EU4 - Dev Diary - November 26th 2015

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Wizzington

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Hello everyone and welcome back to yet another development diary for Europa Universalis 4. The release of the Cossacks and patch 1.14 is almost on us, so I thought I'd use the last dev diary before then to revisit the Random New World rework coming in 1.14 and explaining what exactly you'll be getting out of all the possibilities we discussed back in July.


Random New World Rework (Update to Conquest of Paradise feature)
As was mentioned in the July dev diary, the way we ended up reworking the Random New World was by replacing the completely procedural world generation with a system of 'tiles', which is our name for handcrafted landmasses ranging from tiny islands to supercontinents. These tiles are randomly distributed to make up the new world, with certain weighting rules such as the RNW always spawning at least one tile marked as a continent, so that there's always a larger landmass to colonize. Because the tiles are handcrafted, we are also able to support various features such as being able to place estuaries, natural harbors and even some unique resource modifiers in the tiles, making for a far more interesting and natural-looking trade setup in the new world. You can also name specific provinces and set whether tiles are allowed to be rotated, and make it so certain tiles will only appear in the edges of the map, allowing us to create true continents that connect to the poles.
Ls5YGDs.png

eTB4pW0.png

x6ybeQK.png

UFEWDXE.png



Provinces and Scenarios
In addition to the tile rework, the way the RNW distributes countries, culture, religion and development was completely reworked. The old RNW tended to keep whatever the had previously, creating weird patches of culture and religion that bore no resemblance to what a real alternative new world might look like. It also tended to put every province at roughly the same development, with frozen wastelands that could be on par with fertile European plains. The province development was reworked to take into account far more factors such as terrain, climate, coasts and trade centers, creating a logical distribution of development that should be on par with that found in the old New World (worth noting is that North America got a development boost in 1.14, as we feel it was rather overnerfed in 1.12).
cSoidPD.png


To handle the distribution of religion, culture and countries, we put the region and areas system mentioned in this dev diary to good use. Each region is given one of the culture groups from the old new world, and cultures within that group are distributed in clusters of connected areas, resulting in more natural-looking cultural borders. For countries and religion, we developed a whole new system called 'Random New World Scenarios'. These scenarios are scripted setups that apply to a single region, and might look something like: 'Create 5-20 Totemist Native Councils and spread them out, while making the rest of the area have Totemist religion and highly aggressive natives'. Scenarios can be highly customized, and in addition to the things you might expect to normally find in the New World we've also added a number of rare 'fantasy' scenarios, ranging from highly advanced High American Empires to finding Vinland or a lost Templar fleet. There is a new option that lets you toggle fantasy scenarios and tiles off, if you prefer your New World to be more on the regular side.
d9kmSF5.png

Q4IKmSd.png

08wkG37.png



Dynamic Trade Nodes
To further the dynamic nature of the new RNW, we also decided to create a new system for setting up trade nodes. Instead of reusing the old trade nodes and trying to place them geographically where they are in the old new world (which frequently ended up completely bonkers), we decided to generate trade nodes roughly based on regions, with dynamically generated connections that flow to Europe, Africa and Asia based on what makes sense geographically - so an island off the coast of West Africa will naturally connect to the Ivory coast, while any landmass appearing near Australia will be able to send trade down under.
pSMumkw.png


Dynamic Naming
Another thing we wanted to avoid with the new RNW is the sense of disconnect you would get from the re-using of names. Finding California just off the coast of Iceland, with Manhattan as a landlocked mountain province in which the Aztecs live will do strange things to your brain, and helped foster a sense of implausibility over the whole thing. As such, we've decided to go with a fully dynamic naming approach, creating a database of thousands of random names divided into land, sea and lake names. The regions, colonial regions and trade nodes take their names from the randomly named provinces (with for example trade nodes tending to be named after important centers of trade), and countries have their own name lists defined in the Scenarios and use randomly generated flags and ideas, so that you're never encountering the same old countries from history.
xqq4lEJ.png


The Random New World rework will launch with about 90 tiles, a bit short of our original goal of 100, but we'll be adding more with future patches and the whole RNW has been made almost completely moddable so that modders can easily create their own tiles and scenarios. Something worth noting (because we previously said it wouldn't) is that changing the RNW *will* change your checksum, as trying to make it not so simply did not end up working in multiplayer. Note that just PLAYING WITH the RNW will not change your checksum, it's only if you add more tiles or modify existing scenarios, etc.

As a final note for this dev diary, I'd like to thank all the betas and map modders who contributed tiles, with a special thanks to CK2 QA RageaiR who made more than 30 tiles, many of which were created on his own free time.
 
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Trin Tragula

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@Poh, who has drawn a number of the tiles used by the new Random New World put together a guide on how to do it. It may be of interest for those of you who wish to make your own tiles in the future. :)
 

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Interesting.
Still, my question from the first RNW dev diary still stands, what province IDs will the new RNW provinces use? Will it collide with any mod that adds new provinces?

The IDs used by the RNW are specified in the default.map file so you should be able to adjust that for your mod. If you want to maintain compatability with the RNW you should to add as many new unused province IDs as you remove from that list though.
 
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Wizzington

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Will fantasy scenarios be Ironman compatible? Will it be possible to play as a fantasy scenario? Generate new worlds till you find one with Vinland for instance and play as it?

Keep in mind Ironman is playable regardless of checksum now. RNW is achievments compatible with all non new world dependent achievements.
 
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Just a quick question that seems important:

Will special high american tech countries have predetermined nation ideas/idea choices? Or will they be random? It would be really disappointing to find the Crimson Empire with +30% spy defense, going diplomatic arisocratic espionage innovative.

Randomly generated, I'm going to look into adding weighting to make more appropriate idea sets in the future.
 
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Note that just PLAYING WITH the RNW will not change your checksum, it's only if you add more tiles or modify existing scenarios, etc.
 
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Wizzington

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Looks hot and that's despite my initial skepticism towards RNW. Maybe because of how old RNW looked like :D

Is there an opton of NO RNW? I mean, exactly that: no Americas and nothing replacing them, so Columbus can sail straight to China?

Probably not because that'd require decreasing map size (or placing some blank islands to allow on traversing gigantic Super Pacific Ocean) but that'd be intriguing.

Can't wait to see patch notes... You sure can't post them on Monday? :D

No, but you could pretty easily make a 18x16 (whole RNW) tile with just a few islands on it.
 
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Awesome!
Two questions:

- Will the RNW have a Seed so you can share particularity interesting scenarios or pick a set-up that suits your specific campaign goal, without being spoilered from checking in the set-up screen?

- Is it possible to add dynamic naming to the provinces based on the owner for modders?

Unfortunately no on the seed, it got cut for time. It's something we might look into adding in the future.

Again, no. Would be rather difficult since it's impossible to predict which province IDs end up where.
 
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I wonder how easy it is to create a tile where all the nations from Papers Please exist. Imagine exploring and meeting a huge Arstotzka..
So many possibilities for modding, thanks for this overhauled feature!

You can tie specific scenarios to specific tiles, so pretty easy!
 
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Nice Changes,
Some questions:
1. Were the real world American land mass features (e.g Great lakes) made into tiles?
2. Were any changes made to the random start algorithms?
3. Can we please have a random province value generator that keeps the new world the same. So only the old worlds provinces values get randomised?

1) No.
2) Yeah, less superstates and better naming of countries.
3) I... have a hard time seeing any real demand for this.
 
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This is a really minor question, but will it be possible to make High American tech nations in the nation designer? I think it feels weird if my SuperMaya has 'Western' tech.

Yeah.
 
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I don't know if it was already asked: but were in any of the DD's new Hansa-mechanics introduced? Or outside DD's? Or was it at least confirmed, that Hansa will have new mechanics? Because everybody is talking about how the Hansa will be composed from independent states in the new version, but I didn't see any confirmation from devs.
Thanks for the answers!

Hansa was broken up into Merchant Republic of Lübeck and Free Cities of Hamburg and Bremen, no new mechanics.
 
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So there's an option that turns fantasy scenario's and tiles off. The scenarios are obvious, but what would be considered "fantasy tiles"?

You'll know them when you see them.
 
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Regarding the Hansa situation, they got unique art as part of the Trade Nations UP.
Will those UP now apply to those 3 tags? Or is Hansa a formable nation for those so it doesn't matter?

They apply to Lübeck at least.
 
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Say we wanted to play as a High American, how would that work? Is that an option or is it AI only?

You can make a custom nation or generate a RNW that has a high american country that you then pick to play.
 
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As a follow-up: How will RNW work in games converted from CK2 that had Sunset Invasion active? Will the Aztecs be guaranteed to exist in the New World?

It will override new world from CK2 conversion.
 
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