Europa Universalis V

Europa Universalis V

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Saga of the Vinlanders
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6.926 MB
11 月 10 日 上午 8:53
11 月 12 日 上午 11:39
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Saga of the Vinlanders

描述

An alternate timeline where Thorfinn Karlsefni's colony in Vinland took hold.

In 1006, Norse settlers established a small settlement along the forested coasts of Newfoundland. Over three centuries, they managed to develop a small but viable realm at the western edge of Christendom, mostly unknown to the rest of Europe.

By 1337, the descendants of Karlsefni rule from Þorvaldsnes, maintaing ties and trade with their Greenlandic cousins and beyond, and with a tenuous peace with the Skraelings. Can Vinland overcome its isolation and harsh climate to rule a continent in the five centuries to come?


Current Features:
Playable Vinland Nation
- Start as Vinland in 1337 with settlements across Newfoundland and into the Gulf of St. Lawrence
- Capital at Þorvaldsnes (St. John's), with regional centers at Leifsbuðir and Straumfjörð
- House Þórfinnssynir ruling dynasty descended from Thorfinn Karlsefni, with unique succession, privileges and advances.
- Custom Vinlandic flag featuring the Scandinavian cross and pine tree, in addition to immersive naming
- Small population spread across coastal settlements, focus on colonization, carefully managing your budding economy and growing your vinlandic population

Reworked Atlantic Canada Geography
- Revised province names reflecting Norse settlement and exploration
- Historical saga locations: Straumfjörð (Anse aux Meadows), Leifsbuðir (Bay of Exploits), Kjalarnes (Bonavista), Þorvaldsnes (St. John's)
- Adjusted terrain suitability for more accurate harbor and development potential

Custom Estates and Government
- Vinlandic estate names: Goðar (nobles), Kaupmenn (burghers), Kirkjumenn (clergy), Skrælingjar (tribes), Landsmenn (peasants), Ríkið (the state)
- Decentralized government modelled on the Icelandic Commonwealth with the Alþingi at its center
- Mixed Norse-Catholic and remnant pagan population reflecting early 14th century religious dynamics

Planned Features
- Additional unique advances and privileges for Vinland and Scandinavian nations
- Startup events to determine the size, cultural and religious makeup of the Vinland colony
- Custom events and situations exploring Vinland's isolation, relationship with Greenland, indigenous diplomacy, and colonial expansion
- Balance adjustments based on playtesting and community feedback
- Expanded lore and historical flavor text
- More dynamic colonial province names for Vinland
- Potential custom missions focusing on continental expansion and maintaining ties to the Old World


v0.4.1 - Balance Changes and Setup Refinement
  • Slightly reduced Vinlandic institution spread through trade for better balance
  • Reverted to monarchy government type - republic system lacks proper marriage mechanics and courtier generation
  • Added custom elective succession law modeled on the Icelandic Commonwealth to represent less autocratic, decentralized governance
  • Expanded starting territory to include PEI, Anticosti, Cape Breton, and all of Newfoundland without excessive population inflation
  • Adjusted ruler DNA for more Viking-appropriate appearance
  • Investigating solutions for native culture assimilation - base game gives indigenous groups 0 culture defense, causing unrealistic rapid assimilation

v0.4.0 - Major Setup Changes
  • Government restructured: Vinland now starts as decentralized oligarchic "republic" based on Icelandic Commonwealth model
  • Enhanced Atlantic Canada resource distribution for more stable starting economy and markets
  • Revised natural harbor suitability across Atlantic Canada to reflect historically important ports
  • Implemented unique Vinlandic estate names (Goðar, Kaupmenn, Kirkjumenn, Skrælingjar, Landsmenn, Ríkið)
  • Configured disease resistance appropriate to isolated colony
  • Added minority Norse pagan population, allowing player option to revert to traditional beliefs
  • Expanded Norse place names throughout settled regions
  • Added unique cultural advances and estate privileges for Vinland and Scandinavian nations


By Egon

Thanks to the EU5 Mod Coop for answering my questions, still learning the ropes of mod making.

Also please request features you'd like to see, or just have comments on balance, flavour text or the like. I like to hear from people who play the mod, and I do my best to add what makes sense, and fits with the vision I have for the mod.
23 条留言
Angybeard82 4 小时以前 
I think there is an issue with the diplomatic range. I cant build Trade Posts anywhere because it says that it needs to be in diplo range even though I am in range
Nagazora 15 小时以前 
I'll probably wait for a next update so there are more events, but it looks great!
waltboyjones 20 小时以前 
phenomenal mod
Nightsong 11 月 14 日 下午 1:52 
@Egon Tip for the mod: Longships or some derivative of it as a lightship could work very well.
fungisrock 11 月 14 日 上午 10:00 
@Egon: Awesome, I just think the combination of PNW cultures and Japanese would be cool, like the woodworking and stuff, but mostly I just want to be able to start the game where I grew up and build up from nothing as a new or lost colony.
Egon  [作者] 11 月 13 日 下午 5:11 
@fungisrock: Something like that is on my radar in the future, I think a Kita Kaigan colony would be neat and a cool playthrough if the mod was well made. I think when i've progressed the vinland mod and learned how to make it fun (for me), i'd look into porting what I know into something like that.
Egon  [作者] 11 月 13 日 下午 4:51 
@krom1212 and @pengwyn: A unique icelandic/vinlandic age 1 ship is in the works at the moment to address these, thanks for the feedback.

I'm also planning to add an event chain to let people choose the size/extent of their vinland colony, so people can do my original "hardmode/losing is fun" playthrough with just the north of newfoundland, or the more generous start I plan on adding (most of the coast of the gulf of st. lawrence).
fungisrock 11 月 13 日 下午 3:56 
Man I want this so bad but with a lost Japanese fleet or something in the Pacific Northwest, this is also cool though and I will probably try it.
Pengwyn 11 月 13 日 上午 8:15 
On the boat thing -- starting with 1 boat is rough, since any expansion requires you move troops onto the mainland.

I'd maybe add a custom ship to the starting advances (I mean, makes sense for a viking colony anyway) -- They did this in vanilla in Indonesia, since all the land around there is islands Majapahit starts with a tech for a ship called the Kabang, that's cheaper and worse than a galley to build, but 300 troop transport like a hulk.

So you can effectively move troops around before age 2 institutions reach you.

Also unintended, but hilariously on theme, if you convert to norse, one of the benefits is of norse folk religions is raid religious enemies for slaves, so you -can- create a fairly healthy economy early on.. by pillaging instead of colonizing. >_> <_<
Urek 11 月 13 日 上午 3:23 
love the new changes, but you still can't marry anyone except lowborn at the start it seems