Europa Universalis IV

Europa Universalis IV

Runescape Mod: Gielinor Universalis
Zigzagzigal  [developer] 27 Mar, 2022 @ 1:13pm
Countries with Unique Features
Thus far, flavour is unevenly distributed among the tags of the game. Every tag in the game has unique national ideas.

Unique Mission Trees
  • Acheron (partial)
  • Al Kharid
  • Ape Atoll
  • Ardougne
  • Asgarnia
  • Baxtoria
  • Brimhaven (partial)
  • Cadarn
  • Canem/Canifis
  • Crandor
  • Carnilleus
  • Draynor
  • Elven Resistance
  • Generic Acheron (for Acheron-culture nations)
  • Generic Ape Atoll (for nations that can form Ape Atoll)
  • Generic Asgarnian - the following use this tree with unique missions:
    • Burthorpe
    • Cashien
    • Crailey
    • Dark Wizards
    • Donblas
    • Taverley
    • Varze
  • Generic Fremennik - the following use this tree with unique missions:
    • Jatizso
    • Neitiznot
  • Generic Karamjan
  • Generic Wushanko - the following use this tree with unique missions:
    • Ashihama
    • Khanoka
    • New Heritage
  • Gnome Empire
  • Great Kourend
  • Gunnar
  • Iorwerth
  • Jaldraocht
  • Kandarin
  • Karamja
  • Kharidians
  • Marwolaeth
  • Menaphos
  • Mos Le' Harmless
  • Misthalin
  • Morytania
  • Palingrad
  • Rellekka
  • Scabarites
  • Tirannwn
  • Troll Stronghold (partial)
  • Tzhaar
  • Varlamore
  • Zarosian Empire
  • Zemouregal

Unique Events

The following countries have more than a minor number of unique events.
  • Asgarnia
  • Crandor
  • Gnome Empire
  • Gunnar
  • Kandarin
  • Misthalin
  • Morytania
  • Rellekka

Unique Disasters

The following countries have unique disasters.
  • Ardougne/Kandarin: Dreaded Years of Tragedy - Starts if you have the Statehood institution but not Exploration, are not following Zamorak but have at least 20 development in your Zamorakian provinces.
  • Asgarnia: Kinshra-White Knight War - Starts in the Age of Adventurers if the White or Black Knights are present in your realm.
  • Cadarn: Fall of Cadarn - Starts immediately.
  • Gnome Empire: Cleaving of the Gnome Empire - Starts if you have an insufficiently strong leader.
  • Gnome Empire: Glouphrie Dictatorship - Starts if Glouphrie becomes your leader via events.
  • Great Kourend: War of Five Houses - Starts if an unreformed Kourend Monarchy has extremely high House Disunity.
  • Gunnar: End of the Runecrafting Crusades - Starts if the Crusader Zeal metric runs low.
  • Hanto: Terror of the Leviathan - Starts in the Age of Humans or Age of Adventurers, unless you follow the Xau-Tak religion.
  • Misthalin: Overbearing Misthalin - Starts if you expand into Asgarnia during the Age of Mortals.
  • TzHaar: Brink of Extinction - Starts in Age of Adventurers or Age of Divination.

Unique Governments

Asgarnia

Figurehead Monarchy - This corrupt kingdom can be created by event if the king is weak and the White Knights seize power.

Aviumia/Tasabek/United Provinces of Zeah

These three countries are formable by independent ex-colonial nations in Zeah. They get a choice of these three special government forms when formed:

Federal Republic - A republic with a strong governing capacity and parliament.

New World Kingdom - A kingdom that expands more easily but has lower legitimacy.

Frontier Theocracy - A theocracy with faster colonial growth and stronger missionaries.

Burthorpe

Burthorpe Principality - Burthorpe gets bonus army tradition, but less governing capacity. It also cannot become a kingdom or empire.

Canem/Canifis

Werewolf Council - This unique kind of republic allows for adopting Horde ideas instead of Plutocratic. It also boosts morale damage, tolerance of the true faith, and makes Canifis more rebellious to any nation that wants to keep it as a subject.

Cave of Guthix

Guthixian Cave - Would the secret cave of Guthix ever be discovered, it will deploy all means at its disposal to defend itself. This results in a theocratic government with bonuses similar to a Boss Nation (it's very strong militarily but will avoid expansion, diplomacy or starting wars).

Elven Resistance/Tirannwn

Tirannwn Resistance - The seven clans of the Elven Resistance are represented as factions. They get extra army morale and attrition for enemies.

Tirannwn Republic - A reunited Tirannwn has eight factions representing the eight elven clans, along with bonuses to construction cost, tolerance of the true faith and republican tradition.

Civil War Governance - While the Elven Resistance fights off the Dark Lord's forces, they receive this unique second-tier republican reform which provides a flat increase to manpower and forcelimit, makes conquering provinces harder and unlocks access to the Elven Desperation mechanic, helping you to catch up in the Civil War if you fall behind.

Meeting of the Clans - This special eighth-tier republican reform expands your advisor pool by 2.

Entrana

Apostocracy - As the holiest island in the Saradominist faith, Entrana takes a similar role to the Papal States in the base game. This special theocratic government grants extra tolerance of the true faith, church influence and prestige every time you convert provinces.

Subsidised Pilgrimage - This economic reform grants tolerance of the true faith, a diplomatic relations slot and bonus trade power from ships.

Feldip Hills

Feldip Government - Unifying the Feldip Hills into one nation gives you this special government which lets you put Ogres or Ogresses in charge.

Goblin Empire

Goblin Empire - Manage to form the Goblin Empire, and you'll get this variation of the Bandosian Horde government with no naval penalties, an even bigger forcelimit but weaker units.

Great Kourend

Kourend Monarchy - This government form has the five houses of Kourend represented as factions, with a unique set of events. The internal tensions of the realm at the time are represented with the unique House Disunity mechanic - if it gets too high (typically through overextension) it will lead to civil war.

Kourend Reformed Monarchy - Solve the tensions between Kourend's houses and you can get all the good of the Kourend Monarchy government without any of the downsides.

Kourend Council - A republican variation of the Kourend Reformed Monarchy government.

Expand the Kourend Council - This special fifth-tier monarchy reform cuts the cost of governing states.

Restrain the Kourend Council - This special fifth-tier monarchy reform provides bonus legitimacy and helps lower autonomy faster.

House Delegation - This special eighth-tier republican reform cuts advisor costs by a fifth.

Council Leadership/Reinstate Monarchy - These final-tier reforms allow you to switch between the Kourend Reformed Monarchy and Kourend Council governments.

Gunnar

Runecrafting Crusader - This special tribal-horde style government offers enormous military bonuses, but at a catch - the unique crusader zeal mechanic. You'll need to keep destroying runecrafting altars lest your country rip itself apart.

Harmony/Scabarites

Cloistered Order - These tiny theocracies have limited diplomatic and expansion potential, though have bonuses to production efficiency and tax.

Iorwerth

Civil War Focus - This second-tier monarchy reform is used while the Elven Resistance still exists and clings on to the Serenist faith. It offers flat bonuses to forcelimit and manpower, at the cost of the ability to conquer provinces. It also grants access to the Elven Desperation mechanic, making it easier to catch up in a war if you fall behind.

Kandarin/Baxtoria

Kandarin Monarchy - Unite Kandarin and you'll have a special government with a good tolerance to cultures and religions, as well as an early parliament (representing the democratic element of the Ardougne Council) but a higher autonomy floor. If Clan Cadarn grows their kingdom into Baxtoria, they also get this reform.

Keldagrim

Consortium Republic/Monarchy - This form of government gives you eight trade companies taking the role of estates. It also has the functionality of a merchant republic, but creates the special Dwarven Outpost government for trade cities.

Deregulate Consortium - This fifth-tier republican reform gives you less tax and raises unrest, but in exchange grants you an extra merchant and trade power.

Regulate Consortium - This fifth-tier republican reform gives you more tax and lowers unrest, at the cost of higher state and advisor costs.

Kharidians

Kharidian Tribe - Before the future settlers of Al Kharid settle down to city living, they have a variation of a tribal government with a bigger army and a bonus to the improve-relations stat.

Miscellania/Etcetera

Miscellanean Monarchy - These two realms get cheaper development and lower unrest, in exchange for a smaller army.

Morytania

Vampyre Kingdom - Morytania suffers from a weak navy, though they have a bigger army and can tolerate Zamorakian heretics with ease.

Vampyric Tiers - This unique second-tier reform gives you extra legitimacy and a reduced advisor cost.

Mudskipper

Mogre Horde - This variation of the Bandosian Horde tribal government type has naval bonuses instead of penalties, but doesn't produce as strong of an army.

Port Phasmatys

Ectofuntus Barrier - This unique military doctrine can be adopted by event. It greatly restricts Port Phasmatys' capacity to expand, but grants a huge defensive buff to compensate.

Quidamortem

Quidamortem Boss Nation - Boss nations normally have a powerful army but cannot declare war, struggle to expand and cannot ally. Quidamortem, uniquely, may ally other nations - but only lizardmen or followers of the Xerician faith.

Resurgentia

Fateful Kingdom - Wushankoan Zarosians who form Resurgentia are rewarded with this special government type, offering bonus prestige, colonial range and infantry power. But the real advantage comes in it unlocking the Great Holy War casus belli, which allows you to convert any nation to Zaros!

Senntisten

Reformed Zarosian Theocracy - Free Azzanadra from his desert prison and he can return to his role as Pontifex Maximus. Aside from giving you an immortal ruler, it will also provide you with +1 Missionary, +10% clergy loyalty and +1 possible clergy privilege slot.

TzHaar/Karuulm

Obsidian Caste - The TzHaar have a special republican government consisting of a unique quartet of estates representing the different TzHaar castes. While their election cycle is slow (6 years) and they have a penalty to governing capacity, they excel at province development and cheap construction.

Entrench Mystic Rule - This fifth-tier reform will make the Mej/Sihar estate more influential and loyal.

Integration of the Ga'al - This eighth-tier reform can exclusively be obtained by the TzHaar as an option at the end of the Brink of Extinction disaster. It offers bonus land morale and manpower recovery speed, and more importantly enables the Ga'al estate.

No Internal Market - This economic reform can be used by Karuulm for army morale and foreign trade power, at the cost of domestic trade power.

Urval Order

Druidic Order - The Chaos Druids of Asgarnia can form the special Urval Order with this associated government - a kind of mix between a regular druidic state and a monastic order.

Varlamore

Shining Kingdom - Varlamore has extra governing capacity, tolerance for heretics and colonial growth, but pays for that with weaker missionaries and slower manpower recovery.
Last edited by Zigzagzigal; 12 Jun, 2024 @ 7:15pm