Hey all, @Ryagi back to bring you some modding dopamine. Join us for a very brief look at Random New World Adjustments. A modern and updated RNW Adjustment mod seeking to make your random new worlds a bit more enjoyable. That's right, we got random new worlds mentioned here before GTA 6.
Today's spotlight is hosted by prolific modder Flogi, who previously appeared to showcase their mod, Idea Variation.
As a reminder, random new world generation is an old feature released with the 2014 DLC Conquest of Paradise. As such, you'll need that DLC in order for this mod to function. While the RNW feature is often delegated to the shadows, it's still a pretty interesting mechanic in my personal opinion. That being said, many have often noted that RNW can be hit or miss... That's where mods like this can prove to be the heros we need!
Hello fellow EU IV lovers,
today I’m here to talk to you about a forgotten feature of EU IV: The Random New World. First introduced in the Conquest of Paradise DLC the feature is one of the oldest big DLC features of EU IV (10 years actually).
A great feature that unfortunately never reached its full potential in vanilla. The reason for that was that the vanilla generation of a random new world most of the time yields poor results in generation to this day. However, this can be dramatically improved. The modding community in general introduced quite a number of new tiles for the random new world and I combined those achievements with the best Random New World generation method achieved to this day.
What makes an exciting random new world?
Well first of all, its fun if it's big. If there’s loads of stuff to discover it's always better than only having three islands and being done with it.
So, the aim for a random new world should be to have a number of provinces equal or only slightly inferior to what you get when you play the world, we all love to discover.
Secondly trade is quite important in EU IV as you might know. When generating a random new world trade zones and its connections are generated randomly to connect the trade flows back to the continents we know.
The rule is: If there is a land mass nearby a trade connection is formed.
However, if a land mass or some islands are missing you can be missing out on important connections and find yourself in the awkward position that no trade flows back to Seville. You can imagine the surprised Pikachu face the Spanish king would make upon learning about this.
So, a very good random new world needs loads of provinces, best spread around nicely in the generated area and good trade routes.
Vanilla generation only very rarely achieves such success.
A typical vanilla RNW generation
(Vanilla) Illustrates only one trade route from the new world back to Europe.
How is RNW generation improved with the mod
The mod dramatically increases the likelihood of a good random new world generation. It won’t always give perfect results but in general, you should always get bigger land masses and thus a province number similar to North and South America.
I would still recommend generating some good generations and then maybe choosing randomly amongst them to ensure the unique discovery experience.
Especially if you want to use this in multiplayer, I would recommend letting every player generate a save file with a proven good random new world upon which the game is started. This will ensure you a good world and by shuffling the selection you still get the immersion to discover the world for the first time.
Some examples of improved RNW Generations
New Placed Nations
The RNW can field quite a number of new scenarios, for example the Indians or the Chinese discovering and settling parts of the world. If you just want native nations I’d recommend to turn the Fantasy Random New World option off with the mod.
(Almost) All of the community modded tiles
The mod comes with almost all of the community made Random New World tiles in existence. Only one still growing pack of tiles is not included in the mod directly, but the pack itself is designed to work with this mod. I’ll use this opportunity to shout out the work of Dekken (Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3310794816 ), who is a great contributor to the feature in general.
Did you know? You can also randomly generate the whole world!
With the whole world generation addon it is possible to randomize the whole world which can give unique experiences for example for multiplayer games. You might ask: "Isnt the number of provinces in those worlds quite limited?" No, you can actually get generations that have more land provinces than vanilla.
This is a screenshot of one such game I’m playing with a couple of friends in multiplayer right now.
Compatibility
The good news is, that this mod is highly compatible with anything that doesn't change the core map. I did add more provinces to allow for larger RNW generations, so mods that add new provinces will not be compatible, sadly. The same goes for mods that change the map altogether, especially the size of the generation would need some adjusting.
Thank you to Flogi for putting together this short but sweet showcase! If you're looking to spice up your next game, be it single player or multiplayer with some randomness, you might want to give this mod a try.
You can find Random New World Adjustments on the Steam Workshop here
For all those dedicated RNW fans out there, I'm sad to say this does spotlight not mean Paradox will be swooping in tomorrow with a 50gb patch turning Random New World generation into a gaming masterpiece. (Besides it already has a unique beauty, right?).
We just like showing off fun mods! If you have any mods you'd like to see up here spotlighted, let us know down below. Until next time!
Today's spotlight is hosted by prolific modder Flogi, who previously appeared to showcase their mod, Idea Variation.
As a reminder, random new world generation is an old feature released with the 2014 DLC Conquest of Paradise. As such, you'll need that DLC in order for this mod to function. While the RNW feature is often delegated to the shadows, it's still a pretty interesting mechanic in my personal opinion. That being said, many have often noted that RNW can be hit or miss... That's where mods like this can prove to be the heros we need!
Hello fellow EU IV lovers,
today I’m here to talk to you about a forgotten feature of EU IV: The Random New World. First introduced in the Conquest of Paradise DLC the feature is one of the oldest big DLC features of EU IV (10 years actually).
A great feature that unfortunately never reached its full potential in vanilla. The reason for that was that the vanilla generation of a random new world most of the time yields poor results in generation to this day. However, this can be dramatically improved. The modding community in general introduced quite a number of new tiles for the random new world and I combined those achievements with the best Random New World generation method achieved to this day.
What makes an exciting random new world?
Well first of all, its fun if it's big. If there’s loads of stuff to discover it's always better than only having three islands and being done with it.
So, the aim for a random new world should be to have a number of provinces equal or only slightly inferior to what you get when you play the world, we all love to discover.
Secondly trade is quite important in EU IV as you might know. When generating a random new world trade zones and its connections are generated randomly to connect the trade flows back to the continents we know.
The rule is: If there is a land mass nearby a trade connection is formed.
However, if a land mass or some islands are missing you can be missing out on important connections and find yourself in the awkward position that no trade flows back to Seville. You can imagine the surprised Pikachu face the Spanish king would make upon learning about this.
So, a very good random new world needs loads of provinces, best spread around nicely in the generated area and good trade routes.
Vanilla generation only very rarely achieves such success.


A typical vanilla RNW generation

(Vanilla) Illustrates only one trade route from the new world back to Europe.
How is RNW generation improved with the mod
The mod dramatically increases the likelihood of a good random new world generation. It won’t always give perfect results but in general, you should always get bigger land masses and thus a province number similar to North and South America.
I would still recommend generating some good generations and then maybe choosing randomly amongst them to ensure the unique discovery experience.
Especially if you want to use this in multiplayer, I would recommend letting every player generate a save file with a proven good random new world upon which the game is started. This will ensure you a good world and by shuffling the selection you still get the immersion to discover the world for the first time.


Some examples of improved RNW Generations
New Placed Nations
The RNW can field quite a number of new scenarios, for example the Indians or the Chinese discovering and settling parts of the world. If you just want native nations I’d recommend to turn the Fantasy Random New World option off with the mod.
(Almost) All of the community modded tiles
The mod comes with almost all of the community made Random New World tiles in existence. Only one still growing pack of tiles is not included in the mod directly, but the pack itself is designed to work with this mod. I’ll use this opportunity to shout out the work of Dekken (Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3310794816 ), who is a great contributor to the feature in general.
Did you know? You can also randomly generate the whole world!
With the whole world generation addon it is possible to randomize the whole world which can give unique experiences for example for multiplayer games. You might ask: "Isnt the number of provinces in those worlds quite limited?" No, you can actually get generations that have more land provinces than vanilla.
This is a screenshot of one such game I’m playing with a couple of friends in multiplayer right now.



Compatibility
The good news is, that this mod is highly compatible with anything that doesn't change the core map. I did add more provinces to allow for larger RNW generations, so mods that add new provinces will not be compatible, sadly. The same goes for mods that change the map altogether, especially the size of the generation would need some adjusting.
Thank you to Flogi for putting together this short but sweet showcase! If you're looking to spice up your next game, be it single player or multiplayer with some randomness, you might want to give this mod a try.
You can find Random New World Adjustments on the Steam Workshop here
For all those dedicated RNW fans out there, I'm sad to say this does spotlight not mean Paradox will be swooping in tomorrow with a 50gb patch turning Random New World generation into a gaming masterpiece. (Besides it already has a unique beauty, right?).
We just like showing off fun mods! If you have any mods you'd like to see up here spotlighted, let us know down below. Until next time!
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