Europa Universalis IV

Europa Universalis IV

Random New World Improvements
Elzephor  [developer] 16 Jan, 2016 @ 5:42pm
More Details
This mod does quite a bit. Below are some more details on its features:

Gameplay:

- High American Empires have been completely reworked:

-Each now has its own Tag, giving it a unique flag and map color, and the national ideas of its culture group.

- High American Empires rarely spawn in their united form. Instead, several High American nations spawn in the same region, which can form their religion's empire once they aquire 30 provinces, or 5 vassals. Once they form the Empire, it gets permanent claims on all provinces of its religion held by High American nations.

- To help both the player and the ai form the empires, each candidate nation gets a free causus belli on its neighbours.

- High American nations can now use the overseas expansion causus belli once they fill out Exploration Ideas

- Custom tags for Yingzhou (the Chinese republic) and Vinland. Each has a set, unique flag and unique custom ideas.

Yingzhou Ideas:
Traditions: +15% Production Efficiency, +10% National Tax Modifier
1. May recruit conquistadors and explorers
2. +30% Trade Range
3. -20% Development Cost
4. -2.00 National Unrest, +0.5 Republican Tradition
5. +20% Trade Steering
6. +25% Colonial Range
7. +20% Global Trade Power
Ambition: -15% Core Creation Cost

Vinlander Ideas:
Traditions: May Raid Coasts, +25% Privateer Efficiency
1. +25% Looting Speed
2. +25% National Sailors Modifier, +30% Naval Force Limit
3. +20% Naval Morale
4. May recruit conquistadors and explorers
5. +20% Infantry Combat Ability
6. +1.0% Missionary Strength
7. Prestige Decay -1.0%
Ambition: +15% Heavy Ship Combat Ability

- While both nations are meant to be naval powers, they are intended for different strategies. Yingzhou’s ideas make it an ideal trading nation, backed by a strong local economy. Vinland is meant to be more aggressive, growing strong by raiding and looting its neighbors, and wielding a formidable navy.

- Once formed, Vinland and Yingzhou’s provinces will be automatically renamed, with Vinland’s off of real places discovered by Leif Erickson, and Yingzhou’s from places in Chinese mythology.

- Vinland starts with the “Erickson” dynasty

Tile Improvements

- tileoltner2 (the very large tile with 3 landmasses) has received 71 new provinces, completely filling in one its large wastelands. it now has the maximum amount of provinces any RNW tile can have (1024 total).

- tileofa4 has had its wasteland filled in with provinces

- tiles tilefryzb and tilebfryzB2 have had their wastelands filled in with provinces

- tileelmorte2 is now considered a continent (the Z-shaped one)

- tileelmorte2 has received signifcant edits. Multiple errors with its river system have been fixed, and its heightmap has been made far less jagged.

-tileofa3 is no longer classified as a continent

-tilepoh15 is no longer classified as a continent

-tilepoh18 is no longer classified as a continent


Trade Good Changes:

- Ivory can now spawn in savannahs and jungles, and has a high chance of doing so. Because why can't a random new world have elephants?

- Gold is new far more likely to spawn in areas with intense climates, like deserts and arctic forests.

- Forests, hills, and highlands now spawn iron. The North of the new world should rival Siberia in resource quality.

- Spices can now spawn in tropical areas.

- The spawn range of cotton has been extended to areas that experience mild winters (was limited to "no winters" before).

- Gold is now far more likely to spawn in provinces held by Inti, Mayan, or Nahuatl nations. Invading these as a European will now mean lots of gold, just like in vanilla.

Climate Details

- Instead of being determined simply by latitude, terrain types are now far more determined by the topography of the area and the presence of nearby bodies of water

Development Boost Details

- The strength of the development boost depends on the tech group of the nation. The development level of High American nations will be put on par with that of most European nations in 1444, while Mesoamerican and Andean nations will reach a level slightly higher as they would have had in the real New World.

- The development boost process has an element of randomness to it. Huge boosts are rare, but so are very low ones. The whole process is scaled according to what tech group the country is in.

- Capital cities always get a significant development boost, as do provinces with trade modifiers (estuary, important centre of trade, etc.)

- Uninhabited provinces receive no boosts, nor do those of native tribes. I feel for these that their level should reflect the fact that they mostly are just wilderness.

- The boost does no occur until you start playing, so the development map mode in the menu will not reflect what the RNW provinces' development levels will be on day one.

Trade Good Evolution Details

- When the ai gets a trade good evolution event (and can afford to take it), they will accept or decline depending on what the current production of the province in question is. If it is greater they will decline, if it is lower they will accept. If it is about equal, then they have a 50/50 chance of saying yes or no.

- Silk and chinaware events will only fire for provinces whose culture is in the East Asian culture group, while all other cultures will only get the cloth event. Silk requires a higher level of development than chinaware does.

- These culture group restrictions also apply to the automatic trade good upgrades that occur at game start. Generally, only one province will get boosted high enough to make the change.

Idea Group Details

Who gets which ideas:

- Mayan nations: Mayan ideas
- Nahuatl nations: Mesoamerican ideas
- Inti nations: Andean ideas
- Native tribes: Native ideas, and sometimes Cherokee, Peublo, or other tribal tag ideas.
- Chinese republics: Chinese ideas
- Indian nations: South Indian ideas
- The Nights Templar: French Ducal Ideas

Who uses the idea generator:

- High American empires
- Totemist empires
- Animist Kingdoms
- Vinland
- Lost Serbia and Bosnia
- Egyptian scenario states


As of 23/1/2016, I am removing the above feature (the struck out lines), as it has been known to cause crashes. I'm working on a better way to do this, but for now the function will have to be removed.

Ideas that the generator will NOT choose from

- Increased Spy Defence
- Increased Spy Offense
- For empires, increased Vassal Forcelimit Bonus and increased Vassal Income (because they are always isolated)
- Increased Inflation Reduction
- Inflation Action Cost
- Decreaed Interest from Loans
- for republics, Increased Heir Chance (because they don't need heirs)
- increased Imperial Authority
Last edited by Elzephor; 22 Aug, 2016 @ 9:56pm
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Showing 1-10 of 10 comments
alexlee89912000 19 Jan, 2016 @ 12:58am 
I hope that perhaps we can have a set of preset national ideas that are determines by a series of factor, and the exact national idea group will be chosen randomly from the set.
For example, countries that have a lot of gold produced should have +production income or inflation reduction, while countries that are landlocked shouldn't have any naval ideas.
Swordz 7 Mar, 2016 @ 1:01am 
Finally making the asian fantasy nations rulers to have chinese names would also be really nice!
Elzephor  [developer] 7 Mar, 2016 @ 8:43pm 
@alexee

Unfortunately, the way paradox has laid out the custom ideas files means that any more adjustments to RNW nation ideas isn't feasible. Hopefully this will change in the future.

@Swordz

I'll look into that. I'm currently working on a bunch of new features focusing on the RNW nations, so I'll see what I can do about that.
Sunconure11 21 Mar, 2016 @ 12:00pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=648617478

Would it be possible to pull off something like this in this mod, so larger RNW setups can be made?
Elzephor  [developer] 21 Mar, 2016 @ 12:20pm 
I'm going to be including the colonial nations fix in the next version of the mod, which will be dropping shortly, but only because I had developed it prior to v0lliz's mod becoming avaliable. The extra provinces are his innovation though, so I won't steal it from him. If you run both his mod and my mod at once, you'll get the same effect. I'll make sure they stay compatible.
Matix522 14 Apr, 2016 @ 12:48pm 
Maybe I found a solution to your problem with not randomized national idea. you can write an event like this which is triggered after forming a new country, to set proper national ideas (pre scripted) based on culture or religion of Random Nation
Elzephor  [developer] 15 Apr, 2016 @ 1:18pm 
@Matix522

That was the first method I tried, and sadly it does not work. RNW nations don't work the same way as regular ones, so that function causes glitches for them.
Matix522 15 Apr, 2016 @ 1:54pm 
what kind of glitches? Crashes, or errors in names, thye were not set after loading from save game or something else?
Pig 2 Aug, 2016 @ 9:16am 
how to play
Elzephor  [developer] 2 Aug, 2016 @ 4:29pm 
@jlbreizh

Subscribe to the mod and select it in the luancher when you start the game. Click "generate random world" in the start menu to get the RNW. As soon as you start to play the mod's changes will take effect. You need to have the Conquest of Paradise DLC for these features to exist.
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