Are you ready to go on a journey with me and visit a brave new world? A randomly generated map can be a fun and cool way to take a break from historical EU4…but I went and took things one step further this time around. And so, ladies and gentlemen, I welcome you all to a world with 36 uniquely designed custom nations, random other nations and a randomly generated new world…plus some tag swapping for good measure.
Note: The above screenshot does not yet include the randomly generated nations that will fill in the rest of the world. This just shows the custom nations. Each nation that you can see above has its own unique ideas, strengths and weaknesses and no single one should be too overpowered compared to the others. It's gonna be fun seeing what other nations show up too!
There are of course rules to this game! Taking inspiration from some other EU4 AARs such as Michaelangelo's Around The World: A Tag-Swap AAR and CatKnight’s Random World Order, I will be changing nations every few years between the custom nations to try and explore all the various happenings of this world.
In following CatKnight's footsteps:
Selecting the in-game random nation button doesn’t seem to work with what I have in mind for only randomizing between the 36 custom nations, so I set up an excel file (yeah!) with a chart assigning a number to each nation and then using a function to randomly roll a number between 1 and 36 to choose a nation for me upon each time it's time to migrate nations…
But enough of that! Let us explore the world a little bit before choosing a nation to play with!
Note: I will be giving a brief overview so you have an idea what is the general situation for each region. I won’t go into an overbearing amount of depth.
In this version of the world, there is no Ming Dynasty! Rather, we have a number of Chinese warring states fighting for supremacy. The northern Daxiao are actually Mongol, and have a slightly more cavalry focused idea set from the rest to differentiate them from the others. Ceyna is quite different, and is actually a republic; it has a trade focused idea set completely different from the inland countries. All the little empty locations between custom nations will be filled with small Chinese states. This region is fairly tame, so let’s move on to the next area.
Ah the Middle East. This region has the highest concentration of different religions and will probably erupt into chaos at the slightest slight of conflict. Palirania stands the greatest chance at military expansion since its people follow a militaristic set of paganist faiths (modelled by Shintoism) and military traditions which should give them a leg up in early wars. The trading empire of Alandia is in a tenuous position as it must defend far flung ports but it actually surpasses Palirania in early development. All nations will have a tough time at diplomacy because of religious differences.
Central Europe has long been united under an orthodox faith. However, the rise of a heretical branch of Christianity was championed by the rising Romanalia Empire and its influence spread rapidly. This heretical faith was Catholicism. Minor states were, one after another, absorbed into this empire and coalition attempts to stop Romanalia failed horrendously as Romanalia won battle after battle against the opposing coalitions. Horrible losses from the wars and following internal power struggles within the Vakeln Empire (Dark Purple in Russia) and Ebarania (Green in French region) have gotten so horrible that the two are teetering on the edge of societal collapse. Seeing the Orthodox empires falling to the Romanalia, many city states which refused to convert decided instead to unite as one, becoming the Central Union, and even the newly minted catholic city states feared the empires around them and united in a Holy Romanalian Empire (which was not part of the Romanalian Empire at all).
Opachenya and the Kebeksian Horde in Eastern Europe, as well as all the Iberian countries in far Western Europe, did not intervene in the religious wars and as such are faring well. The british channel is host to a century long rivalry between two nations: Itria and Kaqria. The former holds much of the lowlands and has conquered southern England, giving it control over much of the lucrative channel trade. They also fared well against the Norse tribes in gaining control of parts of Scandinavia. Kaqria was once the richer of the two nations, but the loss of channel trade means that they have been forced to seek other roads to trade. They control much of Northern England, but have established control over a number of northern islands and have begun looking into the rumors that new trade opportunities exist overseas. Both nations will likely bring their rivalries into the new world as they follow the trade opportunities the new theatre brings.
The new world has been sighted! Iberian States such as Cabrosenta and Mekra, as well as the Islamic North African State of Fahrabad, have all discovered new lands across the seas and now send fleets westwards in search greater riches and glories. The Mediterranean power of Zibertia remains a looming threat to all the small states around it, and they would do well to seek allies against this common foe. Though a strong maritime power with bases along the Mediterranean, Zibertia must be wary of the Rufja Desert Horde which holds superiority over the desert flats and could strike when Zibertia is vulnerable…
The Rufja Desert Horde may be as far south as most Europeans would consider relevant, but perhaps the Iberians and Northern Africans would do wise to reconsider. In Western Africa the Johlaradi Kingdom is experiencing a golden age. The Johlaradi have heard of the rumors of far flung lands which lay overseas and hold great riches…
Finally, looking back north even beyond the foothold that the Itrians have in Scandinavia, a number of Nordic tribes continue to adhere to their old gods and traditions. Orthodoxy nor Catholicism holds no sway up here; the Baltic tribes raid and loot the trade to the dismay of their neighbors. With the nearby and once mighty Vakeln Empire collapsing and a number of smaller states breaking out, it is a good time to be a man of the tribes, as chaos brings opportunity for plunder and easy conquest!
Here is the distribution of religions before the random nations are added upon game start.
Now that we know what we are getting into…it’s the moment we’ve been waiting for!
*clicks button and watches intently as excel function spits forth a number*
Looks like we’ll start by attempting to unite China!
Ceyna’s Traditions
-2.00 interest per annum
-10% accepted culture threshold
Ceyna’s National Ideas
+15% trade steering
+15% light ship combat ability
+40% embargo efficiency
+0.5 Yearly Republican Tradition
+10% trade efficiency
-1.00 national unrest
+10% global trade power
Ceyna’s Ambition
+30% naval force limit modifier [/QUOTE]
Note: The above screenshot does not yet include the randomly generated nations that will fill in the rest of the world. This just shows the custom nations. Each nation that you can see above has its own unique ideas, strengths and weaknesses and no single one should be too overpowered compared to the others. It's gonna be fun seeing what other nations show up too!
There are of course rules to this game! Taking inspiration from some other EU4 AARs such as Michaelangelo's Around The World: A Tag-Swap AAR and CatKnight’s Random World Order, I will be changing nations every few years between the custom nations to try and explore all the various happenings of this world.
In following CatKnight's footsteps:
This will be a RANDOM AAR - meaning I will let the RNG determine my starting country. I will then play for a number of years determined by the chart below. When done, I will let the RNG pick another nation for me, and so on.
Number of Years: Every 5 years*, roll 1d6:
5 years: 2+ (83% chance)
10 years: 3+ (56% cumulative chance)
15 years: 4+ (28% cumulative chance)
20 years: 5+ (9% cumulative chance)
25+ years: 6+
*Turns with an odd number of years (1444-1450 for example) will be rounded to the nearest 5.
This way, I won't be quite sure when my turn is ending, so won't be as tempted to play towards an artificial deadline.
Selecting the in-game random nation button doesn’t seem to work with what I have in mind for only randomizing between the 36 custom nations, so I set up an excel file (yeah!) with a chart assigning a number to each nation and then using a function to randomly roll a number between 1 and 36 to choose a nation for me upon each time it's time to migrate nations…
But enough of that! Let us explore the world a little bit before choosing a nation to play with!
Note: I will be giving a brief overview so you have an idea what is the general situation for each region. I won’t go into an overbearing amount of depth.
In this version of the world, there is no Ming Dynasty! Rather, we have a number of Chinese warring states fighting for supremacy. The northern Daxiao are actually Mongol, and have a slightly more cavalry focused idea set from the rest to differentiate them from the others. Ceyna is quite different, and is actually a republic; it has a trade focused idea set completely different from the inland countries. All the little empty locations between custom nations will be filled with small Chinese states. This region is fairly tame, so let’s move on to the next area.
Ah the Middle East. This region has the highest concentration of different religions and will probably erupt into chaos at the slightest slight of conflict. Palirania stands the greatest chance at military expansion since its people follow a militaristic set of paganist faiths (modelled by Shintoism) and military traditions which should give them a leg up in early wars. The trading empire of Alandia is in a tenuous position as it must defend far flung ports but it actually surpasses Palirania in early development. All nations will have a tough time at diplomacy because of religious differences.
Central Europe has long been united under an orthodox faith. However, the rise of a heretical branch of Christianity was championed by the rising Romanalia Empire and its influence spread rapidly. This heretical faith was Catholicism. Minor states were, one after another, absorbed into this empire and coalition attempts to stop Romanalia failed horrendously as Romanalia won battle after battle against the opposing coalitions. Horrible losses from the wars and following internal power struggles within the Vakeln Empire (Dark Purple in Russia) and Ebarania (Green in French region) have gotten so horrible that the two are teetering on the edge of societal collapse. Seeing the Orthodox empires falling to the Romanalia, many city states which refused to convert decided instead to unite as one, becoming the Central Union, and even the newly minted catholic city states feared the empires around them and united in a Holy Romanalian Empire (which was not part of the Romanalian Empire at all).
Opachenya and the Kebeksian Horde in Eastern Europe, as well as all the Iberian countries in far Western Europe, did not intervene in the religious wars and as such are faring well. The british channel is host to a century long rivalry between two nations: Itria and Kaqria. The former holds much of the lowlands and has conquered southern England, giving it control over much of the lucrative channel trade. They also fared well against the Norse tribes in gaining control of parts of Scandinavia. Kaqria was once the richer of the two nations, but the loss of channel trade means that they have been forced to seek other roads to trade. They control much of Northern England, but have established control over a number of northern islands and have begun looking into the rumors that new trade opportunities exist overseas. Both nations will likely bring their rivalries into the new world as they follow the trade opportunities the new theatre brings.
The new world has been sighted! Iberian States such as Cabrosenta and Mekra, as well as the Islamic North African State of Fahrabad, have all discovered new lands across the seas and now send fleets westwards in search greater riches and glories. The Mediterranean power of Zibertia remains a looming threat to all the small states around it, and they would do well to seek allies against this common foe. Though a strong maritime power with bases along the Mediterranean, Zibertia must be wary of the Rufja Desert Horde which holds superiority over the desert flats and could strike when Zibertia is vulnerable…
The Rufja Desert Horde may be as far south as most Europeans would consider relevant, but perhaps the Iberians and Northern Africans would do wise to reconsider. In Western Africa the Johlaradi Kingdom is experiencing a golden age. The Johlaradi have heard of the rumors of far flung lands which lay overseas and hold great riches…
Finally, looking back north even beyond the foothold that the Itrians have in Scandinavia, a number of Nordic tribes continue to adhere to their old gods and traditions. Orthodoxy nor Catholicism holds no sway up here; the Baltic tribes raid and loot the trade to the dismay of their neighbors. With the nearby and once mighty Vakeln Empire collapsing and a number of smaller states breaking out, it is a good time to be a man of the tribes, as chaos brings opportunity for plunder and easy conquest!
Here is the distribution of religions before the random nations are added upon game start.
Now that we know what we are getting into…it’s the moment we’ve been waiting for!
*clicks button and watches intently as excel function spits forth a number*
Looks like we’ll start by attempting to unite China!
Ceyna’s Traditions
-2.00 interest per annum
-10% accepted culture threshold
Ceyna’s National Ideas
+15% trade steering
+15% light ship combat ability
+40% embargo efficiency
+0.5 Yearly Republican Tradition
+10% trade efficiency
-1.00 national unrest
+10% global trade power
Ceyna’s Ambition
+30% naval force limit modifier [/QUOTE]
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