Random New World modding - Europa Universalis 4 Wiki (2024)

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
  • 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]

TweakDescriptionNotes
widthControls the maximum width that the Random New World will generate to.Making this equal to 5632 will allow the whole world to be regenerated.
heightControls the maximum height that the Random New World will generate to.
overlapping_sea_province_search_widthControls 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.
cutoffControls the cutoff at which coordinates are scaled from the old world.Making this 0 to allow the whole world to be regenerated.
seedSets 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.

StringDescription
coastLimits to coastal provinces.
islandLimits to island provinces.
island2Limits to island provinces without straits.
riverLimits to provinces with rivers passing through.
wastelandLimits to wasteland provinces.
plainsLimits to provinces with Plains terrain.
forestLimits to provinces with Forest terrain.
jungleLimits to provinces with Jungle terrain.
hillsLimits to provinces with Hills terrain.
mountainsLimits to provinces with Mountain terrain.
desertLimits to provinces with Desert terrain.
glacialLimits to provinces with Glacier terrain.
marshLimits to provinces with Marsh terrain.
arcticLimits to Arctic provinces.
aridLimits to Arid provinces.
temperateLimits to Temperate provinces.
tropicalLimits to Tropical provinces.

Modding

DocumentationEffectsTriggersModifiersScopesVariablesLocalisationCustomizable localizationRun filesList of event pictures
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MapMapMap Modding Quick ReferenceNation designerRandom New WorldTrade nodes
Graphics3D ModelsInterfaceGraphical AssetsFontsParticlesShadersUnit models
AudioMusicSound
OtherConsole commandsChecksumJoroDox mod making toolMod structureTroubleshootingThe ValidatorRun files
GuidesAdding a provinceMap Modding Quick ReferenceSave-game editingScripting Tutorial

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Random New World modding - Europa Universalis 4 Wiki (2024)

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