Eu3 whole world mod

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objects are present in 00_colonial_regions.txt. Note: to allow colonial regions to be created, you need to make sure the colonial_placeholder_1, colonial_placeholder_2, etc. Scenarios are applied per region, meaning once one scenario has been applied to a region, another one cannot. The RNWScenarios.txt file contains all the possible scenarios that the RNW may use during generation. Sets a fixed seed to allow for predictable generation. Making this 0 to allow the whole world to be regenerated. Making this equal to 5632 will allow the whole world to be regenerated.Ĭontrols the maximum height that the Random New World will generate to.Ĭontrols the width in which to eliminate provinces from the base map when placing the Random New World sea zones.Ĭontrols the cutoff at which coordinates are scaled from the old world. The a controls various constants that affect the RNW generator.Ĭontrols the maximum width that the Random New World will generate to. RandomSeaNames.txt controls the strings used to randomly name the RNW sea provinces.RandomLakeNames.txt controls the strings used to randomly name the RNW lake provinces.RandomLandNames.txt controls the strings used to randomly name the RNW land provinces.It also makes use of several files for naming: colormap_noise.bmp is used to add noise to the generated color maps for the RNW portion of the world.The RNW generator uses several image files that supersede the base map: