Europa Universalis IV: Conquest of Paradise – Dev diary 2: Exploring a new world

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Nyrael

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Uhh... the screenshots of the randomized new worlds look pretty bad. I was hoping there would be something in place trying to make the continents at least remotely plausible looking instead of 12-year-old's first fantasy continents.

That feature is still being developed :rolleyes: It is impossible for earliest builds to be able to do anything that resembles realistic to begin with. The final version will no doubt have better looking worlds, not to mention that patches will likely add their own fixes from time to time.

Does anybody with me share a feeling that new random world is rather poorly made? Those two example maps reminds me of generic civ4 maps: faceless and done with no imagination.

Im pretty sure this new feature is non-modable, so we are stuck with whatever it rolls.

I dont really fire up about this new dlc or expansion. Not intrested to buy this if new world is a case like a big island on north and another big island on south. And non-modable.

Check the Stream, or at least the Stream highlights. Randomization IS modable to the point you can put seeds that define how the continent will likely look (if you generate a likable New world, you can extract certain data and use it to generate continents similar to that one in shape) as well as make even the old world randomized.
And randomization is just an optional feature. The main features are Native American Improvements as well as Colonial States improvements.
 

Jaol

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Love this feature. It's been something I've wanted since EU2. A few questions:

1) Will there be any controls on the random world generator? I.e. will we be able to specify a larger or smaller world, or one with fewer or more continents? Or will the world be totally random?

2) Will modders be able to adjust the size of the randomized rectangle?

3) Will it be possible to "cheat" by looking in the game files? I.e. currently, you can look at the map/provinces.bmp to see the world. Will something similar be possible with the random maps as well? What about in multiplayer or ironman modes?

4) Assuming the the mini-map will be dynamic (see the following quote), will that also be the case if you use the regular map?
Who says you can see the whole world in the mini-map? :)
 

adaman77

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Very excited about this! I'll definitely buy this one. Frustrating as certain aspects of it are, I really enjoy colonizing in the current version, and it looks like this will improve it dramatically. As long as the random New World looks better in the final version (and I'm sure it will – what Paradox has now is still quite impressive, it's just not complete and they've made that clear), I think I might never play with the real New World again!
 

Junuxx

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In this thread: lots of whining about an alpha version map generator. Have some faith that the landmass shapes are preliminary, the distance-to-ocean rainfall model is just the most basic version they'll build upon, and the voronoi province shape algorithm is just a demo placeholder. It's a fracking proof of concept!

In addition, I think the tectonic map that someone posted is not that miraculous. There are far better RMGs out there.

That said, I REALLY hope the map generation code will be exposed to us. I would love to revive my map generating days.
 

lucaluca

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The random world looks weird... Not sure I am gonna buy it. The new North America looks like Europe in Rome, hopefully the natives can offer interesting gameplay. The colonial nations look awesome though.
 

Vishaing

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(no tectonic plates, sorry!)
tumblr_m2800uarB31qg2w8h.gif
 

TXTwilight

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we are also limiting random the new world to 1444-starts and you won’t be able to have a random new world using the Crusader King II save game converter.
And I just saved some money

Would be interesting to know, why it isn´t possible to use the random New World generator with a converted save game.
 

Tom013

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And I just saved some money

Would be interesting to know, why it isn´t possible to use the random New World generator with a converted save game.

Just a guess, but it might have something to do with the way the CK2 converter cranks things out as a mod?

Since the devs themselves have previously said they think that mod makers should be able to use the randomizer to change other parts of the world without much more than a day of effort, I wouldn't be surprised if that were also the case for mod makers working with CK2 exports?
 

mcmanusaur

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It's great to see so many Native American nations being added, and the migration feature is fantastic. Now please add it for all nomadic cultures, including steppe hordes, and loosen the restrictions so you can still migrate when you have 2-3 provinces! Also, add semi-autonomous regions (like the colonies) to holdings elsewhere in the world (Africa, Asia, even Europe if separated from the homeland) using the same dynamic name generation system (that's something I've also really wanted)! I hope the continental shapes and province drawing see some nice improvement since they're WIP, but otherwise it already looks great!
 

DominusNovus

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I can see why its only done for OPMs at the moment: You select your province, and then hit the migrate button. It then shows you neighboring provinces, so you just pick one and bam, its done. But when you have multiple provinces, you have to take into account what your borders will be like afterward. If you just pick a province neighboring the one being vacated, its quite possible for your realm to be fragmented. So, the game has to now be able to tell which provinces will be bordering your realm after you abandon that one. Which, of course, is not impossible, but its one more step to be done.

Seems to me they want to start off cautiously, which I think is quite reasonable.
 

AxiomaticTruth

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Anybody else thing the first screen shot is of WESTEROS + ESSOS from Game of Thrones? GoT DLC CONFIRMED!!!!!

Ignore the two random islands (north and southeast ones). You can see the wilding north beyond the wall, the North of the Starks, the Neck, a weird form of the vale, and Essos is right there but oddly shaped!
 

TXTwilight

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Just a guess, but it might have something to do with the way the CK2 converter cranks things out as a mod?

Since the devs themselves have previously said they think that mod makers should be able to use the randomizer to change other parts of the world without much more than a day of effort, I wouldn't be surprised if that were also the case for mod makers working with CK2 exports?
In this case no regular mod will work with the generator, which does not go well with Paradox former politics and even then it shouldn´t be too hard to flag a converted save as one from the CK2 DLC, so the game doesn´t assume this could be a mod, which changed the map of EUIV in some way.
While the generator will bring alot of fun in MP and make a couple of interesting games aswell in singleplayer, I think it goes best with an really ahistorical CK2 save game and even with SI activated it shouldn´t matter if the Atztecs invade from the historical Americas, a new pangaen (?) super continent, or a group of hundreds of islands.

But maybe Paradox can surprise us and can get it to work with a CK2game, or the modding community find a solution.
 

mcmanusaur

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I'm sorry if this has been answered elsewhere, but will it be possible to not have a new world? Just maybe a couple of very small islands and directly Asia?
Ooh, that's actually a really interesting idea, and couldn't be that hard to implement (in comparison to what they're already doing). You might create a thread for that suggestion.
 
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