This article is timeless and should be accurate for any version of the game.
The Random New World (RNW) files are found within /Europa Universalis IV/map/random/.
Contents
- 1 Map Generation
- 1.1 Tweaks
- 1.1.1 Options
- 1.1 Tweaks
- 2 Scenarios
- 3 Tiles
- 4 Reference
- 4.1 Scenario
- 4.2 Tile
- 4.3 Random Land Names
Map Generation[edit | edit source]
The RNW generator uses several image files that supersede the base map:
- colormap_autumn.bmp
- colormap_spring.bmp
- colormap_summer.bmp
- colormap_winter.bmp
- colormap_water_base.bmp
- heightmap_base.bmp
- colormap_noise.bmp is used to add noise to the generated color maps for the RNW portion of the world.
It also makes use of several files for naming:
- RandomLandNames.txt controls the strings used to randomly name the RNW land provinces.
- RandomLakeNames.txt controls the strings used to randomly name the RNW lake provinces.
- RandomSeaNames.txt controls the strings used to randomly name the RNW sea provinces.
Tweaks[edit | edit source]
The tweaks.lua controls various constants that affect the RNW generator.
Options[edit | edit source]
Tweak | Description | Notes |
---|---|---|
width | Controls the maximum width that the Random New World will generate to. | Making this equal to 5632 will allow the whole world to be regenerated. |
height | Controls the maximum height that the Random New World will generate to. | |
overlapping_sea_province_search_width | Controls the width in which to eliminate provinces from the base map when placing the Random New World sea zones. | Making this equal to 5632 will allow the whole world to be regenerated. |
cutoff | Controls the cutoff at which coordinates are scaled from the old world. | Making this 0 to allow the whole world to be regenerated. |
seed | Sets a fixed seed to allow for predictable generation. |
Scenarios[edit | edit source]
The RNWScenarios.txt file contains all the possible scenarios that the RNW may use during generation.
Scenarios are applied per region, meaning once one scenario has been applied to a region, another one cannot.
Note: to allow colonial regions to be created, you need to make sure the colonial_placeholder_1, colonial_placeholder_2, etc. objects are present in 00_colonial_regions.txt.
Tiles[edit | edit source]
The RNW generator creates the RNW world by using predefined tiles for all land. Every tile has a configuration file that defines the various aspects of itself. The name of the configuration file is the name used by the tile data files.
Tile configuration is found in /Europa Universalis IV/map/random/tiles, with the tile data in /Europa Universalis IV/map/random/tiles/data.
Each tile has the follow image files, which follow the same standards the game map images do.
- <tile>_h.bmp - Height map
- <tile>_p.bmp - Province map
- <tile>_r.bmp - River map
It is important to note the function of the size attribute in a tile configuration file. The height and width of the RNW section of the world (by default 2304 by 2048) is divided into multiples of 128.
All tiles have a height and width that is a multiple of 128. So, for example if a tile was 256 pixels tall, and 128 pixels wide, it would have use size = { 2 1 }
.
Reference[edit | edit source]
Scenario[edit | edit source]
Scenarios are placed in RNWScenarios.txt.
# Assigned per region<name> = { # --- Spawn Parameters --- temperate = yes / no # Can spawn in Temperate regions arid = yes / no # Can spawn in Arid regions arctic = yes / no # Can spawn in Arctic regions tropical = yes / no # Can spawn in Tropical regions unique = yes / no # Can be placed multiple times min_provinces = <int> # Minimum contiguous provinces in region to spawn max_provinces = <int> # Maximum contiguous provinces in region to spawn chance = <int> # Spawn chance factor # --- Country and Province Parameters --- force_together = yes # Forces spawned countries to spawn next to one another force_apart = yes # Forces spawned countries not to spawn next to one another force_all_provinces_owned = yes # Forces the spawned countries to own all provinces minor_tags = yes fantasy = yes # Only used when the Fantasy Nations option is enabled force_coastal = yes # Forces the countries to spawn by sea provinces min_countries = <int> # Minimum amount of countries to spawn max_countries = <int> # Maximum amount of countries to spawn min_country_size = <int> # Minimum amount of provinces a country spawns with max_country_size = <int> # Maximum amount of provinces a country spawns with min_native_size = <int> # Minimum native size to use max_native_size = <int> # Maximum native size to use min_native_hostility = <int> # Minimum native hostility to use max_native_hostility = <int> # Maximum native hostility to use min_native_ferocity = <int> # Minimum native ferocity to use max_native_ferocity = <int> # Maximum native ferocity to use culture = <culture> # Culture to use for province and spawned countries culture_group = <culture group> # Culture group to draw cultures from for use with provinces and spawned countries religion = <religion> # Religion to use for province and spawned countries country_religion <religion> # Overrides religion for spawned countries specifically government = <government> # Government type spawned countries use. starting_reform = <reform> # Starting reform countries use. technology_group = <group> # Technology group spawned countries use. unit_type = <unit type> # Unit type spawned countries use. graphical_culture = <gfx> # Graphical culture spawned countries use. # Requires unique = yes region = <region> # Limits scenario to a specific region tile_index = <int> # Limits scenario to a specific tile # Used to specify random names for spawned countries to use names = { <name> }}
Tile[edit | edit source]
Tile configuration files are made in /Europa Universalis IV/map/random/tiles.
# Per tilesea_province = { <rgb> } # Required for all sea provinces within tilewasteland_province = { <rgb> } # Required for all wasteland provinces within tilelake_province = { <rgb> } # Required for all lake provinces within tileempty = { <rgb> } # Required for the empty space within a tilenum_sea_provinces = <int> # Must match number of sea provinces in tilenum_land_provinces = <int> # Must match number of land provinces in tileregions = <int> # How many regions the tile has. 0 will add to existing regionregion = { <rgb> } # Province to center a region around, should match defined region countcontinent = yes # Does this tile count as a continentsize = { <int> <int> } # ( <width>, <height> )weight = <int> # Chance to use this tileunique = <index> # Tile index referred to in scenarios. -1 for wateradd_moisture = <int> # Adds more moisture to generation of terrain map here.do_not_rotate_or_mirror = yes # Prevents the tile being mirrored or rotateddo_not_rotate = yes # Prevents the tile being rotatedrestrict_to_north_edge = yes # Restricts tile placement to north border of maprestrict_to_south_edge = yes # Restricts tile placement to south border of maprestrict_to_equator = yes # Restricts tile placement to middle of mapfantasy = yes # Prevents use if Fantasy option is not enabled# Used to add strait connections within a tilestrait = { from = { <rgb> } to = { <rgb> } through = { <rgb> }}# Used to add specific province names. Can localise names here.province_names = { "<name>" = { <rgb> }}# Used to add province modifiers to provinces within a tile# Common ones:# river_estuary_modifier# important_natural_harbor# inland_center_of_trade_modifier<modifier> = { <rgb> }
Random Land Names[edit | edit source]
These are appended to a name to restrict usage to the specific circ*mstances.
String | Description |
---|---|
coast | Limits to coastal provinces. |
island | Limits to island provinces. |
island2 | Limits to island provinces without straits. |
river | Limits to provinces with rivers passing through. |
wasteland | Limits to wasteland provinces. |
plains | Limits to provinces with Plains terrain. |
forest | Limits to provinces with Forest terrain. |
jungle | Limits to provinces with Jungle terrain. |
hills | Limits to provinces with Hills terrain. |
mountains | Limits to provinces with Mountain terrain. |
desert | Limits to provinces with Desert terrain. |
glacial | Limits to provinces with Glacier terrain. |
marsh | Limits to provinces with Marsh terrain. |
arctic | Limits to Arctic provinces. |
arid | Limits to Arid provinces. |
temperate | Limits to Temperate provinces. |
tropical | Limits to Tropical provinces. |
Modding
Documentation | Effects • Triggers • Modifiers • Scopes • Variables • Localisation • Customizable localization • Run files • List of event pictures |
Scripting | Scripted function • Advisors • Ages • Bookmarks • Buildings • Casus belli • Colonial regions • Countries • Culture • Decisions • Defines • Diplomatic actions • Disasters • Empire of China • Estates • Events • Factions • Government • Government Mechanics • Great projects • History • Holy Roman Empire • Idea groups • Institutions • Mercenaries • Missions • Modifiers • Nation designer • On Actions • Parliament • Peace treaties • Policies • Rebel types • Religion • Subject types • Technology • Trade companies • Trade goods • Units |
Map | Map • Map Modding Quick Reference • Nation designer • Random New World • Trade nodes |
Graphics | 3D Models • Interface • Graphical Assets • Fonts • Particles • Shaders • Unit models |
Audio | Music • Sound |
Other | Console commands • Checksum • JoroDox mod making tool • Mod structure • Troubleshooting • The Validator • Run files |
Guides | Adding a province • Map Modding Quick Reference • Save-game editing • Scripting Tutorial |
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