I don't see anything wrong with it. However, some effects/commands in Paradox games are context sensitive. Population growth works as a country-level effect in the static_modifiers file, but AFAIK all of the modifiers in the vanilla event_modifiers file that contain it are provincial modifiers. I haven't checked that, but if you're having a problem making it work that's probably why.
What you can do, for sure, is something like
Code:
#start from country scope
any_owned = {
add_province_modifier = {
name = province_modifier_with_population_growth_effect
duration = x
}
}
... which isn't too horrible (and which you may want to do anyway, since this lets you change population levels during the event. The population growth modifier is %growth per decade, so it's slow.)
I played a lot further (almost to 1500). Some comments:
"We shall drive them away" event (23902 in \events\vinland.txt) often happened immediately after I had crushed the native country in a war, destroying its army and taking all of its provinces by siege, and before the AI country had had time to rebuild a single regiment. (It then declared war on me by event.) Here are some conditions I added to its trigger clause:
Code:
war = no
not = { truce_with = VIN }
army_size_percentage = 0.75
not = { relation = 50 who = VIN }
not = { vassal_of = VIN }
Westernisation: your westernisation file appears to be based on In Nomine: there is no mention of the Ottoman or Steppe Nomad tech groups. You may want to review it. Also, since then Paradox moved the requirement to have a neighbouring country of a faster tech group from the "potential" clause to the "allow" clause so players who don't read the game files can see what they need to do. If you don't want to go that far, at least consider putting the requirement for a neighbouring country in the "allow" clause and put a requirement for "any_known_country" in the "potential" clause.
I would change the tech speed of the vinland tech group to 0.8 from 0.7, because the AI colonizes at tech modifier 0.8 and up. You're still going much slower than Europe because you have no neighbour bonus, and you have the disadvantage of not having a slow_limit.
Cosmetic stuff
The accented capital "O" in "Orheinland" doesn't display on the map. Probably something to do with the font.
tribal_autocracy_ruler_female is lacking localisation
and there was one in my game.
A few ideas
It's a lot easier to sail from the Norse Greenland colonies to Iceland than it is to sail from Greenland to Newfoundland. So you may want to consider a mission like Portugal's mission to discover the Azores, that would let Vinland rediscover contact with Iceland without QftNW.
Iceland, Norway, and the Vatican all knew where the Greenland colonies were. (The senior priest in Greenland was appointed in Rome.) If people from Vinland had started returning to Greenland before the Greenland colonies collapsed, Iceland and Rome would have heard of it within a couple of years. Especially Rome, if the returnees had been worshipping Odin and Thorr.
The religious and faction systems are very tame and easy to manage. How about some events to liven them up? (Provinces converting to one religion or the other by event, as in the reformation, would be very reasonable. Such things happened and they were beyond the power of any one individual to control.)
You might want to make a requirement that a country have at least one province of religion "ukonusko" to convert to that religion.