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Releases: Sir-Starch/eu5-random-new-world

Random New World 1.1.0

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@Sir-Starch Sir-Starch released this 02 Nov 02:31

Random New World 1.1.0

RNW 1.1.0 focuses on more realistic geography: coastlines with capes and sheltered bays, lakes that belong to river systems, and branching mountain ranges with massifs, valleys and passes. A wider Pacific gives these landscapes more room. The update also adds The Wall, a new generator interface and finer control over resources and native societies. The Old World stays vanilla.

Game target: Europa Universalis V 1.4.6, Steam build 26300913. Generate a new world to use the geography and society changes below. Worlds already built and their saves are not rewritten.

More realistic geography

Coastlines with distinct landforms

Continents have a more varied outline, with projecting capes, hooked peninsulas and deep gulfs reached through narrow mouths. Coastal spits can shelter lagoons; larger enclosed waters form inland seas with their own narrow connection to the ocean. Some seeds connect neighbouring landmasses with isthmuses. The result is more variation in the shape of a continent and in the routes along its coast.

Lakes and rivers as a connected landscape

Lakes are more numerous and cover a much wider range of sizes. Their shores form bays, long arms and islands, giving each lake a shape beyond a simple oval. The largest-lake setting now defaults to 25,000 pixels and can reach 60,000.

Rivers can enter a lake and continue downstream through an outflow at its lowest rim. Lakes become part of the drainage network rather than simply ending every river that reaches them. Surrounding hills rise naturally from the shore, while the atlas draws each lake as a level water surface within the terrain.

Mountain chains, massifs and passes

Mountains form continuous ranges that branch and arc across the land. Taller massifs alternate with lower sections and passes, with foothills and secondary ranges beside them. This replaces the broad, similarly high mountain blobs of 1.0.0 with a more varied landscape at both continental scale and close zoom.

Fine ridges follow the high ground while valleys remain smoother. Mountain surfaces carry the detail of crests and eroded slopes, and the surrounding ground has finer texture. River paths, terrain classification and biomes follow the rebuilt relief, so the visible mountains belong to the same landscape as its waterways and inhabited lowlands.

Vegetation that fits its climate

The vegetation rules now preserve the climate of each location when smoothing across neighbouring regions. A forest or desert cannot be assigned merely because it received votes from the other side of a climate boundary. The correction keeps the existing climate model, which accounts for latitude, ocean moisture and rain shadows, while making vegetation follow it more consistently.

More natural polar outlines

Ordinary continents reach the northern and southern map edges over narrower stretches. Locations at those edges become larger and impassable. The Wall keeps its continuous endpoints as part of that world type's design.

Better oceans and crossings

  • A wider Pacific generation area. Ocean expansion now reaches across the Pacific side of the New World, including the Polynesian strip and waters east of New Zealand. The Atlantic side is unchanged. Preset land shares are adjusted to keep the amount of land and approximate location counts comparable.
  • Preserved island groups. Islands inside the expanded area stay where there is room. If generated land would cover a group, it moves together to nearby open water, retaining its terrain, coasts and ports.
  • Cleaner sea locations. Open-ocean routes use the same irregular sea partition as surrounding water. Thin needle-like cells and narrow remnants of original sea zones are merged or absorbed into the generated area. Land keeps a margin from its boundary with the original map.
  • Clearer currents. Arrows follow coherent courses and bends, including crossings through shallow strips. Short disconnected fragments and opposing neighbouring arrows are removed; navigable ocean cells need not carry a current.
  • Army crossings at physical narrows. Crossings use the shortest water-only section between opposing shores, including diagonal directions. Wider and same-continent crossings require a real constriction; duplicate links and crossings that merely bypass a short walk along the coast are excluded. Natural inland-sea narrows are retained.
  • Colonial overseas eligibility. Generated American coastal sea areas no longer directly border passable Old World sea areas in a way that could block colonial-nation eligibility. Navigable routes are preserved.
  • Water around islands. Coastal water and foam use the surrounding ocean colour, blending the shallow shelf smoothly into open water.
  • An island-world export fix. A strait across the map's display seam no longer produces an unsupported crossing entry that could stop generation.

The Wall: a sixth world type

Create a continent or island chain running north to south, with a mountain spine and additional land on either side.

  • Set its width from 4% to 44% of the generation area; the default is 14%.
  • Adjust its east–west position, coastline irregularity and mountain spine.
  • Leave Allow gaps enabled for natural straits, or disable it for a continuous land barrier. Its polar endpoints are impassable.
  • Wider Walls use more of the world's land budget, leaving smaller continents and islands beside them. The Wall retains its required land even when the requested land amount is lower.
  • The continuous core bends and changes width along its length. The Wall can detour around protected islands, with varied placement of secondary continents on either side.

A new generator window and atlas

The new window puts the world library on the left, the map or generation preview in the middle, and settings and world details on the right. Both side panels can be resized or hidden. The library has search, filters and multiple selection; language and appearance can be changed without restarting the new window.

  • Ten map lenses. Population, climate, terrain and areas join the physical, countries, resources, cultures, religions and development views. The new lenses are also available in the classic window, image export and the command line.
  • More readable maps. Physical relief lies under the other lenses, with sea depth, place names, cities and capitals. Borders stay sharp as you zoom. The countries view can show tribes; the resources view groups resources by family and marks exceptional deposits.
  • Tools for exploring. Use the minimap, search locations and areas, pin a location card, isolate entries in the legend, or compare two maps with linked navigation. Saved map pictures capture the selected lens as drawn.
  • Add worlds while generating. Prepare another world while one is being generated, then add it to the queue. Each continent sketch also has its own queue button. New jobs start when the current one finishes; cancellation or failure leaves the remaining jobs waiting.
  • Generation estimates. The time estimate accounts for parallel work and learns from recent successful local runs. It also follows the current world in a queue.
  • Better responsiveness. Comparing game inputs and preparing map views no longer blocks the window.
  • Small interface fixes. The New world action keeps its icon on systems without a matching icon theme, and a selected game folder keeps its discovered build number instead of appearing as unknown.

The classic Qt window remains available in Settings or with --classic. It gains the same map palettes and lenses, richer search and legends, map copying, a library filter and a location-budget meter. It opens automatically when the new window's system web view is unavailable. In EU5's usual Proton prefix, the Workshop generator opens the classic window; the native Linux package offers the new window with WebKitGTK 4.1.

More control over your world

  • Individual resources: separate 0–3× frequency sliders for all 34 ordinary New World resources, alongside the precious-resource setting. Set a resource to zero to exclude it. These are relative placement weights: climate and terrain still decide what fits, and production per location does not change.
  • Land in states: request up to 60% of inhabited land in native states. The Many quick choice requests 44% on default presets. Actual coverage can be lower where farming and population cannot support more states.
  • Peasant share: set the upper share from 30% to 80% at full social complexity, with a 60% default. Less farmable and less complex places remain more tribal; this does not increase the total population.
  • Distance from the Old World: move generated land toward the middle of the ocean without reducing the land amount. This applies to procedural land outside The Wall; supplied land images are unchanged.

Both windows expose these settings, World Codes preserve them, and their text is available in all eleven official EU5 languages.

Native societies and hidden maps

Native states now grow with stronger primary-culture and faith cores. Agricultural corridors, terrain belts and coastlines produce more varied borders. Minorities remain possible, and great empires use gentler preferences to preserve diversity. Territories remain connected and contain their capitals; farming requirements and the population budget are unchanged.

Choose a native country without revealing the map. The country list remains available while the New World is hidden, so starting as a native country no longer requires uncovering the geography in advance. Revealing the map remains optional.

Refined Colonization support is documented: load Refined Colonization → generated RNW world mod. Across the Pillars remains optional, with its New World expediti...

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Random New World 1.0.0

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@Sir-Starch Sir-Starch released this 29 Oct 01:08

Random New World 1.0.0

Generate a new world for Europa Universalis V while keeping the Old World vanilla.
Explore it from Europe or start as one of its native countries.

  • Five landmass archetypes, adjustable geography and an optional larger ocean canvas.
  • Procedural relief, climates, rivers, coastal waters, sea lanes and currents.
  • Native countries, cultures, religions and subject networks, with optional great
    empires and other extraordinary societies.
  • Regional stories, formable countries, colonial names and adapted American content.
  • A desktop generator with a world library, atlas, shared World Codes and rerolls
    of peoples or resources. All eleven official EU5 languages are included.

Steam Workshop item

Compatibility

Targets EU5 1.4.5, Steam build 26211608. Across the Pillars is optional;
its fixed New World geographic references are adapted to generated worlds.
Start a new 1337 campaign with one world mod enabled, and retain that mod for
its saves. Existing generated worlds and saves are not rewritten or migrated.
Algorithm epoch 59 is retained from 0.13.22.

Windows and Linux/Proton are the intended delivery paths. Windows binaries are
unsigned; Smart App Control may block the generator. Other mod combinations and multiplayer are unverified.

Packages

  • Windows: standalone generator archive.
  • Workshop-Windows-Proton: generator hub for Windows and Linux/Proton.
    Subscribe to the Workshop item, open its folder in EU5 and start the generator.
    Enable the world mod it creates in your playset.
  • Linux: native application archive.
  • Source: project source archive under MPL-2.0.

Verify the archives against SHA256SUMS. These packages include no game assets;
world mods are generated locally from the player’s installation.
See the generator guide and known limitations
for setup, save handling and the scope of verification.

Windows binary scans

VirusTotal analysis covers the exact Windows binaries built from the candidate
commit recorded in BUILD-INFO.json. That hand-off manifest carries each
binary's size, SHA-256, report link and engine results. Reports apply only to
their exact files. Timeouts and engine failures are unknown, not clean results;
the scans do not cover archives or every dependency and do not provide a
signature or guarantee acceptance by Windows security features.