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Ryagi

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Mar 11, 2017
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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.

Vanilla RNW 1.jpg
Vanilla RNW 3.jpg

A typical vanilla RNW generation

Vanilla RNW 2.jpg

(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.
Modded RNW Trade 1.jpg


RNW Collage.png

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.
RNW Screenshot MP.jpg

Whole World Generation 1.jpg
Whole World Generation 2.jpg



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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So sad this feature isn't coming to Project Caesar. I actually liked it.

Also, randomising the whole world sounds amazing! I want to play that now!
 
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I really don't see why you can't manage a true random new world instead of using the ridiculous and mostly geologically improbable tiles. It's not like other games have featured random maps since at least the early 1990s...
 
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Wow. I am truly flattered - I got a shout out (Im Dekken on Steam)! And the tiles I made are on the pictures of a dev post. I will also reiterate that Flogi did a great job with his mod.
 
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Wow. I am truly flattered - I got a shout out (Im Dekken on Steam)! And the tiles I made are on the pictures of a dev post. I will also reiterate that Flogi did a great job with his mod.

It's great content :D
 
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Is the trade node bug fixed where you can't see all the information on the map. Preventing you from redirecting trade?
 
Thanks at Paradox and @Ryagi for giving me the opportunity to present this mod. It really makes the RNW feature worth to be played.
If you have any questions, fire away!

Is the trade node bug fixed where you can't see all the information on the map. Preventing you from redirecting trade?

I can't really fix it, but I can't recall seeing it with my mod at least and during testing this I surely did about ~1000 generations.
 
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I love this idea because I really want to play RNW.

A little bit of criticism incoming here, hopefully it comes off as constructive. I find it interesting that even in these modded versions, you still get landmasses like this one you posted. These vertical, rectangular things that stretch from north to South Pole , at pretty much a constant width, happen very frequently in the vanilla game. And, at the risk of making a normative judgment here, I think these are kinda just quite bad?
IMG_1068.jpeg

Just my opinion of course, but I suspect most people will probably agree with me that these columns of land going straight up do not look very realistic or play very well. the fact they happen so frequently in vanilla and also appear in your modded versions, makes me suspect that there is something hardcoded that makes them very likely to appear. I don’t know much about map generation or modding, but I know that there a lots of different methods of generation that model different stuff, and I don’t think any of them would generate something like this. So I kind of think (and have thought so for years) that it is fair to call it a bug


Everything else though, the changes to trade routes especially, looks and sounds amazing, so great job to the modders on this. Just hoping to spark a bit of discussion and see if I’m just the only person a bit bothered by these generations
 
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I love this idea because I really want to play RNW.

A little bit of criticism incoming here, hopefully it comes off as constructive. I find it interesting that even in these modded versions, you still get landmasses like this one you posted. These vertical, rectangular things that stretch from north to South Pole , at pretty much a constant width, happen very frequently in the vanilla game. And, at the risk of making a normative judgment here, I think these are kinda just quite bad? View attachment 1231421
Just my opinion of course, but I suspect most people will probably agree with me that these columns of land going straight up do not look very realistic or play very well. the fact they happen so frequently in vanilla and also appear in your modded versions, makes me suspect that there is something hardcoded that makes them very likely to appear. I don’t know much about map generation or modding, but I know that there a lots of different methods of generation that model different stuff, and I don’t think any of them would generate something like this. So I kind of think (and have thought so for years) that it is fair to call it a bug


Everything else though, the changes to trade routes especially, looks and sounds amazing, so great job to the modders on this. Just hoping to spark a bit of discussion and see if I’m just the only person a bit bothered by these generations

You can avoid this tile by turning fantasy RNW settings off. This will exclude some other funny landmasses like the PDX logo and also exlude fantasy RNW nations, but yeah if you want to entirely avoid it, just turn the fantasy setting off and you won't see the "Redline" as we call that tile amongst ourselves anymore.
(You can actually pass through the tile in the middle though. I feel like one or two more passages wouldve been good for this tile).
 
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You can avoid this tile by turning fantasy RNW settings off. This will exclude some other funny landmasses like the PDX logo and also exlude fantasy RNW nations, but yeah if you want to entirely avoid it, just turn the fantasy setting off and you won't see the "Redline" as we call that tile amongst ourselves anymore.
(You can actually pass through the tile in the middle though. I feel like one or two more passages wouldve been good for this tile).
Thank you that is great to know. And that there is a name for it! Yeah, there is pretty much always at least one passageway through these landmasses in my experience, but often only one.
 
Thank you that is great to know. And that there is a name for it! Yeah, there is pretty much always at least one passageway through these landmasses in my experience, but often only one.

Well that tile is always the exact same. The way the RNW world works is that basically a lot of pre made tiles, that are always the same (but can change in direction - not in the case of the Redline though). If the tiles are placed the rest is filled by water tiles and there you have your RNW.
The problem with some tiles additionally is if they cover huge masses of water themselves (like some vanilla tiles do), that part of water can never fit another tile/land mass. Thats why very big tiles ideally should not cover huge amounts of water on the edges themselves.
 
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[...]the "Redline" as we call that tile amongst ourselves anymore.
(You can actually pass through the tile in the middle though. I feel like one or two more passages wouldve been good for this tile).
Having a version that has a passage near one pole, but the rest would be the same, could be interesting. Find Redline, but still won't know if there's a strategic passage at the far end of the thing :)
(same with a tile that is North America but actually has a northwest passage :D
 
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Having a version that has a passage near one pole, but the rest would be the same, could be interesting. Find Redline, but still won't know if there's a strategic passage at the far end of the thing :)
(same with a tile that is North America but actually has a northwest passage :D

Having slight variations in tiles would certainly be interesting.
I'm also a bit sad that this feature won't return in EU 5 for the time being as I has a lot of potential of done right. It does need a lot of deving power, so it is understandable as you need a lot of tiles to get real variation.
 
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Having slight variations in tiles would certainly be interesting.
I'm also a bit sad that this feature won't return in EU 5 for the time being as I has a lot of potential of done right. It does need a lot of deving power, so it is understandable as you need a lot of tiles to get real variation.
Its a shame. The basic idea was IMO great. However the realization of it was not good which I think resulted in people not using it which than was the justification they used to leave it completely behind....
 
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Its a shame. The basic idea was IMO great. However the realization of it was not good which I think resulted in people not using it which than was the justification they used to leave it completely behind....

Absolutely. I wish they had just put a little bit more effort in the development of the RNW after it received its last update (I think that was like in 2015).

How to randomize the whole world?

You will need the Whole World Generation Addon: https://steamcommunity.com/sharedfiles/filedetails/?id=3130727201
 
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