Europa Universalis IV

Europa Universalis IV

RNW Colonial Nations & Province rich RNW Fix
54 Comments
Shoarmadad 24 Sep, 2021 @ 3:13am 
Any chance for an update?
BreadandYeast 2 Jun, 2019 @ 4:57am 
Updated the mod for myself, still testing it but every new provinces up to the Golden Century update is there and the RNW generator is working as it should.
Church 17 Jan, 2019 @ 4:20pm 
This needs to be updated for the map changes in Iberia and North Africa, from the changes included with the Golden Century and 1.28 update
candys123 27 Dec, 2018 @ 2:33pm 
how to make this compatible with et?
Sogga 8 Dec, 2018 @ 10:21am 
It'd be the multiple mods, definitely
v0||iz (505th Terminator)  [author] 7 Dec, 2018 @ 1:55pm 
@BrantaGoose if your launcher says anything else than version 1.27.2.0 with hash f496 you either need to update or verify your files as some local files are modified. Ingame tho with this mod as the only one enabled should give you hash 6eb4. At this point the mod works and all provinces are acounted for. If you see another hash, you have some modified files or multiple mods enabled.
Sogga 7 Dec, 2018 @ 1:17pm 
It still gives me blank spots of Any/All on 1.27.2 all around the world, why is that?
v0||iz (505th Terminator)  [author] 5 Dec, 2018 @ 4:48pm 
Updated as of v1.27.2
Virlomi 4 Dec, 2018 @ 7:25am 
Still looking forward to an update now that Dharma is out. This mod is causing provinces in Europe and India to become empty. https://i.gyazo.com/8f8b3051f194ca8be4835af281784de4.jpg

This mod coupled with RNW tiles you've made (the mashed continents) are some of the most enjoyable for this game.
Church 23 Sep, 2018 @ 5:13pm 
any chance we can get a direct download? Steam is being fucky and wont download mods from the workshop
Sogga 22 Sep, 2018 @ 12:45pm 
Can you update this to 1.26.1?
v0||iz (505th Terminator)  [author] 18 Aug, 2018 @ 1:41am 
If the mod is updated, and running on v.1.25.1.0 you should see the hash (a3ef) ingame in the main menu. At this point all provinces should be accounted for.
Advocated Edict 17 Aug, 2018 @ 1:32pm 
V I can confirm that yes, a number of provinces all around the world are removed and turned into "Terra Incognito" with this mod. It leaves the map looking a little "patchwork" in some regions.
nvernon 7 Feb, 2018 @ 11:17am 
This mod remove the provences add in the 1.23 and 1.24 updates to Persia and Japan areas.
-Sirion- 27 Aug, 2017 @ 12:20pm 
I have to admit, this is one masterpiece of a mod. But is it possible that you can make it compatible with the "Simple Random World" mod?
( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=747601466 )

Basically, what that Random World mod does, is it also randomizes the terrain of Europe, Africa, Asia, Australia etc. but when I have the RNW Colonial Nations loaded alongside the Simple Random World mod, it just randomizes the America's and Brazil etc. only.
Is it possible that you could make this compatible with the Random World mod? I would love to use those alongside each other, as I ultimately enjoy the small islands group on the South Edge tile. Thanks in advance. o7
Timulairi 20 Aug, 2017 @ 10:21pm 
Heya, odd thing happened. some friends and i did the new world with random province values. but the weird thing is we all see different values. so what's a 30 dev for one of us is a 7 for another and a 10. Haven't had this before and we have even played this mod before and haven't had this but strange it started happening.
v0||iz (505th Terminator)  [author] 30 Jul, 2017 @ 12:42am 
@SirFaceMcShooty Thanks, ive missed that one. Fixed now tho :D
SodaBitch 20 Jul, 2017 @ 11:06am 
I've got a weird problem with your mod, whenever I generate a RNW the province of Wenden in the Livonian order (# 4241) is replaced by a RNW provence and is counted as being in the RNW. Image here: http://imgur.com/PCLZ21s
v0||iz (505th Terminator)  [author] 11 Jul, 2017 @ 3:23pm 
bug sorted, should work fine now
v0||iz (505th Terminator)  [author] 11 Jul, 2017 @ 2:57pm 
The errors you describe usually occurs when there is a mismatch in the amount of pixels in the actual files and what is registered in the tile txt, ill look into it. When it comes to number of colonial nations you can alter that in two ways. either in limiting the number of possible colonial nations listed in the file 00_colonial_regions.txt or altering the number of regions specified in the txt file to said tile.
76561198148577520 11 Jul, 2017 @ 10:19am 
also is possible for you to define colonial areas? from the pic you're using I think that there is way too many coloninal nations. I see the need for only 6 to 7 colonial nations ( one for each of the big islands)
76561198148577520 11 Jul, 2017 @ 10:06am 
I have an intersting situation/problem. Everytime I generate a rnw some part of Mexico/central/south america is generated between the north and south tiles. I am using both of your rnw tiles and this fix mod
v0||iz (505th Terminator)  [author] 5 Jul, 2017 @ 7:34am 
You're absolutely right. Not sure why that is atm. Thanks for the report. As a workaround there is no need to use this mod if you're not activating RNW
Hakazin 4 Jul, 2017 @ 8:02pm 
It appears that having the mod active while not using the Random New World crashes the game after unpausing.
v0||iz (505th Terminator)  [author] 4 Feb, 2017 @ 5:36am 
Hmm, weired, this happens when there is a mismatch between the prov numbers designated for RNW in default.map and what is listed in the definition.csv

I just went through the files and saw that i had made the csv file a xlsx, fixed that now, but it should have worked regardless..
lullaby 4 Feb, 2017 @ 5:10am 
Only mod I have active right now, except a couple of graphical ones...
v0||iz (505th Terminator)  [author] 4 Feb, 2017 @ 4:25am 
Clearly it gets messud up when you combine it with another mod that alter the same files :P
lullaby 3 Feb, 2017 @ 9:58pm 
Hey.... sooooo................

What's up with this; http://prntscr.com/e4aosy ?/??????
v0||iz (505th Terminator)  [author] 15 Jan, 2017 @ 10:13am 
@Baurus I added "mirrored" versions of the tiles so they can spawn on both sides. Unfortunately its a lil hit and miss so you'll have to try more times if you dont get them both.. The Mexico thing is weird, it shoulden't happen but iv'e seen it also. Best advise is just try again.
「BLANK」 14 Jan, 2017 @ 6:31pm 
How do I load this map?
Baurus 14 Jan, 2017 @ 2:07pm 
Update i managed to spawn both but the south was in the north and north was in the south and part of mexico was still around... need help pls
Baurus 14 Jan, 2017 @ 7:29am 
I cant get both of your Tiles spawned and sometimes the southern part spawns north and the other way around. Any idea what i do wrong?
AFLD 18 Dec, 2016 @ 8:18pm 
Is there any chance you could make a version compatible with Extended Timeline? I think some of the province IDs overlap and result in terrain glitches, i.e. trade zones all over the place, lakes where they shouldn't be, etc.
TomtheWonderDog 12 Dec, 2016 @ 7:04pm 
@[KAoSS]v0lliz Yeah, I feel pretty dumb, but it was a mod conflict that was causing the CTD! Once I disabled all mods other than yours I figured out what I was doing wrong. :p
v0||iz (505th Terminator)  [author] 30 Nov, 2016 @ 12:53pm 
Updated the two files you mentioned, seems to work fine now atleast. Enjoy :)
v0||iz (505th Terminator)  [author] 30 Nov, 2016 @ 8:11am 
Sounds like you pretty much have it figured out, weired that it won't work tho. Ill have a look at it
TomtheWonderDog 27 Nov, 2016 @ 3:17pm 
@[KAoSS]v0lliz Hey, I'm trying to update this mod to 1.19, but running into some problems! It *seemed* simple enough, to just replace the RNW province numbers in the (default.map) and (definition.csv) files with the 1.19 additions, but I'm getting a game crash every time I start as any nation...

I'd love to know if you've looked into the same issue and have any thoughts.
v0||iz (505th Terminator)  [author] 25 May, 2016 @ 10:31pm 
@[HOOD]SampapaQc
Ive seen this too, it took a while to figure it out. What i saw is that even tho the RNW will look the same to all players, terrain wise. Apparently the game generates the RNW tribes locally, meaning the RNW indians will be in different locations for all multiplayer users, this naturally makes the game crash. Luckily there is a workaround; start your game (can do this in single player) save at day one, then load it up in a multiplayer session. Information about the RNW tribes is stored in the save so that should do the trick. :)
LeJardinBleu 25 May, 2016 @ 3:22pm 
We reloaded sometimes but it doesn't change anything
LeJardinBleu 25 May, 2016 @ 3:21pm 
Hey i have a question, when i try to play your tiles mod with this one. Online with 2 of my friends the game just crash. Everything is correctly installed but the game keep crashing ... Any tips ?
v0||iz (505th Terminator)  [author] 29 Mar, 2016 @ 8:14am 
LOL, i guess :P
v0||iz (505th Terminator)  [author] 29 Mar, 2016 @ 8:01am 
Just pulled a looooong list of names of the internet and added it to the RandomLandNames.txt. No screening as that would involve work :P
v0||iz (505th Terminator)  [author] 29 Mar, 2016 @ 7:58am 
Good (y)
v0||iz (505th Terminator)  [author] 28 Mar, 2016 @ 9:39am 
It works fine since they are not used. Anyhow, ive cleaned it up and made if from the base of the vanilla files instead of EM. Updated with those extra 154 slots :)
v0||iz (505th Terminator)  [author] 28 Mar, 2016 @ 5:34am 
Added up to 80 possible RNW colonial nations, even tho its a high number it seems that this calms down the RNW generator. As it would sometimes go haywire and scatter regions all over the place.
v0||iz (505th Terminator)  [author] 28 Mar, 2016 @ 5:20am 
Added thousands of names to the RandomLandNames.txt file as one could see colonial nations/trade nodes and provinces be named "province 8152" due to running out of names.
v0||iz (505th Terminator)  [author] 28 Mar, 2016 @ 3:04am 
Thats possible :) When im re-generating the map using console command "map_random seed=-1​" iv'e noticed the RNW generator go haywire sometimes, scattering colonial nations all over the place. When that happens, tho only fix ive found is quitting the game and starting over.
v0||iz (505th Terminator)  [author] 24 Mar, 2016 @ 6:36am 
I guess, but i don't really see the need, it still works with vanilla..
v0||iz (505th Terminator)  [author] 24 Mar, 2016 @ 4:06am 
Indeed, :( fixed now