Europa Universalis IV

Europa Universalis IV

82 ratings
Runescape Mod: Gielinor Universalis
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580.663 MB
Mar 23, 2022 @ 2:22pm
Jun 12, 2024 @ 7:13pm
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Runescape Mod: Gielinor Universalis

Description
Updated to EU4 version 1.37

The world of RuneScape comes to Europa Universalis! Featuring:

  • Over 1,300 provinces, from Zeah in the west to Wushanko in the east!
  • Over 280 tags all with unique flags and national ideas!
  • 35 religions!
  • A range of unique trade goods!
  • Unique governments, including Boss Nations!
  • The Council of Khans, the special replacement to the Holy Roman Empire!
  • Mission trees!
  • 59 monuments to build! (Requires Leviathan expansion)
  • Blatantly unfinished content!
  • Unexpected bugs!

This mod is unfinished, but I may occasionally add new updates when I'm in the right frame of mind to do so!

Created using intellectual property belonging to Jagex Limited under the terms of Jagex's Fan Content Policy. This content is not endorsed by or affiliated with Jagex.
Popular Discussions View All (5)
3
Apr 3, 2022 @ 11:09am
Religions
Zigzagzigal
2
Nov 10, 2022 @ 4:18pm
Estates and Privileges
Zigzagzigal
0
Jun 15, 2022 @ 12:40am
Monuments
Zigzagzigal
246 Comments
Knapkin Sep 6 @ 6:19pm 
Rigth, I got to 2050 and it's still not spawned. The 2050 one hasn't spawned either so I do really think its messed up.
Knapkin Sep 6 @ 11:02am 
Appreciate. I was reading the institution spawn wrong, "for your nation" not "its going to spawn here but must meet these criteria". Either way, it's 2012 now and ive had saves to 2015 and still no runecrafting, so there may be an issue. Ill keep going and let you know if it comes up before exploration or not.
Zigzagzigal  [author] Sep 6 @ 2:36am 
The institution is supposed to spawn at a Runes trade good or latent good. Normally it spawns in Lunar Isle or Arceuus as they start with the trade good already. Still, institutions in EU4 are sometimes known to start a bit late, so it's unclear if it's just doing that or something in the code isn't working any more.
Knapkin Sep 5 @ 10:43am 
Hey, im playing as tutorial island and i have no clue how to get runecrafting as a trade good in tutors depart and its already 2005, so i figure it should have happened randomly by now if it was going to change. How do I get the institution to spawn?
Zigzagzigal  [author] Aug 27 @ 8:39pm 
Sorry about my lack of updates lately! I've focused a bit on fake-OSRS mapping lately and I'm still having trouble working out how to make my ideas for Keldagrim work.
Dark Horse Aug 27 @ 7:44pm 
Very underrated mod.
Johnald Cuckthrone Jun 28 @ 5:41am 
Hi, I'd love to help out with this mod if you're looking for any submodders! I've got a bit of experience modding eu4, worked a bit on the Elder Scrolls Universalis mod with their team. Let me know if I can do anything
Zigzagzigal  [author] May 23 @ 5:49am 
In an unrelated matter I really want to get around to reworking the Misthalanian start to make interactions with Asgarnia less clunky. EU4's England having two different paths has inspired me, and I'm thinking of a more canonical "trade and adventurers" Misthalin and an ahistorical-but-plausible "unite Misthalin and Asgarnia under one banner" path.
Zigzagzigal  [author] May 23 @ 5:48am 
Zigzagzigal  [author] May 23 @ 5:47am 
The main problem I was having of late was scoping to provinces within a trade node (not a trade company; this mechanic needs to work in Zeah) but it's proven so difficult I'm probably going to replace it with a more arbitrary, less dynamic setup.

Essentially I was trying to set up a new kind of diplomatic interaction/subject nation where as certain dwarven realms (Keldagrim and Cam Torum) you can request to purchase certain provinces to make trading outposts, working similarly to trade city subjects. This reflects the dwarven colonies found in-game, like the Dwarven Mines, White Wolf Mountain, Mistrock and more.