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Miravlix

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It's unfortunately more fun to watch this thread, than actually play a generated world, trade routes could use some major cleanup, like 4-5 routes all on top of each other in a big mess, so you can't follow them.

Pathing is messed up, I walked from one province to another next to each other, but the "path" indicator said I walked to the other end of the continent and back, in the end my soldiers ended up on the other side of the continent. Teleportation confirmed!

Other pathing issues is that only a central province can be colonized with island upon island of other tiles around it marked as out of range for colonization.

The worst part is that you have to restart the game to generate another random new world and since there is no settings, you're forced to view the world first until you get a decent one, would be really nice to have a setting of how many provinces RNW should contain, continent or islands, so you could blind generate the world and get the "fun" of exploring.
 
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Demetrios

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While I'm suitably intrigued about playing a Confucian Chinese Republic with High American Tech, I'm not sure the Trade Routes are quite right:

2015-12-02_00002_zpsjc6mqr8v.jpg~original


Granted, given where the country is located (approximately where northwestern Canada would be), I could probably have half - or more - the continent colonized before anyone finds me. And there isn't a single other nation visible at the moment. I could easily have that closed trade route all to myself with no possibility of leakage...

Edit. Oh, never mind, I see that there are undiscovered nodes connected to them. Oh, well nice to dream, but I can probably still dominate the area and have minimal leakage.
 
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I shall call this continent "New North America"!


nc6gWjv.jpg

Heh, yeah, I'm currently in the process of painting that landmass yellow in my "run away to the RWN" Navarra game.

What I really wish is that RNW had a toggle between "fantasy-historical" (e.g. Chinese/Norse nations, different but normal continents, etc), and "fantasy-ahistorical" ("Columbus was right" Indian nations, Bones of the Leviathan, etc).

Yeah, I'd like a little more granularity in how the RWN is set up. For example, I'd like to be able to separate fantasy nations from fantasy maps. I can sort of imagine a crazy alternative history where the new world was inhabited by Indians, or Knights Templar. But I can't really imagine the geological processes that would have lead to the Paradox Logo appearing. Don't get me wrong, I think it's cool, and at some point I'm fully intending to dominate the world from it, but for a semi-serious game, I'd prefer to be able to turn off the latter but leave the former on.
 
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While I'm suitably intrigued about playing a Confucian Chinese Republic with High American Tech, I'm not sure the Trade Routes are quite right:
They did say that trade routes wouldn't necessarily go to Europe, but could e.g. go to China if that was more appropriate. I also don't see how it would be broken if it actually had been an end node.
 
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bzflater

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706183f253.jpg
 
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x0SHgQZ.jpg
I just found this
Nooooooooooo!! They're back!! We didn't actually wipe them all out!!

trade routes could use some major cleanup, like 4-5 routes all on top of each other in a big mess, so you can't follow them.
I don't know how well that can be addressed by the devs, but yeah, I ended up just modding my trade routes so that they don't give my eyes cancer.

Pathing is messed up, I walked from one province to another next to each other, but the "path" indicator said I walked to the other end of the continent and back, in the end my soldiers ended up on the other side of the continent. Teleportation confirmed!

Other pathing issues is that only a central province can be colonized with island upon island of other tiles around it marked as out of range for colonization.
Aye, I've even seen a landlocked province as the only one colonizable.

The worst part is that you have to restart the game to generate another random new world and since there is no settings, you're forced to view the world first until you get a decent one, would be really nice to have a setting of how many provinces RNW should contain, continent or islands, so you could blind generate the world and get the "fun" of exploring.
Agreed. Until this new RNW can reliable generate decent landmasses, it's just not practical to "trust" it and blindlyinvest in a campaign.
 
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Felicity

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lGNri.jpg


i don't like this brave new world

how this game started:
lG4dP.jpg


FIVE high american nations, three of which are empires. I was looking for a lost serbia game, but when I saw this one, I had to play it.
 
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I believe the one I rolled last night (doesn't look to have any fantasy elements) has land masses so shifted so far towards Asia that my impression was that its trade routes didn't go to Europe. (I am Portugal, and I am going to concentrate on colonizing Africa, because it will be quite some time before I can reach anything in the New World.
 

Moarice

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I found the province of Elysium.
Weather it refers to the youtuber or something else I don't know.
Elysium is basically heaven in Greek mythology.
 
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When I generate a new world it puts TI over that area, and I can't figure out how to get it off like in some of these screen shots? Obviously the command console doesn't work on the new game screen,
 

Wagonlitz

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When I generate a new world it puts TI over that area, and I can't figure out how to get it off like in some of these screen shots? Obviously the command console doesn't work on the new game screen,
In options there is a setting to turn off TI in the lobby.
 
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  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
When I generate a new world it puts TI over that area, and I can't figure out how to get it off like in some of these screen shots? Obviously the command console doesn't work on the new game screen,

You can turn off TI in lobby in the lobby options.
 
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