Random New World modding
The Random New World (RNW) files are found within /Europa Universalis IV/map/random/.
Contents
Map Generation[edit]
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]
The tweaks.lua controls various constants that affect the RNW generator.
Options[edit]
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]
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]
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]
Scenario[edit]
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]
Tile configuration files are made in /Europa Universalis IV/map/random/tiles.
# Per tile sea_province = { <rgb> } # Required for all sea provinces within tile wasteland_province = { <rgb> } # Required for all wasteland provinces within tile lake_province = { <rgb> } # Required for all lake provinces within tile empty = { <rgb> } # Required for the empty space within a tile num_sea_provinces = <int> # Must match number of sea provinces in tile num_land_provinces = <int> # Must match number of land provinces in tile regions = <int> # How many regions the tile has. 0 will add to existing region region = { <rgb> } # Province to center a region around, should match defined region count continent = yes # Does this tile count as a continent size = { <int> <int> } # ( <width>, <height> ) weight = <int> # Chance to use this tile unique = <index> # Tile index referred to in scenarios. -1 for water add_moisture = <int> # Adds more moisture to generation of terrain map here. do_not_rotate_or_mirror = yes # Prevents the tile being mirrored or rotated do_not_rotate = yes # Prevents the tile being rotated restrict_to_north_edge = yes # Restricts tile placement to north border of map restrict_to_south_edge = yes # Restricts tile placement to south border of map restrict_to_equator = yes # Restricts tile placement to middle of map fantasy = yes # Prevents use if Fantasy option is not enabled # Used to add strait connections within a tile strait = { 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]
These are appended to a name to restrict usage to the specific circumstances.
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. |
Documentation | Effects • Triggers • Modifiers • Scopes • Variables • Localisation • Customizable localization • Run files |
Scripting | Scripted function • Advisors • Ages • Bookmarks • Buildings • Casus belli • Colonial regions • Countries • Culture • Decisions • Defines • Diplomatic actions • Disasters • Estates • Events • Factions • Government • Great projects • History • Idea groups • Institutions • Mercenaries • Missions • Modifiers • Nation designer • Holy Roman Empire • Policies • Religion • Rebel types • Subject types • Technology • Trade companies • Trade goods • Units |
Map | Map • 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 • Save-game editing |