Europa Universalis IV

Europa Universalis IV

Viking Nephilims Shattered World - 1.34 WORKING
85 Comments
Danwar 24 Jun, 2023 @ 2:00pm 
I'd say that, honestly, the different types of Paganism should really all be reunited into one religious group. Polytheistic religions have never really been quite as hostile toward one another as, say, different branches of Abrahamism: Pre-Christian Rome, for example, had an all-encompassing Pax Deiorum where they tolerated most everything except for Abrahamics. While Old and New World pagans would definitely have very distinct beliefs, they wouldn't be anywhere near as hostile to one another over it as Christians or Muslims were with other belief systems.
Viking_Nephilim  [author] 6 Feb, 2023 @ 12:21pm 
also @e-penguin, I am doing "nightly" runs (I have 4 separate instances of the game running) - and as it stands, each one has gone through from 1355 - Endgame without any issues, so whatever it was, it must have been resolved!
Viking_Nephilim  [author] 6 Feb, 2023 @ 2:29am 
Good news everyone, I am able to do some work on the mod in prep for 1.35

I will ensure the mod meets good standards and create new and entertaining ways of playing!
Viking_Nephilim  [author] 5 Dec, 2022 @ 3:40am 
The mod has been abandoned due to personal circumstances. I will do basic stuff like making it work for next patch etc, but beyond that, no further development. And Penguin, join the discord and upload your save, and error logs for the crash. I will have a bit of a look at it. If it's a quick fix, I will tackle it.
Europa 2 Dec, 2022 @ 7:57pm 
Sad to see the mod get abandoned
E-Pengüin 29 Oct, 2022 @ 8:14pm 
Mod has been crashing randomly around 1420 at different dates. Do you know what could be causing this?
I'm not running any other mods, so I know it's not a compatibility issue.
Viking_Nephilim  [author] 17 Oct, 2022 @ 12:00pm 
Also tech groups have been restored to base game techs, so if there are any discrepancies, please make a note of the nation and let me know!
Viking_Nephilim  [author] 17 Oct, 2022 @ 11:47am 
I have fixed some of these now - many from 1.34 were missing. I also corrected a lot of the buildings issues, and made the requirements simpler.
Viking_Nephilim  [author] 13 Oct, 2022 @ 3:03pm 
I fixed the problem for 1.34 whereby the production / macrobuilder crashed the game
Viking_Nephilim  [author] 26 Aug, 2022 @ 7:46am 
Due to IRL circumstances, I have stopped development of the mod. Happy for someone to take over and make their own (using this as a base and continuing thereafter). Honestly, its sad that I am saying this, but it has to be said so that you guys know. I let my discord know that development has ceased.

Thanks for being here guys and girls!
Viking_Nephilim  [author] 14 Aug, 2022 @ 11:41am 
Thank you again. I'll work on these also. I'll fix the triggers and adjust accordingly and sort the timing of the buildings. IMO they all take too long, so will resolve that.
DustFinn 10 Aug, 2022 @ 5:01am 
Estate agendas relating to building:
- manufactories seem to want the vanilla version of the building
- marketplaces don't take in factor their modded upgrades
- another building chain that I can't remember right now relating to modded upgrades

Another thing is that higher level buildings feel like they take too much time (if that makes sense)
Viking_Nephilim  [author] 10 Aug, 2022 @ 2:48am 
Thank you DustFinn, I have been working on a few of these - AI building forts will be happening, as I have reworked some of the AI money making and decision process.

Can you let me know which estate agendas?

and I will work on protestant reformation kicking off on a fixed date :)
DustFinn 1 Aug, 2022 @ 9:12am 
Things that I have noticed while I've been playing this mod:
- AI doesn't seem to build forts
- Certain estate agendas relating to buildings don't really make sense or are impossible to complete
-The protestant reformation hasn't appeared yet despite the year being 1528
Viking_Nephilim  [author] 23 Jul, 2022 @ 1:13pm 
As an update - since the Expanded mod group has splintered, I am working on setting out the missions accordingly until I have permissions from both sides to use them again. I am going through and know which ones I need to remove, but the piecemeal approach is painful. An update will be out soon however, and I will adjust things accordingly!

In doing so - I am also going to take the approach that every nation should have their own missions, instead of the approach of group missions for group tags, so when I get permissions again, I will set things in motion to set up individual nations with missions! I am keeping a spreadsheet for my devs and helpers to keep track of, where the missions are from (Base game, Viking Mod, or Missions Expanded), and when to be updated, as we will be working on the approach of region by region!
Viking_Nephilim  [author] 1 Jul, 2022 @ 3:33am 
Thanks for the comments Lunar Magister. I have done the following - fixed the beylik Yearly Professionalism to 1 per year. and adjusted the advisors to 1 per year also. and cut down the triggered modifiers accordingly (60 yrs old effectively makes you infertile if you're male)
Lunar Magister 30 Jun, 2022 @ 8:06pm 
Also, just FYI triggered modifiers slow down the game a lot. And lag is already a problem with this many tags.(But that's inevitable in a shattered mod) Consider which triggered modifiers are absolutely necessary. Are you SURE you need triggered modifiers that make it hard for old people to have heirs?
Lunar Magister 30 Jun, 2022 @ 7:44pm 
Manpower might as well not even exist in this mod. It's a cool mod, though!
Lunar Magister 30 Jun, 2022 @ 7:43pm 
And even one of the advisors give 2% army professionalism a year? I don't think you realize how good professionalism is. You can slacken recruiting standards for infinite manpower as long as you have the professionalism.
Lunar Magister 30 Jun, 2022 @ 7:02pm 
Are the Beyliks supposed to have 25% yearly professionalism in their first government reform? It seems really overpowered since you can endlessly slacken, lmao.
Viking_Nephilim  [author] 27 Jun, 2022 @ 2:24am 
new update - has adjusted idea groups, a buff to druidic to get it to spawn more often etc
Viking_Nephilim  [author] 26 Jun, 2022 @ 4:19am 
I can't see why not. I am working on adjusting some of the idea groups though so they're more.... balanced
whyops 25 Jun, 2022 @ 5:48am 
Is this mod compactible with idea groups expanded?
Europa 24 Jun, 2022 @ 10:04am 
Thanks
Viking_Nephilim  [author] 20 Jun, 2022 @ 1:26pm 
Error fixed and uploaded!
Viking_Nephilim  [author] 19 Jun, 2022 @ 12:18pm 
Europa, I found the error - it is fixed ready for the next patch!
Viking_Nephilim  [author] 13 Jun, 2022 @ 12:49pm 
Hi Europa. Apologies. I am mid-house move, so can't access files right now. Can you hop on my discord and log a bug and a save file so I can look at it when I am set up?
Europa 3 Jun, 2022 @ 9:46am 
I would like to say converting to other religions from lollar auto makes me waldesian, I want to convert to henrician for that juicy +10 shock. Do you know any way to fix this?
Viking_Nephilim  [author] 16 May, 2022 @ 12:25pm 
New missions available for Alba, Cornwall, Wales and the formable - Albion! :)
Viking_Nephilim  [author] 10 May, 2022 @ 5:20am 
Many sprites have been updated - base game ones are slowly being removed. Having the DLC is advised, but the mod should work without the sprite update anyway! :)
SiGns 7 May, 2022 @ 2:47pm 
My bad, was probably an interaction with a mod i thought had nothing to do with buildings.
Viking_Nephilim  [author] 7 May, 2022 @ 10:35am 
Signs, I will take a look. If you can hop on my discord and let me know which ones they are specifically, I will go over them. I need to tweak them a bit anyway, so always helpful to have people who can bugreport! :)
SiGns 7 May, 2022 @ 5:37am 
Is it just me or do some buildings are not working correctly? Cant build them, they cost ??2000 or something.
Viking_Nephilim  [author] 2 May, 2022 @ 7:44am 
HUGE UPDATE LIVE - THIS WILL BREAK ALL SAVES. PLEASE LOG ALL BUGS ON MY DISCORD!
Viking_Nephilim  [author] 12 Mar, 2022 @ 1:08pm 
Fixed the mission tree for the Maghrebi nations in iberia/north africa. Caution, this patch WILL BREAK SAVES.
Viking_Nephilim  [author] 27 Feb, 2022 @ 9:06am 
Found the issue that Windir is having - because of the removal of various estates, and monuments, the game doesn't like it. Any major event (culture convert a province, religion convert a province etc) the save file dies. It's unfortunate, but can't be helped!
Viking_Nephilim  [author] 27 Feb, 2022 @ 6:59am 
can you guys hope on discord and send me the screenshots and savegames so I can look at it? Sorry to be a pain
Windir 27 Feb, 2022 @ 2:47am 
Saved games is still crashing after one month
St4r 26 Feb, 2022 @ 10:32pm 
irregular mission tree when i play muslim countries in Iberia
Viking_Nephilim  [author] 26 Feb, 2022 @ 12:34pm 
Yeah, thanks for highlighting, That's because the game is now for 1.33.2 not 1.32...it was only 1.32 for florrys MP game. Title is now adjusted! :)
Panther 25 Feb, 2022 @ 11:01pm 
After the launcher started claiming the mod is for 1.33.X my current game starts crashing on month tick. Seems to work fine if I start a new campaign, but I would like to keep my current campaign going. Any fixes?
Annunnaki 25 Feb, 2022 @ 12:39pm 
Minor thing to note. The launcher claims this is now a mod for 1.33.X.
Viking_Nephilim  [author] 23 Feb, 2022 @ 9:26am 
yes - adonicia (phoenician group who are muslim tech IIRC - I am on my phone so can't say right now without looking)
Dark Helmet 23 Feb, 2022 @ 7:54am 
Ok thx, are there more new world flavor country ?
Viking_Nephilim  [author] 20 Feb, 2022 @ 12:56pm 
Hi Dark Helmet, Vinland and Markland exist at the start of the game as "lost" viking nations. I put them there for flavour.
Dark Helmet 19 Feb, 2022 @ 10:11am 
When I played this mod, I did all to colonize fast only to find 'Markland',,,? WTF is that and is there a version without that kind of thing? thx
Viking_Nephilim  [author] 5 Jan, 2022 @ 8:47am 
it is fixed and uploaded.
Caellach 4 Jan, 2022 @ 6:36pm 
cool, thanks for the response.. wasnt expecting it so quickly..
Viking_Nephilim  [author] 4 Jan, 2022 @ 2:07pm 
I found the issue, it was to do with the split culture groups and religion groups, so annoyingly, I had to recombine them (so things like German formables etc would work). As a result - Islam is recombined, as are various culture groups. Will be in tomorrows patch
Viking_Nephilim  [author] 4 Jan, 2022 @ 2:00am 
All tags that exist in base game should have their correct sprites, but I will check what is going on if it's not working.