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Wizzington

Game Director (Victoria 3)
Paradox Staff
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Nov 15, 2007
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Hello and welcome to another Development Diary for Europa Universalis 4. A few weeks ago I talked about old features that didn't end up as we wanted, and specifically I wrote quite a bit about Random New World. I also said that I was trying to find the time and resources to redo the feature and that if we did, there would be another dev diary about it.

Today, I can announce that we are in fact remaking Random New World, and so, as promised, here is a dev diary about it.


A Few Disclaimers
- The remake will be released free to anyone who owns Conquest of Paradise. It will fully replace the old Random New World mechanic.
- There is no target date for when we will release the remake. Next major patch (1.14) is reasonably likely but not guaranteed.
- We are far from done with the remake, so the screenshots I'll be showing are very much WIP and nowhere near final quality.


A Whole Random New World
For a detailed breakdown of what, exactly, when wrong with Random New World in the first place, please read the June 18th dev diary. Suffice to say that our design goals ended up clashing with each other, resulting in world generation that felt weird and unrealistic, and lacked in any real variation.

When discussing how to remake Random New World, we tossed a few alternatives around, and ultimately ended up choosing between two. The first was to have pre-generation in the launcher, where the player would generate a RNW that could take all the time it needed and would then save locally to their computer, able to be played and shared with others without having to do any additional generation in-game. This alternative was ultimately deemed infeasible because we didn't want playing with RNW to be something that required 10-20 minutes of preparation and because the existing RNW code was not suited to be retooled like this, meaning it would require a very large time investment.

The method we ultimately settled on was to remove the landmass generation from RNW, and replace it with a system we call 'World Tiles'. In this system, the New World is divided into an 8x9 grid, with each square in the grid being an area roughly the size of the British Isles. This grid is then filled in with 'tiles', which are hand-crafted pieces of terrain. Tiles can be of varying size, one tile might be a group of islands occupying a single square, while another might be a super-continent covering a 6x6 area. The tiles define the shape of the landmasses and provinces, while terrain and climate is generated according to latitude - the same island tile can be either a frozen rock or a tropical paradise depending on where on the map it ends up. We plan to release this system with at least 100 different tiles, and modders familiar with map-making will easily be able to make more (without changing the checksum), so you should not lack for variation.

Playing with RNW will be done largely the same way as before, with the exception that the generated world will now be saved on generation, meaning that it will take a little longer to start a RNW game for the first time, but loading saves with RNW should be almost as fast as loading a regular save with RNW disabled. Players will also be able to see the unique seed of their generated world and re-use that seed if they want to play in the same world again. In multiplayer, the host will send the RNW to the clients along with the save game.

In addition to the actual terrain generation, there are a number of other things we want to improve with the new RNW to make it more fun and immersive.

These are issues in the old RNW we plan to address/avoid in the new one:
- Naming of provinces and seazones. Instead of simply reusing the same provinces, names should be randomly (and appropriately) generated, meaning you don't get an ocean seazone called 'Lake Titicaca', and don't have the bizarre experience of finding California on the north pole.
- Generation of countries. Countries will have randomly generated names and flags, and country spread will be improved so you don't have giant clusters of migratory OPMs.
- Variation in province count. Instead of always finding a RNW of approximately the same size as the old one, you will now find everything from all-island RNWs to supercontinents, making the process of discovery far more interesting.

The below is all merely ambitions, and none of it is guaranteed to make it into the RNW remake:
- Ability to set parameters for your new world before generation, such as province and native density.
- More variety in what you can find besides just world layout, for example there might be a small chance that the natives you find are actually more technologically advanced than you are.
- Being able to set the Nation Designer to start you in a random location in the RNW, which options such as whether you are OK with starting on an island all by yourself.


Screenshots - Work in Progress
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That's it for today! If you have questions, feel free to ask, and we'll likely post more screenshots of the new RNWs when we're getting closer to final quality.
 
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Is it possible to have one massive continental agglomeration as in the real world or are the zones always seperate?

You can make tiles of any size, so some RNWs will definitely have America-esque supercontinents.
 
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Looks great! I hope that the province count in general is increased over the current version though, this is one of the things that stopped me using random new worlds lately. It just felt tame compared to the more competitive, smaller provinces of the "real America" we enjoy at the moment, where more powers are able to get in on the colonial game.

Yes, this is one thing we are addressing for sure (as you should be able to see in the screenshots, the provinces are quite small).
 
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Holy cow, this sound amazing.

Please please, if you gotta fight for an "ambition" feature, make it be so the natives might, occasionally, be even more (or similarly) advanced than Europe. That would make absolutely fantastic games with 2 worlds clashing but neither world necessarily having the upper hand (much like muslims/Christians in ck2). That sounds fantastic.

Bonus points if you can have a native-only idea group that allows them to colonize Europe if they ever get the extra-tech chance.

Thanks for doing this wiz. On an unrelated note, do you plan to sell Wiz-themed lovepillows any time soon? Asking for a friend.

I would definitely like there to be a (very small) chance of the Americas being even more advanced than Europe, so that while you're gearing up to explore as Portugal, a Native American Carrack might show up and discover you first.

Ideally you should be able to tweak this chance (and turn it off if you don't like it).
 
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hey Wiz, did you considered the posibility of letting "modders" to help you creating tiles for you before release?
You could change, fix or improve them and usen them in the release.

We have a bunch of talented map modders in the beta, we'll be asking them if they want to help out. If other map modders would like to contribute, they should PM me and we might get them into the beta as well as we did with the map changes for 1.8.
 
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In a similar question: are each tiles are going to always be disjoint? (aka: each tile will always be surrounded by ocean) Or will tiles be able to be connected to one another by land?

Right now they're always surrounded by ocean, but we want to make it so they can have land borders. We'll see if there's time for it. Again though, they can be any size all the way up to the entire 8x9.
 
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You are right in this aspect. I apologize for the misuse of 'we'.
However the response in CK2 forum to Sunset Invasion is ...... polarizing at best.

1) The forums are a tiny percentage of the playerbase, what the forums think isn't necessarily representative. There's also plenty of people on the forums who *did* like Sunset Invasion, or disliked it for reasons other than 'advanced natives'.
2) Just because some players dislike a particular DLC or feature is not an argument to deny it to everyone else. It's not like you'll be forced to have it on.
 
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I mentioned this in connection with the last dev diary that discussed RNW a few weeks back, but (given the above) will it be possible to share within the community the "seeds" for what someone considers a particularly "good" new world? Can these be exchanged/downloaded in the same way as the "tiles"?

On a separate note, if we're potentially having an archipelago new world, does this mean you'll be revisiting the restrictions around native americans and ships? Whilst I can see some of the argument for not having them in the "real world" American super-continent, it would be seriously un-fun to be on a small island amongst many and not be able to interact at all outside the shores of where the randomiser decided to drop you. Maybe make their ability to use/not use ships be configurable/moddable or even be controlled from the game options on start-up?

Loving the idea of getting to try out a more satisfactory New World, though - bit like going back 20-odd years to playing Colonization! :)

Seeds will just be numbers, so as long as you have the same tileset you can just get their seed number and punch it in.
 
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Interesting stuff! :) Tiling opens this part up for the modding community in interesting ways!
(Atlantis tile? - check)

Some questions:
  • How would things like tradenodes be added? Something you can specify per tile? Or added via algorithm?
  • How would sea regions fit together between tiles? If you wiggle those a bit for non-straight-lines, you could potentially also use that for land-to-land connections. :)
  • If mods can add tiles and not change the checksum - would that not be exploitable in some fashion for ironman saves? (ironman is not intended to be hack-proof, I know)
Some ideas (from a modding standpoint):
  • Make the specific area & nr of tiles to be 'tiled' adjustable (entirely random world, ahoy?) Total mods could do some cool things with this, for sure :)
  • I envision a tile-generator mod for those who want to have an even more 'totally random' experience. For that purpose, would be good to be able to 'disable' existing tiles in a mod?
  • Open up as many internal settings for modding as ya can! :)
 
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We haven't worked out exactly how to generate trade nodes yet - right now we have a decent automatic generation but we might want to add the ability to define more manually.
 
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This sounds VERY promising!!

Ive always wanted to play more RNW with friends and if this works well, it will be great.

Some questions:

1) Will the premade landmasses be automatically rotatable? (A large enough landmass can seem quite different just being flipped 90 or 180 or mirrored)
2) Is it possible for large portions of the RNW to be empty (Or even for there to be no RNW at all?) Perhaps some premade large empty tiles would be enough for this
3) In the chance of advanced natives, would they then start with a well-filled RNW or would it still be quite empty?

Some feedback too: With the new exploration mechanic, this needs some tweaking as to how much can be explored at once. In my recent Inca/Sun God game, I sent my ship out on exploration to map "the coast of Australia" and it mapped the entirely of Australia AND Indonesia. Mapping the coast of north America ended up mapping everything up to Alaska in one go (It was a VERY LONG trip too). Perhaps having a timelimit from the last port where a ship will continue exploring until the timelimit runs out where it then returns to the port of origin

1) We aim for this, yes.
2) It's certainly possible, though we're thinking we might want to have this an option you can toggle on rather than a possibility by default. Not that fun to find Columbus was right if you're looking to play a colonization-heavy game.
3) Haven't really worked out any details on this yet.
 
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@Wiz:

1) How will trade nodes be handled?
2) How will trade bonuses be handled? I tried a couple of times to play RNW, and it seemed like every other coastal province was either a river or COT bonus.

On 2), this issue will not be present. Likely we'll make it so you manually define estuaries and important natural harbors in the tiles.
 
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I would definitely like there to be a (very small) chance of the Americas being even more advanced than Europe, so that while you're gearing up to explore as Portugal, a Native American Carrack might show up and discover you first.

Ideally you should be able to tweak this chance (and turn it off if you don't like it).

Any chance you can make it so that there is a small chance that the "advanced natives" might be generated using the Norse religion?
 
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