the startdate of EU4 there are no official cities in Agdesiden, but the city chosen as province capital Mandal is minor to both Christianssand and Arendal. The position of the province capital is at Arendal's location. Arendal was during the timeframe of EU4 one of the biggest trading cities in Norway, but Christiansand was the seat of the crown for the region. So either could serve as the province capital.
 
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What is with all the downvoting on the posts asking for Norse religion? I don’t see how it would have any affect on you if you don’t want it. They could just make the AI unable/unlikely to choose the option. I can’t see how it takes away from the game in any way.
By taking dev time away from the plausible alternate paths. I'd rather they add in Romuva, which a post on the forums very recently (I think it might've even been this morning) points out was only "stamped out" 33 years ahead of game start. Even Leif Erikson - the Vinland-faring viking himself - converted to Christianity before he set out, and his voyage back to Greenland (from which he was blown off-course) had the explicit mission of converting the settlers there. So yeah; if they add old pagan faiths, let it be the Romuvans who hadn't been Christians for nearly 500 years at the point of game start. I'd rather dev time go towards interesting, historically plausible paths than V I K I N G S ! ! because they're cool.

And before people bring up the Holy Horde in response to this: I have exactly the same opinion on them. Holy Horde being a meme they've put in the game doesn't mean they should also add Norse, two wrongs don't make a right etc etc.
 
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Great mission tree and government reforms, but I'm really confused by the Allotment System decreasing Sweden's force limit. Historically, the allotment system was a way for the Swedes to mobilize a greater amount of their population. I understand the need to balance it so Sweden isn't overpowered, but maybe it might be better to nerf the allotment system in something less directly related to military matters (as the Swedish army had both superior quality, and per-capita quantity at the time). Maybe a malus to production efficiency or tax, to represent that farmers were being inducted into the military, or a malus to noble loyalty, to represent their resentment to this new threat to their privilege. Maybe the allotment system can give you ticking devastation, or devastation every time you lose a battle, to represent the terrible strain that conscription combined with constant wars had on Swedish demographics. Keep up the good work!
 
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Wow, carolean units got gutted
They went from amazing to basically useless imo (almost like a certain concentrate development mechanic). Why would you take a 33 percent hit to your force limit, which is absolutely massive, all to get a unit with attributes that are basically useless especially in the extremely small quantity you‘re expected to have them in based on their dev and culture requirements?
 
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Some feedback from a Norwegian:

The 'Theological question' Mission (or one of the further down that tree), could have a option for funding revival of the Norse pagan religion.

Obviously it would have to have some realistic big down costs, like rebellions, big stability cost and diplomatic relation cost etc.

Maybe one of the missions(or a event) could be a scenario where you get the option of resisting protestantism (which Norwegians tried to do, historically). One option of choosing protestantism, and the third option could be norse religion.

Norway should have some sort of bonus resistance against the reformation, and if still in a union with denmark it could add some modifiers or something regarding that.
The nationalistic Norwegian arch bishop Olav Engelbrektsson(1480-1538) was a important figure regarding the fight for Norwegian indepedance and resistance to the reformation, some event about him would be great.


Also, i hope you will add more monuments/great projects to Scandinavia. All three countries have several historical forts that could be added. I hope Norway at least get one fort-monument, ideally in the south east part.

Some notable forts in Norway in the time period:
* Bohus Festning (In modern day Kungälv) was in the 1400s the strongest fort Norway had.
* Akershus slott og festning (Akershus castle and fort, in Oslo)
* Fredriksten/Halden festning (a fort, constructerd in 1661, famous for being the location Swedish Carl XII died and a very hard fort to take)
* Steinvikholm slott (A fort/castle in Trøndelag created in 1537)
 
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By taking dev time away from the plausible alternate paths. I'd rather they add in Romuva, which a post on the forums very recently (I think it might've even been this morning) points out was only "stamped out" 33 years ahead of game start. Even Leif Erikson - the Vinland-faring viking himself - converted to Christianity before he set out, and his voyage back to Greenland (from which he was blown off-course) had the explicit mission of converting the settlers there. So yeah; if they add old pagan faiths, let it be the Romuvans who hadn't been Christians for nearly 500 years at the point of game start. I'd rather dev time go towards interesting, historically plausible paths than V I K I N G S ! ! because they're cool.

And before people bring up the Holy Horde in response to this: I have exactly the same opinion on them. Holy Horde being a meme they've put in the game doesn't mean they should also add Norse, two wrongs don't make a right etc etc.
Why is adding Norse a "wrong"? Why not add both Norse and Romuva? I'd be very interested to play both. Like I said, if people are that worried about the possibility of Norse then they can make the AI not choose it. It really shouldn't take that much dev time to create an event that spawns Norse in a province. The religion already exists in the game.

Additionally, why does it matter if Leif Erikson was Christian? The whole point of EU4 is alternate history. The second you un-pause the game you are playing an alternate history. This whole "plausibility" argument is nonsense. People are downvoting these requests for Norse for what? To deprive your fellow players from what they think will be fun? Does it take away from your gameplay at all?
 
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What is with all the downvoting on the posts asking for Norse religion? I don’t see how it would have any affect on you if you don’t want it. They could just make the AI unable/unlikely to choose the option. I can’t see how it takes away from the game in any way.
Exactly. No one's forcing them to become Norse and the devs can make the AI to always stay Christian. No need to take off fun from others, both sides can be satisfied.
By taking dev time away from the plausible alternate paths. I'd rather they add in Romuva, which a post on the forums very recently (I think it might've even been this morning) points out was only "stamped out" 33 years ahead of game start. Even Leif Erikson - the Vinland-faring viking himself - converted to Christianity before he set out, and his voyage back to Greenland (from which he was blown off-course) had the explicit mission of converting the settlers there. So yeah; if they add old pagan faiths, let it be the Romuvans who hadn't been Christians for nearly 500 years at the point of game start. I'd rather dev time go towards interesting, historically plausible paths than V I K I N G S ! ! because they're cool.

And before people bring up the Holy Horde in response to this: I have exactly the same opinion on them. Holy Horde being a meme they've put in the game doesn't mean they should also add Norse, two wrongs don't make a right etc etc.
The Norse religion is already in the game and is fully fleshed out, it would make a minimal dev time to add an event that let's you choose between Christianity and Norse, while making the AI to never pick Norse. But I agree with you on adding Romuva, sadly, I think that Norse - a fully fleshed out religion - wasn't added, there's a little hope for Romuva.
Also, now we've had all the Scandinavian countries and the Balkans, are we going to finally get a release date next week? Also super keen to see the achievements.
See the latest Pavia's post on the Sweden's DD. They have their vacations in August, it's a good indicator that we can get it in late July or so. There's not that much left to talk about, after all.
 
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Love how detailed this dev diary is! Really like the mission reward for circumnavigating the globe being for 100 years - 20 years is nothing. Also love the estate edict for cheaper dev cost for mountains and hills, makes a tall Norway game viable without using gamey methods to force the cost down. I think Scotland/Gaeldom should also have access to that state edict though since Scotland managed to do well in the Highlands.
 
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Why is adding Norse a "wrong"? Why not add both Norse and Romuva? I'd be very interested to play both. Like I said, if people are that worried about the possibility of Norse then they can make the AI not choose it. It really shouldn't take that much dev time to create an event that spawns Norse in a province. The religion already exists in the game.

Additionally, why does it matter if Leif Erikson was Christian? The whole point of EU4 is alternate history. The second you un-pause the game you are playing an alternate history. This whole "plausibility" argument is nonsense. People are downvoting these requests for Norse for what? To deprive your fellow players from what they think will be fun? Does it take away from your gameplay at all?
It's just a matter of where I think they should put dev time, as I said. If they had chosen to add it, I would have shrugged my shoulders and moved on, but until they do, I will disagree with the notion that they should.

And the reason I mentioned Leif Erikson is that Greenland/Iceland keeps popping up as a place where Norse could have survived, when in fact these places were Christianized before inland Sweden. I don't mind Vinland as a fun alternate history Viking nation - I mean come on, we've all done a Vinland custom nation start, haven't we? - but fact is that if the Vikings colonized Vinland and stayed there, they would've likely been Christians too.

At the end of the day, I just don't think Norse should be "officially" endorsed by a mission tree, because that comes with calls for flavour and mechanics for the religion: It would now be a reward at the end of a mission tree, and players would (rightly!) treat it as such. If it should be added at all, it should be as a potential province in inland Sweden you could use to trigger a revolt and collapse from.

Closing, I also have some admitable bias around specifically adding Norse as flavour for Norway: I am myself a Norwegian with an interest in history, and I am so tired of Norway's history always being boiled down to "vikings", when we have more history of not being vikings than we do being so.
 
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I'd rather they add in Romuva
Thing is Norse religion is already in the game. Making it, so it can spawn in Settlement of Greenland events is 10-20 minutes of cltr+c cltrl+v and another 10 to come up with description. For example 400/400 event gets 85%, colonized province one gets 10% chance and last one gives choice between same result as 2nd one (AI choses this 100% or 99%) or less dev, Fish trade good and Norse religion gets 5% chance of spawning. Done. Or even make it 90/9/1 %.
Romuva can get added in other patch as whole new religion, which requires much more work.

Edit: even making event for Norse to spawn when colonizing Greenland by anyone, so it's not tied to mission tree, is also 10-20 minutes of ctrl+c ctrl+v work.
 
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It's just a matter of where I think they should put dev time, as I said. If they had chosen to add it, I would have shrugged my shoulders and moved on, but until they do, I will disagree with the notion that they should.

And the reason I mentioned Leif Erikson is that Greenland/Iceland keeps popping up as a place where Norse could have survived, when in fact these places were Christianized before inland Sweden. I don't mind Vinland as a fun alternate history Viking nation - I mean come on, we've all done a Vinland custom nation start, haven't we? - but fact is that if the Vikings colonized Vinland and stayed there, they would've likely been Christians too.

At the end of the day, I just don't think Norse should be "officially" endorsed by a mission tree, because that comes with calls for flavour and mechanics for the religion: It would now be a reward at the end of a mission tree, and players would (rightly!) treat it as such. If it should be added at all, it should be as a potential province in inland Sweden you could use to trigger a revolt and collapse from.

Closing, I also have some admitable bias around specifically adding Norse as flavour for Norway: I am myself a Norwegian with an interest in history, and I am so tired of Norway's history always being boiled down to "vikings", when we have more history of not being vikings than we do being so.
I think people are suggesting Greenland/Iceland as alternate histories. Obviously its not historically accurate. As I previously stated Norse was all but extinct by this point. There were likely still isolated pockets of believers but there's no real proof for or against that. I'd be okay with Norse showing up in Sweden, though i definitively think Norway should have access as well.

I would be totally fine, overjoyed actually, if it was a reward at the end of a branching tree or something. I think that would have really fun gameplay.

As for your closing point, I appreciate where you're coming from! I don't want the whole mission tree to be Norse! We already have plenty of that in CK3. I just think a little nod to Norway's Viking past (Vikings are cool!) wouldn't be too much trouble. Just my 2 cents.
 
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Thing is Norse religion is already in the game. Making it, so it can spawn in Settlement of Greenland events is 10-20 minutes of cltr+c cltrl+v and another 10 to come up with description. For example 400/400 event gets 85%, colonized province one gets 10% chance and last one gives choice between same result as 2nd one (AI choses this 100% or 99%) or less dev, Fish trade good and Norse religion gets 5% chance of spawning. Done. Or even make it 90/9/1 %.
Romuva can get added in other patch as whole new religion, which requires much more work.
I know Norse is already in the game. I have played as Norse, both in continuation games from CK2 and custom nation starts. However, when you add it as a reward to a mission tree, people will expect not to lose flavour if you take it. If Norse Norway played the same as Christian Norway but heathens, many would be disatisfied. I know I would, at least. And then you have to add more flavour for the religion, because it is now a relatively easily accessible reward from a mission. Adding something in as a mechanical reward from a mission implies a greater degree of official support than it existing as a pick for a custom nation.

Plus, the referred bias above. If they add Norse, I pray they only do it as some forest in the Scandinavian interior, and not as an event where you can easily reform into it as Norway and nobody else.
 
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