Random World Generator: A Modest Proposal

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ASULoki

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oh yeah, good series. I am more familiar with the first one. And as aramel says it is available on gog, and right now I think both IMP I and II are on sale for like three bucks. If aramel is right, this is your lucky day Orko!
 

Fintilgin

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I hadn't heard that Fint, thanks for informing us, this is great news and PI may have "scooped me!" I worry though on two counts about ONLY making the new world random, one is related to game-play, and one is ethical:

They haven't said they're going to do it, or even really hinted that they might, although there was a post by a dev on an off-site forum that they liked the idea, and the fan made random generator has shown it's possible, so I'm keeping my fingers crossed!!
 

Orko80

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Ok i searched the net some more and i think it might have been atlas but i am not sure. In me research i found out they made a sequel but couldn't find any screenshots maybe that is it.

Imperialism isn't the game I'm quite sure. But thanks for that will take a look at it for sure.


On the topic of the ethical problems with Europa reign supreme and how awefull the age of coloniziation was. I think it is true but has little place in a scenario of random generated world. Also having a fixed europe and a totaly random generated "rest" world wouldn't mean that those lands would be backwards compared to the european lands. I think it says alot of your own preconceptions of even thinking that.

I had in mind that you even could come across another technology superior cultures. And maybe get invaded bevore ven discovering the new worlds.

Having europe fixed would leave in alot of the flavor EU4 will bring with it. And that is the only reasoning behind why i think it could be a great addition to the game. Or a compromize of having a total random world with no flavor at all. Or unfitting leftover flavor in random generated lands that don't fir the criterias.
 
Last edited:

ASULoki

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Orko, I agree with you on some points. One thing is that it wouldn't just be the rest of the world, it would be the old world as it were (presumably because these other people were in close enough proximity to europe :p).

However on your general point about my assumption that they would be backward I will accept, I did assume that if PI made this thing it would sort of "sprinkle" some random native american nations on the two continents that would be non western techs, presumably as in previous games, second only to african nations in their penalties. However, perhaps I shouldn't assume that, and maybe they will allow the option to make some or all of them "civilized" (I hope people could open up a discussion on how to apply EU tech mechanics to a random map in general!) and I think we would both agree that more options are better in that regard. I think we both want the same thing here Orko, the ability to create random worlds where the potential to explore even more open ended questions about history (what if other parts of the globe had "civilized" rather than europe [and as you point out, "discovered" and exploited them!], or had done so coterminously?). However, I think it would be best to keep the options open, that way we can ask not only what if the new world had been different, the old world as well!

I think you are right to say that EUIV's new nation specific mechanics does invite potential problems for a random world gen. However, as I have ranted continuously, why not just open the options up? Have a regular setting for people who just want a limited set of random changes with some level of balance and flavor, but have a more "advanced" set of options so we can screw around with everything if we so please. Who cares if it creates one unbalanced or even broken random map, tweak the settings until it feels right for your playstyle and crazy ideas about ahistory!
 

ASULoki

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P.S. I will look into this atlas thing, reading the page it looks super interesting. And it is from the guys who made Atrain, an interesting game in itself which led to some innovation in the sim city series (resulting in perhaps the best one, sim city 2000!). If they made an amazing randomly generated age of imperialism business simulation game, then I need some time alone!
 

LemonMonk

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I cannot see how it is possible. I haven't looked at the code, and it is likely beyond my understanding. I am not sure, with fixed trade routes that seem to exist that you could randomise it at will on any generated map. The only reason I would like this, is because when discovering the new world, you'd actually be discovering it! In EUIII I didn't like how I knew where the Americas were, etc. Didn't feel like an epic adventure of discovery at all. If we had a map that didn't reveal anything we knew, and didn't show in the bottom right map, then I'd think that's very cool.

I'd like it to happen, but do not think it is possible.
 

George LeS

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I cannot see how it is possible. I haven't looked at the code, and it is likely beyond my understanding. I am not sure, with fixed trade routes that seem to exist that you could randomise it at will on any generated map. The only reason I would like this, is because when discovering the new world, you'd actually be discovering it! In EUIII I didn't like how I knew where the Americas were, etc. Didn't feel like an epic adventure of discovery at all. If we had a map that didn't reveal anything we knew, and didn't show in the bottom right map, then I'd think that's very cool.

I'd like it to happen, but do not think it is possible.

It's almost certainly possible. nom's EUIII map generator works pretty well, but it's cumbersome to mod. That feature would be easier to work out if it were part of the game. E.g, you could much more easily be able to define what is randomized and what not, instead of having to go through and manually delete all province files you don't want in your game, which is where I always screw up.

I don't see why a fairly simple algorithm couldn't just, the land having been generated, generate the extension of trade routes.

And what you point to is correct. The big problem with exploring in EUIII is that you know exactly where to send everyone. No reason to see a NW Passage. You know were Benin and Sofala are. Where the inhabited provinces are in the NW, which islands are important (often unhistorically so, or unhistorically not).
 

TheRevanchist

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It's almost certainly possible. nom's EUIII map generator works pretty well, but it's cumbersome to mod. That feature would be easier to work out if it were part of the game. E.g, you could much more easily be able to define what is randomized and what not, instead of having to go through and manually delete all province files you don't want in your game, which is where I always screw up.

I don't see why a fairly simple algorithm couldn't just, the land having been generated, generate the extension of trade routes.

And what you point to is correct. The big problem with exploring in EUIII is that you know exactly where to send everyone. No reason to see a NW Passage. You know were Benin and Sofala are. Where the inhabited provinces are in the NW, which islands are important (often unhistorically so, or unhistorically not).

It's definitely possible, but how far do we want PI to go with it? As in how much effort do we want them to put into this? Are we gonna just accept a random world generator or are people going to complain about balances issues and weird bugs that might come out of this?
 

ASULoki

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I second that george, the modding community has already shown us some things that are possible, we just need a little developer support to encourage the community or to spend a little time on this to make it functional. I think we can extend the concept of random world generation beyond only the new world, but even that would be this is a step in the right direction!
 

ASULoki

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Good question revanchist, we grand strategy nerds are a fickle bunch, and we certainly get ocd about deviations from history, as well as unbalanced gameplay. Hopefully the community will recognize that PI would be innovating if they implemented this, and that there would be enough options to tweak that it may yield some oddities, but that those problems could be easily offset by tweaking the options or regenerating the map!
 

ASULoki

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Plus as we have seen, it takes several years and versions of something for paradox to get it perfect, compare the micromanagement in Victoria 1 to V2, or the EU series. Generally small changes, improvements, and efficiency improvements are implemented over time. Since it has worked for paradox in the past, I hope the community can be a little patient and deal with the bugs and silliness, with the hope that the feature would improve over time, as have most things in new PI games.