Europa Universalis IV

Europa Universalis IV

Runescape Mod: Gielinor Universalis
240 Comments
Johnald Cuckthrone 28 Jun @ 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] 23 May @ 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] 23 May @ 5:48am 
Zigzagzigal  [author] 23 May @ 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.
Dortund 22 May @ 4:40pm 
Your welcome. I've also just added some more updates to the code I posted.
If I can help in some way, such as making sense of EU4 scripting (even as a programmer it can be quite mystical, it is often badly documented, if at all), please feel free to contact me via Steam. I like the mod, and I'd like to help it grow
Zigzagzigal  [author] 21 May @ 11:56pm 
Ah, nice! I've been meaning to continue adding content to the mod, though I got stuck trying to make sense of a new mechanic I want to add to Keldagrim and have been distracted with playing the main game.
Dortund 20 May @ 5:42pm 
Wanted to play some Morytania, noticed the broken government mechanics view, so here's a firx for that (something seems to have changed with the 'Orientation logic', and some other issues I found and saw mentioned here: https://github.com/Dortund/EU4-Gielinor-mod/pull/8/files
Hope it helps
Zigzagzigal  [author] 18 Jul, 2024 @ 7:25am 
Curious; they've been displaying for me before but without the background image appearing properly. I'll have to look into that properly some time.
Snoop Doggo 18 Jul, 2024 @ 12:31am 
The government mechanics for The Elven Resistance and Morytania seem to not be displaying correctly. For Morytania in particular the AI is able to activate the three government abilities, but I am not able to see them.
Zigzagzigal  [author] 10 Jul, 2024 @ 11:06am 
Ah, I'll have to look into that event next time I work on the mod.

Kandarin certainly needs an extra leg up. I've not thought too hard about alt-history in the region there yet - notably Hazeel/Khazard would benefit from diving into. And the Gnome Empire stuff definitely needs cleaning up as well.
Dockface 8 Jul, 2024 @ 1:16pm 
Love the mod! Playing as Canifis and everything worked great except the event to release Slepes as a March, which did nothing I think.
Any plans do rework Kandarin like you did with Asgarnia? Tried playing Zamorakian Ourania a while ago, and it was a very fun play through and region to expand from.
Zigzagzigal  [author] 19 Jun, 2024 @ 10:38am 
Once again I forgot to set the owner scope on the great project. That'll be fixed in the next patch.
Rantius 17 Jun, 2024 @ 11:03am 
Right now I'm trying to work on a really solid Jaldoracht strategy. Based on the tree I feel the player is in a race against time as Misthalin just blitzes down towards Tutorial Island quickly. In this run I managed to beat them there and took it before they could. Current expansion is to the province underneath Saranthium and Al Kharid no longer existing, including the Draynor Coast. Morytania is an ally. More than likely due to my intervention they've been able to seize the mountain pass of Paterdomus, however before they were weaker militarily even with owning a majority of the area.
Rantius 17 Jun, 2024 @ 11:03am 
Ah gotcha! I will touch on what I've seen in my current game. Before I do though, I tried out Cashien and believe I encountered the Zarosian event you mentioned. Got this big old smile when I saw my alignment change! One minor problem I ran into was not being able to upgrade the Sacred Forge even though I had the mission done allowing the conditions to be overlooked. Had to convert the culture back to Imcando before upgrading for the mission to fire.
Zigzagzigal  [author] 15 Jun, 2024 @ 11:50am 
My intention for Misthalin/Morytania essentially is to produce a stalemate by Misthalin defending better, but Morytania having a stronger army. What's tended to happen is Misthalin usually beats Morytania.
Rantius 13 Jun, 2024 @ 11:00am 
Awesome thank you! I'll be sure to keep you posted once it's up. Kind of torn now between covering Jaldoracht or Asgarnia now as the latter's tree is so EPIC! I want to try as many nations in the region to see how they can all play through. Also yea Misthalin and Morytania like to just, "do their thing," as it were. You'll solve it in time no worries!
Zigzagzigal  [author] 12 Jun, 2024 @ 7:15pm 
Okay, launched a patch with the bugfixes, and I also went ahead and gave Cashien some unique missions. You can stay loyal to the Church of Saradomin above all else, or see what happens if you just do whatever the Temple Knights tell you.
Zigzagzigal  [author] 12 Jun, 2024 @ 4:01pm 
Oh, whooooops Guthix's Victory is supposed to require 20 owned provinces in Forinthry, but I coded it all wrong.

The Taverley Mission thing seems to be fixed by defining their missions as "generic missions". This has no gameplay difference except not showing the nation's shield on the missions.

The monuments not working is down to me not defining the province's owner . Now that that's fixed, I'm throwing in an extra mission for Brassican Asgarnia to let them use Wizards' Tower.
Zigzagzigal  [author] 12 Jun, 2024 @ 2:31pm 
Thanks for reporting those! I can't always keep on top of bugs, I'll try and fix them some time soon-ish. Morytania turning Saradominist is probably either religious rebels or (as often happens in AI-only test games) Misthalin allying someone and beating them up. Balancing Misthalin and Morytania is one of the hardest things to do in the mod and I still struggle!
TIBERIUS EQUITIUS GRACCHUS 11 Jun, 2024 @ 2:50pm 
The Asgarnian tree is pretty neat, minor bugs though. Playing as Taverly:

1) When you form Asgarnia parts of the Taverly missions end up shifted to bottom of the tree. Still works, just looks weird.
2) The Unsealing Temple Mission didn't actually let me use the monument like it said it would.
3) Guthix's Victory Mission requires 20 countries to have "No Religion", seems it should have said "Guthixian"

Also not sure if intended, but for reasons unknown to me, Morytania turned Saradomist at some point while I couldn't see them yet.
Zigzagzigal  [author] 11 Jun, 2024 @ 12:40pm 
Thanks! Go ahead and cover the mod, aside from some help from a couple of players a while ago it's mostly just a solo passion project!

There is an easter egg event as Asgarnia if you get really, really high spy defence that can reveal the plot that happens in RS3's Azzanadra's Quest early. This can be used to spawn Zarosian rebels - though it's probably far easier just to force-spawn rebels at Jaldraocht.
Rantius 11 Jun, 2024 @ 10:44am 
No worries whatsoever! You've put a lot of work into this mod and I've been following the forum here for a while without posting. It's truly amazing the amount of detail you've put into it and regardless of region; I find myself fully immersed every time. Back when I played RS a lot I favored Zarosians, so naturally the Jaldoracht update made me want to play them more and more to come up with a good strat! Now with Asgarnia, I'm going to get in there and try each of the paths. Once I formed them, took over Misthalin, and converted to Zarosian hahaha! I'd really like to cover the mod on my YouTube channel if you'd be alright with it? It's not a large one but has a decent following for a new channel. If not I totally understand. Have a long term supporter regardless!
Zigzagzigal  [author] 10 Jun, 2024 @ 3:42pm 
I've not yet implemented a Zarosian Asgarnian path, but I can twist the lore to justify it some time. I'd have to work out what would make it distinct from Senntisten.
Zigzagzigal  [author] 10 Jun, 2024 @ 3:40pm 
Alright! The update is here, and the mod is updated to the latest patch (though the launcher says otherwise, it does work!). The new Asgarnian mission tree is by far the biggest the mod has yet seen, with a massive 92 missions counting all the branching paths.

- Saradominist Asgarnia is largely the historical path, with your classic White Knights and Temple Knights.

- Zamorakian Asgarnia builds off Lord Valzin's ambitions, building a true Zamorakian power base to take down Entrana, free werewolves from the vampyres and explore the Underground Pass.

- Guthixian Asgarnia takes inspiration from the Taverley and Void Knight quests, as well as the Guthix campaign of Armies of Gielinor. You can even take an incursion into the Feldip Hills and find the Monastery of Ascension.

- Brassican Asgarnia wants you to kick a cabbage from Asgarnia to Oo'glog. Don't ask me why.
Rantius 9 Jun, 2024 @ 11:11am 
Very much looking forward to the update as well! This is one of my favorite mods to play with, mostly trying to form the Zarosian Empire as Jaldoracht. Will there also be a path for Zarosians with the Asgarnia update? Not sure if they're significant enough to warrant one however figured I'd ask anyway lol
Vhaldez 7 Jun, 2024 @ 4:23am 
Looking forward to playing the next update!
Zigzagzigal  [author] 5 Jun, 2024 @ 3:58pm 
Alright, I'm getting closer to finishing the mod's next update. Asgarnia's mission tree is a monster right now. All 12 generic Asgarnian missions, plus you carry over unique missions from a previous Asgarnian nation (e.g. Donblas), then 29 unified Asgarnian missions, then extra depending on your choice of religion. I'm going to have distinct paths for Saradomin, Zamorak, Guthix, Brassica Prime and a little generic religious branch for those who take none of those.
Zigzagzigal  [author] 5 May, 2024 @ 4:34am 
Thanks! Lemme know if there's anything you want to see worked on/expanded.
PenPen 4 May, 2024 @ 7:43am 
Nice, looking forward to play it.
Zigzagzigal  [author] 4 May, 2024 @ 1:09am 
With an EU4 update coming soon, I'm working on the next mod update to be released some time after it (for mod compatibility). I've also worked on improving the Runecrafting Crusades, bringing Varlamore up to the first batch's content, and am working on improving Asgarnia.
Zigzagzigal  [author] 8 Apr, 2024 @ 1:29am 
There is a Hallowvale formable, but currently it requires the Hallowvale culture group (Meiyer or Slepe culture) as well as being Saradominist.
Yomoholo 6 Apr, 2024 @ 12:58pm 
we need a hollowvale formable
DUCATISLO 17 Dec, 2023 @ 6:36am 
gg
Zigzagzigal  [author] 22 Nov, 2023 @ 10:04am 
For some reason a bunch of images aren't functioning on the Workshop page and I cannot currently upload new ones.
Zigzagzigal  [author] 12 Nov, 2023 @ 9:51am 
Right, implemented those fixes.
Zigzagzigal  [author] 12 Nov, 2023 @ 9:39am 
Right! I wanted to be sure to release a couple of days before Leagues to get bugs sorted out in time :p I'll look into it
Dortund 12 Nov, 2023 @ 7:04am 
Awesome, curious to try out Canifis. Had a quick look for bugs, and came across these: https://github.com/Dortund/EU4-Gielinor-mod/pull/7/files#diff-56647ade9ef4f26b35a74d2f2cccc749991943a77673a96fb07aad76d5209e29 (1 problem with the Canifis mission tree, and then mostly some localisation and minor issues).

I also noticed the addition of the Blisterwood tree and Arboretum modifiers. The concept seems cool, but I don't think they work atm. 'vampyric' is not a culture group, and it's also sad to see that the tree becomes useless as soon as a non-vampyric country actually owns the province. Maybe make it at triggered modifier for Vampyric countries when they are at war with someone who controls the tree?
Zigzagzigal  [author] 12 Nov, 2023 @ 1:38am 
The latest patch is here! Version 1.8.0 reworks Varlamore, makes the coast of Kharid in line with OSRS, adds lots of new missions for Canem/Canifis, Morytania and Varlamore, adds lots of new Morytanian flavour, adds monuments, trade goods and more!
Zigzagzigal  [author] 6 Nov, 2023 @ 11:10pm 
I've got the indev version of the mod updated to the latest EU4 patch. I'll release the next update before the 15th, but I do want to fit in some more content before then.
Zigzagzigal  [author] 30 Oct, 2023 @ 11:44am 
That means the localisation files for whatever reason aren't working for you. If you have the game language set to something other than English that'll happen.
SaiyanSerb 27 Oct, 2023 @ 3:02pm 
The Country names keep showing up as 3 letters.. how do i fiox this?
Zigzagzigal  [author] 20 Oct, 2023 @ 1:29am 
With the next EU4 patch coming on the 6th of November, I'll make the next Gielinor Universalis update some time between then and the 15th. Thankfully recent patches generally aren't too hard to update for due to their tendency to focus on flavour over changes to fundamental game mechanics.
Zigzagzigal  [author] 15 Oct, 2023 @ 11:48am 
The next mod update should come before the 15th of November (when OSRS Leagues 4 starts). I've done basically all the Varlamore work I wanted to do for the update now, but there's some random other things I want to sort out.
Zigzagzigal  [author] 6 Oct, 2023 @ 6:45pm 
Good news! I finally got a good version of the tree layer going in my indev version of the mod. I've also changed how most of the terrain looks to both feel more natural and closer to the game.
Zigzagzigal  [author] 29 Aug, 2023 @ 9:15am 
Started the process of incorporating the new Varlamore to the map - and also bringing Daimon's Crater, and OSRS' Kharidian Coast to the mod. Because of the substantial changes to provinces that will bring, that update will most likely break existing saves .
Zigzagzigal  [author] 5 Aug, 2023 @ 9:08am 
Okay, implemented the latest round of Dortund fixes into the mod.
Clonepilotz 3 Aug, 2023 @ 1:21pm 
I would go to sixth but yay crash crash
Zigzagzigal  [author] 31 Jul, 2023 @ 5:35am 
Ooh, someone actually getting to the Sixth Age? I've never really prioritised it so I didn't know how stuff worked. I'll try and incorporate those fixes some time.

As another note, there's been several map expansions to OSRS since I last set the coastlines of Zeah and Kharid, and I do need to get around to fixing them. If I had a new heightmap of OSRS it'd be great, as I've been making crude heightmaps of my own for new areas. New Varlamore lore also makes things very different from the vague outline I had.
TIBERIUS EQUITIUS GRACCHUS 30 Jul, 2023 @ 2:55pm 
@Dortund Thanks it worked! Managed to get to the final age and finish out the rest of my mission tree.
Dortund 30 Jul, 2023 @ 12:51pm 
Haha, just had to Temple to Guthix spawn in a wasteland province in my own Senntisten game :P So https://github.com/Dortund/EU4-Gielinor-mod/pull/6 now also has a fix suggestion for that (along with a few other minor issues I came across). We're getting some good playtesting in :)