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Maybe this mod will interest you. It will add Greenland to the map.
 
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At the moment I have no intention of adding to the map or editing it in any manner, as that would be a compatibility nightmare, but what that modder has done so far does look cool!
 
Here's the next preview of RICE's North Atlantic Flavor Pack: From Iceland to Vinland! It's time to go over Clue #5, which isn't about the Mongols. Additionally, looking ahead, the first of three dev diaries will hopefully be up this weekend, covering how to discover Greenland and Vinland and the basics of the Greenland "struggle."



Clue #5: A culture involved in RICE's new struggle expanded from their homeland to dominate this region in the high medieval era; cultural practices include throat singing and travel aided by a long-domesticated mammal.



The Thule, ancestors of the Inuit peoples, expanded from Alaska across Northern Canada in the medieval era. Around the 1200s, they reached Greenland, then inhabited by the Dorset culture. The Thule might have had a technological edge over the Dorset, like use of dog sleds for travel and hunting, but it is unclear how they supplanted the Dorset or if the two groups even interacted much at all. Either way, there is some evidence of peaceful and hostile interactions between the Norse and both groups, particularly the Dorset.

The Thule and Dorset are represented in-game as the Inuit and Tuniit cultures (the latter a term for the earlier inhabitants of Greenland and northern Canada in Inuit legend). Sometime after 1200, an event will trigger indicating the arrival of the Inuit in Greenland. After this, you'll start to see more Inuit instead of Tuniit in various events and flavor.

As an aside, the Inuit are one of several peoples around the world with a throat singing tradition. Inuit throat singing is typically done as a duet between two women facing each other.


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Definitely not unfortunately lol, it's at least a couple weeks out and not even in a rough playable alpha state yet
 
North Atlantic Flavor Pack Dev Diary 1:
Introducing Greenland and Vinland!


Finally, I've scraped together enough content to make a dev diary!

This is the first of three dev diaries about RICE’s next flagship flavor pack - the North Atlantic: From Iceland to Vinland, which I announced in this trailer a couple weeks ago. Today, we’ll cover how to discover Greenland and Vinland and the basics of the Greenland "struggle." I'd also like to mention that RICE and the North Atlantic Flavor Pack will also be featured at this year's ModCon, a fan-made online event running from Sept. 31 to Oct. 1 that promotes and showcases mods for Paradox Games - for more info, check out the ModCon website and extended trailer!

Lastly, before we begin, it should be emphasized that Greenland and the Americas are off-map. You will only interact with them through decisions, events, and the new struggle.


The Greenland "Struggle"

The centerpiece of the North Atlantic flavor pack is the Colonization of Greenland, a struggle encompassing Norway, Iceland, and Northern Scotland.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


This struggle has four phases:
  • Settlement: The initial Greenland settlements are established
  • Integration: Greenland’s networks with Europe (and the Americas) grow and thrive
  • Subsistence: Growing but manageable challenges in maintaining the Greenland settlements
  • Marginalization: Greenland's settlements face decline as links to Europe (and the Americas) disintegrate
The way the struggle works, Greenland comes out of the initial, one-time Settlement phase to cycle through the other phases, but if the rulers involved don't play their cards right, Greenland could get stuck in an endless spiral of Marginalization.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!

In 1066, the struggle is underway in the Settlement Phase, while in 867, it hasn't started yet. In order to start the struggle in 867, you or another ruler in the region needs to take the decision to Explore the Seas West of Iceland.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


You’ll choose someone to lead an expedition west; if the expedition is successful, the struggle begins, and as the ruler who sponsored such an expedition, you’ll gain some perks too.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


Resources and Pressures

There are four global values that are an abstraction of how the Greenland colony is doing:

  • Resilience: The ability of the Greenland colony to survive both materially (food and resources), and internal stability
  • Networks: The Greenland colony's connections to the outside world, such as trade routes and religious institutions
  • Environmental Pressures: Climate change that forces Greenland’s settlers to adapt
  • Socio-Economic Pressures: Changes to the global trade networks and institutions that make life in Greenland unpredictable

r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


These four values go from 0 to 1000, and go up and down by small, random amounts every year depending on the phase of the Greenland struggle and various decisions and mechanics. For example, Pressures increase much more in Marginalization, but barely so in Integration. You’ll be notified of the amounts in a yearly message if you’re in the struggle.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


Why care about these four values? The reason is, they impact the cost, success rate, and overall benefits of various mechanics, many of which revolve around walrus ivory trade that is the backbone of Greenland’s economy (I’ll elaborate on that in the next dev diary). In other words, you profit more from Greenland when Resilience and Networks are high and Pressures are low, while you might hemorrhage money with the opposite. The way this is planned, the effects of Resilience are countered by that of Environmental Pressures, while Networks is countered by Socio-Economic Pressures.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


The decline of the Greenland colony in 1300s and 1400s used to be attributed to simple environmental reasons, which you still hear about in pop history. Another theory posits the cause to a purported decline in the walrus ivory trade. Many modern academics, however, understand the real reasons more as a complex web of long-term circumstances and challenges, both natural and human, the details of which are still debated. To represent this, albeit in a gamey and very simplified form, events will trigger in the 1200s or 1300s that make it so the Pressures increase at an alarmingly fast pace.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


In the end, as these global values apply to everyone, the Greenland "struggle" is not about struggling against others in the region. Instead, you all struggle together to support Greenland.


Ending the Struggle

The Greenland Struggle can end in four ways, three of which are through decisions.

In two of these decisions, which are “success” endings, Pressures are much less of a problem, and you can do business with Greenland (or Vinland!) without worrying about Greenland's settlements going kaput.

The first success decision is Regional Integration, where Greenland develops high enough Resilience and Networks to establish itself as a critical link between Eurasia and the Americas in the North Atlantic.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


The second success decision is Native Sovereignty, aka bootleg Sunset Invasion. It is only possible if (somehow) a Native American culture asserts a permanent presence across the North Atlantic. (The AI is obviously highly unlikely to achieve this, and it is only doable by the player if they convert to a Native American culture or use ruler designer).


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


The third decision, a “failure” ending, is to Abandon Greenland. If Greenland’s pressures are high and it is in the Marginalization phase, it can be costly to continue supporting Greenland. Thus, the best option might be to pull out while you still can and get a little something out of what’s left.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


In the fourth “hidden” ending, the Greenland colony automatically fails. Once the Pressures reach a sufficiently high number, there is a chance every year the struggle will end on its own, as the settlements can no longer sustain themselves.

Basically, you're racing against time to avoid the Subsistence and the Marginalization phase, lest the Struggle reach a point after c. 1200 where it is hard if not impossible to overcome Greenland’s pressures and achieve a “good” ending.


Discovering Vinland

Vinland mechanics will be elaborated upon in later dev diaries, but I figure some of you might be curious about it. Just know that settling Vinland will be difficult and likely detrimental. Though often not discussed in pop history, the Norse did not bother with Vinland in the long run because there was no point in staying there. To them, it would’ve been a waste of time to try to settle land that was not only very far away, but risky and unprofitable - Vinland had grapes and lumber, sure, but so did Europe, and Greenland was more valuable and closer anyhow.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


Anyways, you’ll be able to follow in Leif Erikson's footsteps to discover Vinland through the decision to Explore the Seas West of Greenland. If successful, this will enable various decisions related to Helluland (Baffin Island), Markland (Labrador), and Vinland (Canada south of Labrador).

In the context of the Greenland struggle, interactions with Vinland are costly, often push the Struggle to unfavorable phases, and reduce Greenland’s Resilience and Networks, to represent how it drains Greenland's resources.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


Some of the Vinland-related decisions will influence Vinland’s Viability, the single global value related to Vinland which determines the chances of long-term success in settling Vinland. Focusing too much on improving it will cripple the chances of Greenland’s long-term success, as you may've guessed.

While it will be costly if not wasteful to fulfill your Vinland fantasies, this isn’t difficulty for the sake of difficulty - this is reality. The best strategy might be to hold off on Vinland until the Greenland struggle ends successfully. That said, launching expeditions into and interacting with Helluland and Markland may still prove useful to the Greenland settlements than Vinland, but I’ll talk more about that in the next dev diary.


Why a “Struggle” for Greenland?

In this last section, let’s dive a bit into why there will be a struggle focusing on Greenland, and the North Atlantic, more broadly. (This section is extra blabber without much discussion of mechanics, so feel free to skip it!)


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


Many Paradox players love playing as the Norse, so the new content hopefully provides more to do while playing them besides pillaging. Pop history often neglects North European medieval history that doesn’t fit the enduring but often inaccurate idealization of the so-called “Vikings” in pop culture. Alas, little light is ever shed on Greenland, which often takes a backseat to Vinland in non-academic sources, despite Greenland being immensely more important and long-lasting in this time period.

The medieval North Atlantic was home to many peoples, from pagan and later Christian Norse, to Gaelics, to various Native American cultures. Although they did not always interact with each other, this was nonetheless a rich blend of distinct cultures, histories, and economies that were linked - even if briefly, even if sporadically - for a few centuries.


r/CrusaderKings - RICE Mod Dev Diary #27 - North Atlantic Flavor Pack (Part 1): Introducing Greenland and Vinland!


To conclude, this Struggle - and the North Atlantic Flavor Pack - tries to depict these peoples’ varied attempts to prosper in, and adapt to, the ever changing world of the medieval North Atlantic. In the next dev diary later this month, where we’ll delve deeper into how to profit from Greenland (especially through walrus ivory), and the new, simple expeditions system. In the meanwhile, I'll continue to share more previews and teasers on here, discord, and twitter. Until then!


Suggested Sources for Further Reading
 
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10/10. Chapeau. My only question is about AI. Is it able to go through struggle? And if they fail to colonize, we can start again the struggle (for example after 50 years from the failure)? I hope so.

Im playing a Xinjiang playthough. Mod here is awesome. A couple of questions, im not really familiar with eastern history.
Nalanda university and Mahabodhi decisions make sense for people from Turkestan? Is maybe better to add an other condition? To be buddhist and in India
There is a typo error in Kuchan gift to other rulers
In perform life release decision, it would be awesome to add for fish and turtles a kind of water condition in reign capital.
Are Qanats right for Xiinjiang?
I found en event, "casting shadow", maybe it's a VIET event. And I a was a child of 3 years old. It's better to add a condition for adults.
 
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I have this mod installed but I dont have those decisions/culture or other features pop up in my game even I'm in the right culture and started a new game
Dont activate other mods to understand. maybe there is a compability issue. It shouldnt because mod is design well to be avalaible with other mods
 
I did Zun and white huns campaign and it's faboulous. I mean you are one of the most talented modder ive seen in historic modding community.
I have just a tip. There was a flavour event, a muslim in my kingdom to convert people. U can kill him or hire at court. It would awesome to add as a charachter and not just bonus malus
 
10/10. Chapeau. My only question is about AI. Is it able to go through struggle? And if they fail to colonize, we can start again the struggle (for example after 50 years from the failure)? I hope so.

There won't be any way to restart the struggle if Greenland fails - though this will be pretty late in the game (1300s or 1400s) so you won't be missing much lol. I haven't implemented enough of the features yet to have an idea of how the AI will handle the struggle, but from what I've seen so far it's working. Many of the catalysts for the struggle are based on the decisions/events related to Greenland/Vinland, which the AI will do.

Im playing a Xinjiang playthough. Mod here is awesome. A couple of questions, im not really familiar with eastern history.
Nalanda university and Mahabodhi decisions make sense for people from Turkestan? Is maybe better to add an other condition? To be buddhist and in India
There is a typo error in Kuchan gift to other rulers
In perform life release decision, it would be awesome to add for fish and turtles a kind of water condition in reign capital.
Are Qanats right for Xiinjiang?
I found en event, "casting shadow", maybe it's a VIET event. And I a was a child of 3 years old. It's better to add a condition for adults.

Nalanda and Mahabodhi did receive "international" support/aid from as far away as Indonesia and students from as far as China and Korea, so it is within the realm of plausibility.

For the Kuchean gift, do you remember what the typo was in question?

Fish and turtles you can think of as dumping them in the local river and lake (which happened a lot and was also an issue sometimes since you'd be dumping a bunch of animals wily-nily into an ecosystem not designed to handle that, but tbf they didn't know as much environmental science back then).

Indeed, in Xinjiang qanats are a thing (though apparently they're known by the Iranian nonmenclature of karez) - the most famous example of these is in Turfan: http://www.waterhistory.org/histories/turpan

Casting shadow sounds like a VIET event, but it's a county event which is stuff about local going-ons that happen regardless of who the ruler is, so I decided not to put a condition for adults.

I have this mod installed but I dont have those decisions/culture or other features pop up in my game even I'm in the right culture and started a new game

I saw that you fixed it earlier, but for future reference, if you're having issues installing this mod or any mod in Paradox games (as it is a very common issue), my recommendation is to unsubscribe and then resubscribe for the mod. That seems to fix the issue 99% of the time, no joke. You might have to do this multiple times too.

I did Zun and white huns campaign and it's faboulous. I mean you are one of the most talented modder ive seen in historic modding community.
I have just a tip. There was a flavour event, a muslim in my kingdom to convert people. U can kill him or hire at court. It would awesome to add as a charachter and not just bonus malus

Thanks!

The Muslim event sounds like either a vanilla thing or the Missionaries mod? I don't think I have anything like that. Unless you're referring to the event about Nasir Khusraw, but in that one he becomes the courtier of a ruler in the Pamir region (with human players prioritized to get him over AI) so if you're in the Duchy of Pamir you or at least another ruler there should get him as a courtier.
 
Thanku for answer. I checked now all your Pamir events and I didnt find it. Maybe it's a rare vanilla event.
About typo, tomorrow Ill do a screen. Im talking about kuchean entertainers gift. And I find it when you check the meaning of the chracater activity option with your mouse.

After this struggle masterpiece, can't wait to play it and to see your next struggles. For 1066 ad there are a lot of possibilities from Anatolia to pope Vs emperors. Emperor's vs Italian cities. Struggle between Italian Republic, Baltic sea.
Epidemics can be designed as struggles as well
 
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Yeah, I think with what I've been working on so far, the Struggle system can be very useful for portraying many aspects of history. I don't think I'll use it a lot, but hopefully when I do find good ways to use it, it will add in more historical and narrative depth to the regions they're in.
 
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This was the" typo". the sentence begin with "of" going on the title without subject. Thank u to your answers.

I have the last question for my Turk hepthalite campaign. The only men at arms regiment I can create is camel raiders, apart from classic ones in european style. Would it be possible to add at least horse archers? Im using RICE and EPE. The problem of standard regiment is really common to be honest


Cant wait to see flavour events in this pack. My dream is to see a viking pack part 2 for Volga and Don River. Khazars Khanate needs a gigantic work of flavour. And Rus of course al well. But I think this is material for 3/4 packs in the future, maybe

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Ok that helps a lot, seems like I had a typo for a game concept that deletes everything before the word "of" - I've fixed it in my working version so it should be good in the next update.

For Hephthalite MAA, the Camel Rider MAA is probably because they get the Camel innovation just like the other Iranian cultures (and I think they are barely in the geographical range the game defines for camel riders). Really more an issue of the game not having a lot of MAA and having Western European looking art for a lot of the MAA when the MAA categories are pretty generic. Anyways, does give me an idea to probably have some kind of light infantry/skirmisher MAA for some of the cultures in the Pamir/Hindu Kush region to represent that stuff.

Something for Eastern Europe is planned for the next flavor pack after this one, as I wanted to get at least one out of the way by the end of this year since it is the real big glaring void in RICE's geographical coverage, but no confirmation about what it'll be yet as I'm still deciding between some candidates.
 
Here's the next preview of RICE's North Atlantic Flavor Pack: From Iceland to Vinland! This time, let's go back to Clue #6 about the expedition system.



Clue #6: You can now send courtiers to travel this region, and perhaps alter the fate of RICE's new struggle. Will you fight the locals, trade with them, or even change history by learning their useful technologies?



With expeditions, you can send courtiers to adventure in Greenland and the Americas. The results can impact the Greenland struggle, and include getting timber from Markland (i.e. Labrador, attested in sources as late as the 1300s), the occasional encounter with Native Americans, and much more! If you're especially lucky and manage to establish friendly ties with the Inuit after they arrive in Greenland, you might even be able to make it easier to get a success ending for the struggle in the late game.

As mentioned in the previous preview, the Thule or proto-Inuit had a number of technologies that enabled them to thrive in the Arctic. Interestingly, the Norse never adopted any of these (though they did adapt in other ways, contrary to some pop history portrayals of Norse Greenland as unable to cope with climate change). It is hard to say if these innovations could have changed the eventual fate of the Greenland colony, but if you ever find yourself the opportunity to adapt them, wouldn't hurt to try, right?

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A couple of question. Why no irland o more england in the struggle (in the hypothesis of ireland kingdom, /counties of norse culture?)
And about religion, there is something about christianity? I cite about vinland travel:
"Leif was blown off course and landed on the North American continent, where he observed forests with excellent building timber and grapes, which led him to call the new region Vinland (“Land of Wine”). On his return to GreenlandThe proselytized for Christianity and converted his mother, who built the first church in Greenland, at Brattahild, Erik the Red’s estate."
 
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For the struggle region, technically I feel it should only be Norway and Iceland, but I added a bit of northern Scotland to make it more aesthetically pleasing in terms of geography lololol, but also because logically Norse ships going between Norway/Iceland/Greenland would have stopped there. I did briefly consider adding in Ireland and more of England but I have decided against it for now (but could change my mind). Based on the cursory research I did, there is some limited evidence that Gaelics (particularly those captured/enslaved during Norse raids) were present in Iceland and possibly Greenland, but likely not in many positions of power, nor were they actively involved in the Greenland colony per se outside of importing walrus ivory for use which was something that happened all across Europe anyways so it isn't unique to them. I did read an interesting discussion in one of my sources (forgot which one atm) about the influence of Celtic Christianity on early Norse Christianity (hence Insular being an involved faith from the start). However, it shouldn't be too hard for the Celtic cultures to become involved, in a couple test games I've ran it quickly became involved, and there will be a bit of flavor for regions outside of the struggle area about walrus ivory anyways.

As for religion, atm that will be mainly represented by the ability to send clergy and build temples in Greenland/Vinland as one of the ways to support settlements there, although that's not strictly specific to Christians per se, in practice it will generally be so. I will also likely make it so the ability to explore and settle those regions is dependent on you being non-tribal or practicing an organized religion.
 
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Nice!. My idea was to add geographic regions but only if they are in norse culture as counties/ruler. However you are right

This is my last post for this year, so im not going to bother you for a while. have to focus on my work ahah

I have done a playthrough in africa yesterday, a couple of tips. There is the same image for 2 flavour feasts. I cant remember names. If u can change backgrounds for one of them.

In the second, i dont understand Ooni design or there is somethin wrong. If I conquer Ife and then give it again to head of faithdecision I can earn tons of piety. And I can do it recorsively. The only problem is breaking truce with head of faith

I dont know nothing about this culture but I think a kind of excomunication would be useful.
Then, how I can become Ooni? I tried without any success

In general I liked a lot "incoronation" system. I hope to see it soon in Europe for catholics (maybe strong hook option is too powerful is kindly for free).
I love new artifcats system. They are gorgeous