随机新世界(RNW)文件存在于路径 /Europa Universalis IV/map/random/.
地图生成
RNW生成器用于替换基础地图的数个图片文件:
- colormap_autumn.bmp
- colormap_spring.bmp
- colormap_summer.bmp
- colormap_winter.bmp
- colormap_water_base.bmp
- heightmap_base.bmp
- colormap_noise.bmp is used to add noise to the generated color maps for the RNW portion of the world.
It also makes use of several files for naming:
- RandomLandNames.txt controls the strings used to randomly name the RNW land provinces.
- RandomLakeNames.txt controls the strings used to randomly name the RNW lake provinces.
- RandomSeaNames.txt controls the strings used to randomly name the RNW sea provinces.
项目
The tweaks.lua controls various constants that affect the RNW generator.
设置
项目 | 描述 | 备注 |
---|---|---|
宽度(width) | 控制用于生成随机新事件的最大宽度 | 当这个项等于5632时将允许整个世界重新生成 |
高度(height) | 控制用于生成随机新事件的最大高度 | |
overlapping_sea_province_search_width | Controls the width in which to eliminate provinces from the base map when placing the Random New World sea zones. | 当这个项等于5632时将允许整个世界重新生成 |
cutoff | Controls the cutoff at which coordinates are scaled from the old world. | 当这个项等于0时将允许整个世界重新生成 |
种子(seed) | Sets a fixed seed to allow for predictable generation. |
Scenarios
The RNWScenarios.txt file contains all the possible scenarios that the RNW may use during generation.
Scenarios are applied per region, meaning once one scenario has been applied to a region, another one cannot.
Note: to allow colonial regions to be created, you need to make sure the colonial_placeholder_1, colonial_placeholder_2, etc objects are present in 00_colonial_regions.txt.
Tiles
The RNW generator creates the RNW world by using predefined tiles for all land. Every tile has a configuration file that defines the various aspects of itself. The name of the configuration file is the name used by the tile data files.
Tile configuration is found in /Europa Universalis IV/map/random/tiles, with the tile data in /Europa Universalis IV/map/random/tiles/data.
Each tile has the follow image files, which follow the same standards the game map images do.
- <tile>_h.bmp - Height map
- <tile>_p.bmp - Province map
- <tile>_r.bmp - River map
It is important to note the function of the size attribute in a tile configuration file. The height and width of the RNW section of the world (by default 2304 by 2048) is divided into multiples of 128.
All tiles have a height and width that is a multiple of 128. So, for example if a tile was 256 pixels tall, and 128 pixels wide, it would have use size = { 2 1 }
.
可用参照
剧本
剧本位于 RNWScenarios.txt.
# Assigned per region <name> = { # --- Spawn Parameters --- temperate = yes / no # 是否可以出现在温带 arid = yes / no # 是否可以出现在干旱区域 arctic = yes / no # 是否可以出现在寒带 tropical = yes / no # 是否可以出现在热带 unique = yes / no # 是否可以重复 min_provinces = <int> # 最少省份 max_provinces = <int> # 最多省份 chance = <int> # 出现的机会 # --- Country and Province Parameters --- force_together = yes # 不同国家能否同时出现(如瀛洲和郑和地不能同时出现,失落的塞尔维亚和失落的波斯尼亚必然同时出现) force_apart = yes # 国家是否彼此相邻 force_all_provinces_owned = yes # 产生的国家是否占据所有省份 minor_tags = yes fantasy = yes # 是否是幻想剧本 force_coastal = yes # 是否沿海 min_countries = <int> # 最少国家数量 max_countries = <int> # 最多国家数量 min_country_size = <int> # 国家省份数量下限 max_country_size = <int> # 同上 min_native_size = <int> # 土著最小规模 max_native_size = <int> # 同上 min_native_hostility = <int> # 土著最小攻击几率 max_native_hostility = <int> # 同上 min_native_ferocity = <int> # 土著最小凶猛程度 max_native_ferocity = <int> # 同上 culture = <culture> # 国家主流文化 culture_group = <culture group> # 国家主流文化组 religion = <religion> # 空地宗教 country_religion <religion> # 国家宗教 government = <government> # 国家的政府类型 starting_reform = <改革名称> # 国家已经选择的政府改革 technology_group = <group> # 科技组. unit_type = <unit type> # 兵种组 graphical_culture = <gfx> # 文化类型(生成建筑风格) # Requires unique = yes region = <region> # 是否与某个随机地图绑定(如随机印度和亚特兰蒂斯) tile_index = <int> # 对应的数字编号(需要相同) # Used to specify random names for spawned countries to use names = { <name> } }
地块
地块的调整位于/Europa Universalis IV/map/random/tiles.
# Per tile sea_province = { <rgb> } # Required for all sea provinces within tile wasteland_province = { <rgb> } # Required for all wasteland provinces within tile lake_province = { <rgb> } # Required for all lake provinces within tile empty = { <rgb> } # Required for the empty space within a tile num_sea_provinces = <int> # Must match number of sea provinces in tile num_land_provinces = <int> # Must match number of land provinces in tile regions = <int> # How many regions the tile has. 0 will add to existing region region = { <rgb> } # Province to center a region around, should match defined region count continent = yes # Does this tile count as a continent size = { <int> <int> } # ( <width>, <height> ) weight = <int> # Chance to use this tile unique = <index> # Tile index referred to in scenarios. -1 for water add_moisture = <int> # Adds more moisture to generation of terrain map here. do_not_rotate_or_mirror = yes # Prevents the tile being mirrored or rotated do_not_rotate = yes # Prevents the tile being rotated restrict_to_north_edge = yes # Restricts tile placement to north border of map restrict_to_south_edge = yes # Restricts tile placement to south border of map restrict_to_equator = yes # Restricts tile placement to middle of map fantasy = yes # Prevents use if Fantasy option is not enabled # Used to add strait connections within a tile strait = { from = { <rgb> } to = { <rgb> } through = { <rgb> } } # Used to add specific province names. Can localise names here. province_names = { "<name>" = { <rgb> } } # Used to add province modifiers to provinces within a tile # Common ones: # river_estuary_modifier # important_natural_harbor # inland_center_of_trade_modifier #在1.26前内陆、沿海贸易中心与良港修正是分离的,1.26起贸易中心名称统一为level_<等级>_center_of_trade并且取消了良港设定。 <modifier> = { <rgb> }
随机省份名称
These are appended to a name to restrict usage to the specific circumstances.
String | Description |
---|---|
coast | 仅限于 coastal provinces. |
island | 仅限于 island provinces. |
island2 | 仅限于 island provinces without straits. |
river | 仅限于地形为 rivers passing through. |
wasteland | 仅限于 wasteland provinces. |
plains | 仅限于地形为 Plains terrain. |
plains | 仅限于地形为 Plains terrain. |
forest | 仅限于地形为 Forest terrain. |
jungle | 仅限于地形为 Jungle terrain. |
hills | 仅限于地形为 Hills terrain. |
mountains | 仅限于地形为 Mountain terrain. |
desert | 仅限于地形为 Desert terrain. |
glacial | 仅限于地形为 Glacier terrain. |
marsh | 仅限于地形为 Marsh terrain. |
arctic | 仅限于 Arctic provinces. |
arid | 仅限于 Arid provinces. |
temperate | 仅限于 Temperate provinces. |
tropical | 仅限于 Tropical provinces. |
文档 | 效果指令 • 触发条件 • 修正 • 作用域 • 变量 • 本地化 • 可定制的本地化 |
脚本 | 顾问 • 时代 • 书签 • 建筑 • 宣战理由 • 殖民区域 • 新建国家 • 文化 • 决议 • 定义 • 外交行动 • 灾难 • 阶层• 事件 • 派系 • 政府 • 政府互动(1.35) • 伟大工程 • 历史 • 理念组 • 思潮 • 任务树 • 修正 • 自定义国家 • 政策 • 宗教 • 叛军 • 附属国类型 • 科技 • 贸易公司 • 商品 • 单位 • 旗舰 |
地图 | 地图 • 随机新世界 • 贸易节点 |
图形 | 3D模型 • 界面 • 贴图库 • 字体 • 粒子特效 • 着色器 • 兵模 |
音频 | 音乐 • 音效 |
其它 | 控制台指令 • 校验码 • JoroDox模组制作工具 • Mod文件结构 • Mod错误调试 • 验证器 • 运行文件 |
教程 | 添加省份 • 成就修改 • On actions • 模组制作 |