Europa Universalis IV

Europa Universalis IV

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Flogi's Random New World Adjustments
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236.756 MB
Dec 28, 2023 @ 3:11pm
Dec 19, 2024 @ 12:08am
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Flogi's Random New World Adjustments

In 1 collection by flogi
RNW Improvement Mods
6 items
Description
What does this mod do?
Random New World is one of the forgotten features of EU IV I always enjoyed and am sad that it did not get more love. Most likely because the vanilla generation does yield very poor results that are not the slightest comparable to the riches and fun provided by the real new world, the features does not see very much play at all.
This mod does what can be done to improve the feature to yield pretty good results.
In my book an ideal random new world has loads of provinces, different continents/islands and connected trade nodes comparable to the vanilla routes (meaning you should generally be able to steer trade towards europe from muliple directions and ideally to asia as well). If all of those conditions are met I would call it a perfect random new world.

Suggestion how to use this mod for the most fun you can get:
Especially if you want to use this in multiplayer I would recommend letting every player or so 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.
The method does work for singleplayer as well ofc.


Features:
- Tuned RNW generation to yield far better results than vanilla in terms of province density and trade nodes
- About 30% of RNW generations are "perfect" random new worlds, about 40% are very decent and very much playable whereas the rest (30%) is lacking in some area.
- Integrated most of the Random New World Improvement Mod and updated where necessary to the newest patch
- Added about 6000 new possible provinces for huge random new worlds
- Integrated pretty much every big tile that exists on the workshop (you only need this mod) as most of them are not maintained I updated them where necessary (for example: Middleearth is working with this mod again)
- Improved placement of continents and other tiles considerably

Credits:
- Huge thanks to Elzephor who is most likely the biggest contributor to the RNW feature in general
- For the respective RNW tiles: The creators

Useful links
You can discuss this and my other mods on my modding discord.
Discord Channel[discord.gg]

My Patreon Page[www.patreon.com]
125 Comments
Paradux Jul 24 @ 7:02am 
I will definetly use this mod going forward. The few new worlds I have seen look better than the vanilla ones by a significant margin. Thank you so much for this.
Paradux Jul 24 @ 7:01am 
Ah, I see it now. I was looking through the files, trying to find out, if there was a flag that set a tile as fantastical, but missed it until now.

Thank you very much for clearing that up.
flogi  [author] Jul 24 @ 6:54am 
Both. With fantasy on you will get fantasy tiles, like for example the PDX logo and also fantasy spawning scenarios.
Paradux Jul 24 @ 6:53am 
I appreciate you answering all my questions, but after messing around with the mod a bit, I have one more:
Are the spawned tiles influenced by the "fantastical" setting or only the nations that are placed on them?
Paradux Jul 23 @ 4:01pm 
OK, thank you
flogi  [author] Jul 23 @ 2:57pm 
Well for the lacking part you can occasionally get less provinces than vanilla ofc, or bad trade connections, or both. This mod is stable in MP, yeah.
Paradux Jul 23 @ 12:40pm 
That goes even for the "30% lacking in an area"? Why I am asking is that I would like to use this mod and just dive in without having to check beforehand how the New World looks to keep the surprise.
But If you say they all have more, I will definetly try this mod for my next playthrough.
Is it stable for multiplayer, too?

In either case, thank you very much for mainting this mod.
flogi  [author] Jul 23 @ 12:22pm 
Usually these RNW generations have actually more provinces than vanilla.
Paradux Jul 23 @ 8:23am 
My main issue with vanilla RNW is that they are severely lacking in province count. Does this mod make them at least similar in count to the Americas or are does the "30% lacking in an area" mean they have way less provinces?
Altrivotzck Jul 14 @ 7:45pm 
I formed the Obsidian Empire and it bugged out like crazy.
Not only did it set all ideas, mana, and other stuff to 0, it also left a couple of my former nation's provinces alive, didn't delete their armies, moved the new capital to a province next to the original one, gave me 100 armies in that capital and 100 1-ship fleets at a random port (which set my economy to a monthly -850 ducats), and then it immediately crashed the game as soon as I unpaused for half a second, as I was about to reconquer my original capital.
No other mods besides Stellairs Font, Additional Alerts, and Colored Mapmodes were on.