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Europa Universalis IV - Development Diary 20th of September 2022 - Post Release & Norse Easter Egg

Hello everyone!

It's been a week since we released EUIV: Lions of the North and 1.34 'Sweden' update, and I'll start by saying that the entire team involved in it wants to thank the community for their great support. The feedback we have received so far has been very positive and we greatly appreciate the passion with which players have embraced this release. The teams that have worked on this project at Paradox Tinto and Paradox Interactive have put in a lot of effort, and we feel very rewarded to see this great reception. So let me say on behalf of us, thank you very much!

But even if the release has been really good from our point of view, there will always be issues appearing, and our goal is to continue to improve the state of EUIV. Therefore, we’re currently working on the first hotfix of the update, version 1.34.3, which will fix a bunch of issues reported since last week. Stay tuned, as it will be released in the next few days.

Apart from that, we also want to address today some content that was not previously revealed but was planned since we started designing Lions of the North: the Norse Easter Egg we included in it.

First question: Why was this content made secret? We had a couple of reasons behind this. The first is that even if we wanted to create some Norse-focused content, we also wanted to keep LotN’s focus on what we thought was its core content, the new deep, branching mission trees we were creating for the countries in the Baltic region. So we were a bit afraid about the new Norse content hijacking the LotN discussions and negatively affecting the general opinion on the other content (which was the main focus of the Immersion Pack, at the end of the day). On the other hand, we also thought that it would be interesting to create some secret content, as usually EUIV has not used so many ‘easter eggs’ compared to other GSGs; but it would also be a challenge, if created under certain conditions. So we went ahead with this overall design, even if we had to tackle some critics during the development process, especially in the dev diary devoted to Norway; at the time we were so adamant about adding more Norse content, because we had already added it to our development version, and we didn’t want to mess that up!

Second question: How do you become Norse? We know that many of you probably know the ways from the guides that this community has made, but we figured out it would be nice to give an official answer to this question, so that’s what we’re going to do with the help of my fellow colleague @Ogele , under a spoiler, as maybe some of you may not want to know the details about this.

There are two different ways of changing your religion to Norse: one is based on a lot of luck, the other is a lot more technically doable, but less flavorful.

Let’s start with the more flavorful way first. If you have the following conditions complete then the the event “A Wave of Curiosity” will fire:
  • Your Primary Culture is either Danish, Swedish, Norwegian or Icelandic
  • The current age is the Age of Discovery
  • You are Catholic
  • You are independent
  • You are either excommunicated or you declared Statute in Restraint of Appeals
  • Your ruler is either a 5/5/5 or is a Scholar or is a Sinner
  • You own the province of Bergslagen
  • You have a lot of luck, as the event has a Mean Time to Happen of 100 years. This can be at least halved if you are excommunicated despite also having Religious Ideas
norse_event_1.png

If you select the first option then your ruler will start to rethink his life choices and to question the purpose of the Catholic Church. This triggers a chain of events with each event having roughly ~2 years of time to happen:

norse_event_2.png


norse_event_3.png


norse_event_4.png

Keep in mind that the event chain is immediately broken if you ever take the second option or if your ruler dies during his journey. And you also can get this event chain only once per campaign.

For those who are worried that the stars align and the AI gets the event: the AI will always pick the second option, immediately ending this event. So a Norse AI Scandinavia is impossible to see without player shenanigans.

However, luck is not always on one’s side. For those who want to become Norse without having to… get unfortunate “crashes” every 5 minutes, there is another way to achieve your goal. If you fulfill the following conditions the event “The Awakening of the Norse Faith” can fire with a Mean Time to Happen of 24 months:
  • Your religion group is NOT Pagan
  • Your primary is either Danish, Swedish, Norwegian or Icelandic
  • Any owned province in Scandinavia is Animist and has animist rebels active
  • The current age is the Age of Reformation
norse_event_5.png

From there onwards you just use the normal rebels to get yourself force converted to Norse.

Some of you might be aware of a supposed third way of becoming Norse, which is through the Norwegian mission “The Colony of Greenland” and the event “The Lost Greenland Settlement”:

norse_event_6.png


norse_event_7.png

In the current game files, this event has been commented out (and this even rather early during development). While we did our research for the old Norse faith we had to accept that Iceland and Greenland had a much closer tie to the Church than mainland Scandinavia, which is why our first iteration of getting access to Norse had to be scrapped - it just wouldn’t have felt natural enough. So if you want to become Norse right now then doing the Norwegian Greenland mission won’t be your best bet. However, we’re always open to suggestions from the community, so maybe you can change our minds on this…

And that’s all for today. In the following weeks, we’ll have a more irregular Dev Diary schedule, as we’ll be focusing mostly on the Post Release Support, and we also need to take some rest after showing new content for 4 months. The team will let you know when we have new content ready to be shared, probably aiming for the 1.35 update. Until then, see you!
 
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I'm interested that you found Iceland too Christian in history, considering there were tales well into the 19th century of people keeping the old faith, engaging in seið and holding blóts.
The 19th century is the period of Romanticist nationalism where people were reaching to things from pre-Christian times as a source of distinct identity. A lot of information was exaggerated to be shown as examples of continuity (IE: Germany's Kontinuitätshypothese), created out of whole cloth, or taken out of context, such as galdrastafir. Now I don't know what specific accounts and interpretations you're talking about, but I am just saying that I would take anything from the 19th century with a grain of salt with regard to claims of pagan continuity.
 
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Hello, @Pavía.

A while back I brought to Your attention some issues regarding misleading borders when releasing 2+ nations that share a core and the fact that Danzig appears much later than it did historically:
Hello there! Thank You for implementing so many of the community's suggestions.

I think I've found an issue in the beta.
When requesting in the peace deal realease of two or more tags with some overlapping core provinces, game differently displays borders of those nations during the peace deal and after it.

For example:
View attachment 803758
I clicked Shu first, Xi second. Game map shows that only Xi is getting released, while summary says that Shu and Xi are both getting released.
View attachment 803759
In the end, they both got released.



Also, I have a question on another topic. The event "The Prussian Confederation Revolts" (event id: flavor_teu.1) can only trigger after year 1460. Historically, Prussian Confederation rebelled against the Teutonic Order back in 1454, starting the Thirteen Years' War (1454–1466).

Since the in-game "after 1460" date isn't historically accurate, can we expect just a little change, moving the event's earliest possible date few years earlier?
Will take a look on this issue. ;)
Unfortunately, those problems are still present in 1.34.2... I understand, we all are people and can forget about things. :D
Can I expect that this will be fixed?
 
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In the current game files, this event has been commented out (and this even rather early during development). While we did our research for the old Norse faith we had to accept that Iceland and Greenland had a much closer tie to the Church than mainland Scandinavia, which is why our first iteration of getting access to Norse had to be scrapped - it just wouldn’t have felt natural enough. So if you want to become Norse right now then doing the Norwegian Greenland mission won’t be your best bet. However, we’re always open to suggestions from the community, so maybe you can change our minds on this…
Hi! Could you elaborate on this @Pavía ? I've seen this event pop in some youtube video the other day (with Norse settlement in Greenland). I also checked the files and I don't see anything of sort.
 
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As a personal note, I love the Norse content. Easter egg or not, it's a thing of beauty!
 
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Hi! Could you elaborate on this @Pavía ? I've see this event pop in some youtube video the other day (with Norse settlement in Greenland). I also checked the files and I don't see anything of sort.
1663689430655.png
 
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For those who are worried that the stars align and the AI gets the event: the AI will always pick the second option, immediately ending this event. So a Norse AI Scandinavia is impossible to see without player shenanigans.

Why do you make the AI always refuse the event chain? Even if you give it a 50% chance of accepting at each step the probability of it getting through the whole chain is 1/16, and this is assuming it has already met the conditions for the chain to fire. Wouldn't it be more interesting to play with a small but not zero chance of the AI going Norse?
 
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Brilliant release, seems to be tested really well! Quick heads up, you might want to change the user defined tags on Steam, they are... Questionable. Other than that, thanks for the cool Easter egg and on to 1.35!

I do think we should be able to turn Norse by the Greenland event, that's my vote!
 
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I was deeply sadden to see the "free shipping through the sound toll" lubeck modifier lost it's permanant status. It was my fav modifier for it's 25% trade power for the province allowing fun stacking of trade power in the same province. And it was available without going to war with denmark, which was fun!

Is it possible to revise it's 30 year duration and put it back to it's permanant status if some condition is met? Like, ocupying the capital of denmark?
 
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Hi! Could you elaborate on this @Pavía ? I've seen this event pop in some youtube video the other day (with Norse settlement in Greenland). I also checked the files and I don't see anything of sort.
The code says:
Code:
random_list = {
    90 = {
        country_event = {
            id = flavor_nor.36
            days = 20
        }
    }
    #1 = {
    #    country_event = {
    #        id = flavor_nor.34
    #        days = 20
    #    }
    #}
    10 = {
        country_event = {
            id = flavor_nor.35
            days = 20
        }
    }
}
Are you saying that you see something different? flavor_nor.34 is the norse event, but the # at the front of the lines mean that they are deactivated/commented out.

The youtube video was likely done with console commands(there are ways to activate them even in ironman).
 
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Lost 4 campaigns in a row, two as Norway, two as Sweden. Great patch and DLC, 10/10 would lose again.
 
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I must say the new government reforms are really great, as are the combat tweaks. I just did a Japan campaign and it was a blast
 
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Hello, @Pavia I a have a question: Does Ducal Prussia gets any additional content to make it brake free from Poland? Right now it gets annexed as if it was Danzig, have the same missions as Danzig, and it cannot be PU under Branderburg because it is a republic, which i think it shouldn't.
 
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Tbh, the animism is more of a catch-all term for all these pagan religions who weren't widespread enough, unlike Tengri or Totemist who were very widespread at the time, so animism is very different when practiced by Burmese tribe and Polynesian kingdom. If anything, it's more of a sign to give all these "animisms" their own variations of worship, with their own mechanics.
So I kinda covered this in my mod. Gave animist in South America various flavours of it, a2made it have mechanics like Inti (shared among the region so they were all the same but the base faith was different) and animists in Asia and Africa got split.

End religion groups were African pagan, Asian pagan, South American pagan, North American pagan.

The religions as a whole, are widely catch alls. I think totemism in reality could be different per tribal region as they may have similarities but also have differences. Same applies to Animism in Asia, and African faiths in Africa etc.

But alas, down to the devs to work on it as they choose and whatever flavour for religions they choose, I'm all for it. Can only make the game more interesting
 
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Honestly, I feel the Greenland event should keep the chance of being Norse. There's plenty of ahistorical content in the game, why not keep this in? Plus it wouldn't be the most impossible outcome from a lost colony. If anything it should be kept for people with bad rng or having trouble getting animist rebels to have a slightly easier way to become Norse.
 
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It's good the Greenland option is commented out, it wouldn't make sense at all based on the history. Norse Greenland was pretty much heavily Christianized for 99% of the settlements' existence (Leif Erikson was, purportedly, a devout Christian and missionary for example), the Church was a major power and influence there for centuries, and the mainstay of Greenland's economy, walrus ivory, was closely associated with Christianity as much of that ivory was used for religious art. Our last record from Norse Greenland was even that of a marriage held at a church in the early 1400s. No one would've remembered anything about some "old ways."

In fact, when Scandinavians started exploring Greenland again and seeking remnants of the old Greenland colony (in the 1700s I think), it was partly done out of concern that these hypothetical Greenlanders were still Catholic, and the now Protestant Scandinavians wanted to convert them to the "right" form of Christianity.
 
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