Europa Universalis IV

Europa Universalis IV

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CyPunk Sep 3, 2019 @ 3:09am
Ideas for custom-nation Vinland
Despite approaching 2k hours, I've never done a custom nation.

Decided I would try a Vinland game, playing the colony established by the Vikings in the Newfoundland area circa 1000 AD as if it had survived to 1444 on its own, cut off from Europe.

Its a popular scenario, but I have not liked the set-up most people use.

Any opinions on government type, but especially national ideas and such?

I am a good player, so not looking for an OP build ... something decent with flavour and a tad of historical accuracy (but no ridiculous handicaps out of a need to be accurate).

I have some initial ideas but won't raise them here now...to keep this short and sweet.

Thanks!
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Showing 1-6 of 6 comments
Ransom_Romanus Sep 3, 2019 @ 3:31am 
When thinking about the Vikings two things jump to the front of my thoughts. Those things are explorers and fighting. A third, but lesser, thought is Gothics. Therefore, if I were to attempt a run as Vinland I'd try to set up the nation with those things in mind.
DankDansk Sep 3, 2019 @ 3:44am 
I would say trading in fur, and a good boost in land attrition. Maybe good galleys?

The Vikings were also pretty plutocratic, and that would stay in a colony. Maybe a Republican Dictatorship or Some sort of Republic/Democracy for the added morale?
CyPunk Sep 3, 2019 @ 8:59am 
Thanks for the input thus far.
I am leaning toward Peasant Republic with the following (exact values in the works)

Traditions:
- Development cost (see those rocks and ice… I will make it a home)
- Colonist (obviously explorers and colonizers… I know value declines of this mid-game but whatever)

Ideas:
- Trade efficiency (just a why not… seems they would have a trade centred economy rather than tax or production)
- Infantry Combat Ability (reflecting their fighting reputation)
- Yearly Republican Tradition (merit based rulers are likely to stick around a while… or they did not have much merit did they) … I am not sure on this one though
- Land Attrition (again… snow, rocks.. no problem, I can live here)
- Ship Durability (bit more flexible than combat ability, and their ships strike me as robust)
- Yearly Army Tradition (oral tradition of the sagas now written down – ideally I would split this .5 navy and .5 army but not possible)
- Missionary Strength (because why not… maybe go for “For Odin!” achievement)

Ambition:
- Discipline (without discipline we often accidentally burned before pillaging, but now we will get it in the right order)

Would love to have raid coasts, but starting in North American would make that useless a long long time and its real value is early game (also don’t have Golden Century, so no pirate republic… willing to buy if people really think its good).

Also considered cultural conversion reflecting… ermmm… the Viking way of cultural conversion…
Razor Feather Sep 4, 2019 @ 6:45am 
Golden century is pretty much only good for pirate republics and flagships. I find it worthwhile, because pirate republics are a ton of fun, but many would dispute that. Flagships I think are also a somewhat underrated feature, as they can do some pretty neat stuff and capturing them is fun.
Fenrir Sep 4, 2019 @ 6:58pm 
I've done this same campaign a few times. I find that regular colonists can be prohibitively expensive. Try Siberian Frontiers instead. It should be more affordable and will give you enough territory to survive the Europeans. By doing this you should be able to really jack up your military ideas and give yourself a 555 ruler with Righteous and Scholar. This is assuming you are using 800 points because honestly starting in the Americas kind of needs it. If you are using less points it should still be manageable, just smaller.

I also recommend the mod "better nation designer" because it has more options and allows for a more thoroughly accurate roleplay
CyPunk Sep 5, 2019 @ 1:08am 
Originally posted by Smudge:
I've done this same campaign a few times. I find that regular colonists can be prohibitively expensive. Try Siberian Frontiers instead. It should be more affordable and will give you enough territory to survive the Europeans. By doing this you should be able to really jack up your military ideas and give yourself a 555 ruler with Righteous and Scholar. This is assuming you are using 800 points because honestly starting in the Americas kind of needs it. If you are using less points it should still be manageable, just smaller.

I also recommend the mod "better nation designer" because it has more options and allows for a more thoroughly accurate roleplay

Thanks for the ideas: for this run I am using the 200 point limit (first custom nation, so just want to) but will keep your tips and especially that mod (Paradox should work on the designer) advice in mind.

I've been doing some play testing and it is working so far, but European are just arriving.
The dev cost reduction is key to making the colonist manageable to operate from day 1.
Starting province should be 1 okay one for the capital, but rest 1-1-1 provinces (since you do not want to waste a colonist on them, but need them for reach...e.g. into the St. Lawrence seaway).
Trade efficiency kicks in at just the right time when money is tightening.

The republican govt with Norse religion allows some good adaptation (E.g. tech cost reduction), even if I wish I could get rep tradition sooner as I can rarely re-elect (but having some bad RNG for negative rep trad events)

Half RP but half identified needs: movement speed and/or leader maneuver would be nice; as would privateer efficiency - perhaps even if it requires dropping the discipline and missionary strength.

Events as a custom republic sure are blah and repetitive though... guess I will use my imagination :-)
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Date Posted: Sep 3, 2019 @ 3:09am
Posts: 6