Saga of the Vinlanders

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Authors: Egon, Seósaidh MacEanruig

Last revision: 7 Dec, 2025 at 18:50 UTC (1)

File size: 7.13 MB

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Description:

An alternate timeline where Thorfinn Karlsefni’s colony in Vinland took hold.

In 1006, Norse settlers established a small settlement along the forested coasts of Newfoundland. Over three centuries, they managed to develop a small but viable realm at the western edge of Christendom, mostly unknown to the rest of Europe.

By 1337, the descendants of Karlsefni rule from Þorvaldsnes, maintaing ties and trade with their Greenlandic cousins and beyond, and with a tenuous peace with the Skraelings. Can Vinland overcome its isolation and harsh climate to rule a continent in the five centuries to come?

Current Features:
Playable Vinland Nation
– Start as Vinland in 1337 with settlements across Newfoundland and into the Gulf of St. Lawrence
– Capital at Þorvaldsnes (St. John’s), with regional centers at Leifsbuðir and Straumfjörð
– House Þórfinnssynir ruling dynasty descended from Thorfinn Karlsefni, with unique succession, privileges and advances.
– Custom Vinlandic flag featuring the Scandinavian cross and pine tree, in addition to immersive naming
– Small population spread across coastal settlements, focus on colonization, carefully managing your budding economy and growing your vinlandic population
– Startup event chain to determine the size, cultural and religious makeup of the Vinland colony
– Dynamic province names for Vinland across the Northeast and Canada.

Reworked Atlantic Canada Geography
– Revised province names reflecting Norse settlement and exploration
– Historical saga locations: Straumfjörð (Anse aux Meadows), Leifsbuðir (Bay of Exploits), Kjalarnes (Bonavista), Þorvaldsnes (St. John’s)
– Adjusted terrain and resources for more accurate harbor and development potential

Custom Estates and Government
– Vinlandic estate names: Goðar (nobles), Kaupmenn (burghers), Kirkjumenn (clergy), Skrælingjar (tribes), Landsmenn (peasants), Ríkið (the state)
– Decentralized government modelled on the Icelandic Commonwealth with the Alþingi at its center
– Mixed Norse-Catholic and remnant pagan population reflecting early 14th century religious dynamics

Planned Features
– Additional unique advances and privileges for Vinland and Scandinavian nations
– Custom events and situations exploring Vinland’s isolation, relationship with Greenland, indigenous diplomacy, and colonial expansion
– Balance adjustments based on playtesting and community feedback
– Expanded lore and historical flavor text
– More dynamic province names for Vinland throughout North America
– Potential custom missions focusing on continental expansion and maintaining ties to the Old World

v0.5.1 – Startup event chain and Goods spreading

  • Tweaked the Columbian Exchange mechanics to reflect Vinland’s position as an old world nation on a new continent.
  • Columbian Exchange now triggers in age 2 with vinland present, allows you to spread wool and beeswax in appropriate locations.
  • Hundreds of localization changes across the Northeast and Canada, with more dynamic location names, in addition to area name changes.
  • Removed overwriting of location_templates to improve compatibility with other mods.
  • Adjusted raw materials for balance (alum, lead and beeswax in the starting area)
  • Removed the prestige penalty for no rivals (temporary fix until paradox resolves the issue), so that vinland can make use of the Columbian Exchange mechanics

v0.4.1 – Balance Changes and Setup Refinement

  • Slightly reduced Vinlandic institution spread through trade for better balance
  • Reverted to monarchy government type – republic system lacks proper marriage mechanics and courtier generation
  • Added custom elective succession law modeled on the Icelandic Commonwealth to represent less autocratic, decentralized governance
  • Expanded starting territory to include PEI, Anticosti, Cape Breton, and all of Newfoundland without excessive population inflation
  • Adjusted ruler DNA for more Viking-appropriate appearance
  • Investigating solutions for native culture assimilation – base game gives indigenous groups 0 culture defense, causing unrealistic rapid assimilation

v0.4.0 – Major Setup Changes

  • Government restructured: Vinland now starts as decentralized oligarchic "republic" based on Icelandic Commonwealth model
  • Enhanced Atlantic Canada resource distribution for more stable starting economy and markets
  • Revised natural harbor suitability across Atlantic Canada to reflect historically important ports
  • Implemented unique Vinlandic estate names (Goðar, Kaupmenn, Kirkjumenn, Skrælingjar, Landsmenn, Ríkið)
  • Configured disease resistance appropriate to isolated colony
  • Added minority Norse pagan population, allowing player option to revert to traditional beliefs
  • Expanded Norse place names throughout settled regions
  • Added unique cultural advances and estate privileges for Vinland and Scandinavian nations

Compatible with versions 1.0.*

By Egon and Seosaidh

Special thanks to the EU5 Mod Coop for answering my questions and the helpful resources, including the Wiki.

Also please request features you’d like to see, or just have comments on balance, flavour text or the like. I like to hear from people who play the mod, and I do my best to add what makes sense, and fits with the vision I have for the mod.

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Revisions:

Old revisions of this mod are available below. Click the link to download.