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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 had already seen the easter egg in some youtube videos...
best way to get an animist province in Scandinavia? afaik there aren't any nearby..
 
There is a lot of wonky English in these events, based on the screenshots in this dev diary, and I've noticed an increase in errors in newer content compared to pre-Leviathan. Could the dev team please have an editor proofread their text before it goes into the game? I'm really enjoying the content since Leviathan's release, but it sometimes stands out in a bad way compared to the older events, descriptions, and tooltips, which rarely had any errors.
 
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I think similar content for Lithuanian pagans should have been added. They most likely still existed in the countryside in 1444 (Lithuania only formally converted in 1387 and initial conversion was probably limited to nobles) and the DLC did specifically focus on the Baltic area.
 
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In the future would you consider a beta patch approach like what was done with 1.33? A lot of the bugs that filtered their way to 1.34.2 couldve easily been identified by the playerbase as opposed to some youtubers advertising mission trees (that are, in some cases bugged/incomplete). The DLC could have been advertised on the steam page as *BETA* warning players that it may still have bugs, while perhaps also giving a small 5-10% discount on it and raising the price after beta release.
 
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Cool Easter Egg. Maybe reuse pictures of CK2 and create some events like the re-erection of Irminsul. Probably too much for an Easter egg though.
 
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The easter egg is really well thought out, the religious branching missions of at least Norway even factor it in. As in, you get a different few missions than the. Christians. My only gripe is that in the follow up event to convert to Norse culture, said culture is still in the Lost Cultures group, not the Nordic one.


EDIT: also somewhat related, I'd wish hope for basically all Pagan religions to have the "tolerated heretics" modifier. It doesn't really make sense for the Mayans to view the Aztecs as damn dirty heretics etc.
 
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A bit fantastical, but well thought out event chain. I'm fine with a bit of alternate history as long as it's somewhat believable and thought out.

Shame that Suomenusko - or whatever you'd call it, Finnic? - and Romuva doesn't have similar events and constraints. Both of those religions were much more "alive" than Norse during the start of the New Age.

Also the Sami still have their religion as shamanism which is now the Fetishist religion in their country history file. Shamanism isn't in the game so they kinda would have to be Animist...

When it comes to a popularity contest, which this is, the Norse will always beat everything else, for better or worse.
 
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I think similar content for Lithuanian pagans should have been added. They most likely still existed in the countryside in 1444 (Lithuania only formally converted in 1387 and initial conversion was probably limited to nobles) and the DLC did specifically focus on the Baltic area.
I remmeber eu3 days with Samogitia being pagan and some shenanigans you can do with it , like free culture conversion...
 
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While I don't exactly blame you for doing Yet More Silly Ahistorical Norse Stuff, because it's popular (much like Yet More Silly Ahistorical Byzantine Stuff)...

...it is really crappy that the actual living religion of the Sami is completely ignored in favour of reviving one that died centuries before the start date of the game. And as someone else pointed out, there is a lot more attested Lithuanian paganism around at this point too.
 
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So you're afraid of being ahistorical when it comes to the Greenland way of flipping to Norse, but you're okay with the Teutonic Knights mission tree...? It completely skips over their biggest disaster during that century and just goes to some insane ahistorical LARPing about crusading into the steppes or taking over the HRE. Wasted potential.
 
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I think similar content for Lithuanian pagans should have been added. They most likely still existed in the countryside in 1444 (Lithuania only formally converted in 1387 and initial conversion was probably limited to nobles) and the DLC did specifically focus on the Baltic area.
They not only existed, but were the majority in at least Samogitia.
 
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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.
It would be best, but it doesn't seem like this is going to happen, so rather than wishing for something that won't happen I would welcome at least something for the catch-all Animism.
 
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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).
even worse; since events fired from missions is bugged and always have the same rng seed, then it is literally impossible to get anything other than the top option right now.