Random New World
English
Workshop

Player's guide

Random New World

Replace the Americas with a new world for your next EU5 campaign. Sail west into unknown waters, or lead one of its native countries. The Old World stays vanilla.

  • Generator 1.1.0
  • EU5 1.4.*
  • 11 languages

Make your first worldSomething went wrong?

A New World generated by RNW in Europa Universalis V, its western half still Terra Incognita

Your first world in four steps

The default settings are enough for a first campaign. Everything else on this page can wait.

  1. Open the generator

    In EU5, open Mods & DLCs, find Random New World (RNW) and click Open folder. Launch Random New World Generator from that folder.

    Once the generator is open, you can close EU5 to free memory.

  2. Choose a world

    Click New world and pick a World type on the World tab. Continents is a good first choice. Leave the rest as it is, or paste a friend's World code.

  3. Generate it

    On Save and play, keep Keep the mod in the library and tick Add to the game when it is done. Click Generate and wait a few minutes.

    Generation needs about 7.5 GB of free RAM.

  4. Enable it and play

    In Mods & DLCs, tick your new world, for example RNW: Small continents 7K3Q, click Apply and start a new 1337 campaign.

    Leave Random New World (RNW) itself unticked: it only holds the generator. Your world mod contains everything the campaign needs.

Before you play

A generated map is a mod like any other, with a few rules of its own.

  • New campaigns only

    A map cannot be added to a running campaign. Start a new game in 1337.

  • One world at a time

    Tick only the world you are playing. The generator item stays unticked.

  • Restart to switch

    Close EU5 completely before you play another world or replace a loaded one. Switching in one session can mix the maps and crash the game.

  • Keep the mod with its saves

    Keep each campaign's world mod and its EU5 version. A world code is a recipe, not a backup: another game or generator version can make a different world from it.

World types

A world type is a starting set of settings. Choose the shape you like, then adjust it on the World tab or in Advanced.

  • Supercontinent

    One great landmass across the New World, with a few islands.

  • Continents

    Large continents, often joined by isthmuses as the Americas are, and islands.

  • Small continents

    Three or four separate continents of similar size.

  • Archipelago

    Five to eleven large islands and many small ones: a world of ships.

  • Scattered islands

    A sea full of small islands, with no great landmass.

  • The Wall

    A straight north-south continent with a mountain spine and side land. Procedural shores may form islands and narrow straits when gaps are allowed.

  • Random One of the world types, drawn at random when chosen and at each press of Random. The Advanced values are those of the type drawn.
  • Total Chaos A world type drawn at random when chosen, and every Advanced value drawn at random within its playable range.

With Allow gaps in the wall turned off, the Wall becomes one continuous barrier that ships can neither cross nor sail around.

Make it yours

Every value still makes a playable world. These are the controls worth knowing; Reset all to the world type undoes your changes.

Seed and World code
The seed picks the world, and Random draws a new one. A world code holds the seed and every setting: copy it to share a world, paste one to make it. The same code makes the same world with the same generator release and game files.
Choose a continent
Shows six land sketches before you build a whole world. Pick one to take its seed and settings. Sketches reveal the land, and the final coast can still shift a little.
Your own continent
Save template gives you an image of the area to fill. Paint land white and sea black, then load it with Land from an image. Relief, rivers and peoples are generated on your outline.
Expand generation into the oceans
On by default: continents get room beyond the old outline of the Americas. Raise Distance from the Old World in Advanced to move the land toward the middle of the ocean.
Native societies
Native states on the World tab is the quick choice. In Advanced, Land in states sets how much inhabited land states hold (3–60%), and Peasant share caps the share of peasants in a settled location (30–80%). Poor farmland stays more tribal.
Resources
In Advanced, each resource has its own frequency: 1× is the base game, 0 removes it. More of one leaves fewer locations for the others. Climate and terrain still decide where each one can appear.

Keep the surprise

New worlds start covered. Country selection shows Terra Incognita in place of the New World, and you can still pick a native country from the list.

Covered: the New World is Terra Incognita
Covered: the New World is Terra Incognita
Shown: native countries of 1337
Shown: native countries of 1337
Reveal this world
Uncovers the world's maps inside the generator. The game keeps its own setting.
Show the New World before you play it
Uncovers the mod picture and the country-selection map in EU5. Set it on Save and play, or later on the world's World tab without generating again; then close and reopen the mods menu.

A revealed world opens ten maps under Maps: land, countries, cultures, religions, resources and more. Compare sets two worlds side by side.

Your worlds

Everything you generate stays in the generator's library, with its code, maps and notes.

Create a version
Select a finished world. New peoples makes new countries, cultures and religions on the same land; New resources draws only the resources again. The earlier version stays in the library.
Several worlds in a row
Add to queue keeps the current settings as a job, and Run queue makes the worlds one after another. You can add more while one is generating.
Share a world
Send the world code, or Save world file for a .rnworld file with its maps and notes. Your friend makes the playable mod from it with their own game.
Move a world between your computers
Transfer built world saves the whole built mod as a .rnworld-mod file to carry to another of your computers. Both need the same game version.
Clean up
Remove takes worlds out of the game and keeps their records. Delete deletes them for good.

Compatibility

Game version
EU5 1.4.*. New patches of the 1.4 branch usually work without a generator update; last fully verified on 1.4.7.
Saves
New campaigns only. Updating the generator does not change existing worlds or their saves.
Across the Pillars
Supported and optional. New World expeditions and treasure fleets use the generated map.
Refined Colonization
Compatible. Load order: Refined Colonization first, then your world mod.
Multiplayer
Supported and tested by the community. Every player needs the same game version, world mod and other mods.
Ironman and achievements
Work under the standard game rules.
Map overhauls
Mods that replace the Americas conflict with RNW. Other combinations are untested.
System
Windows, or Linux and Steam Deck through Proton. macOS is not supported.

If something goes wrong

The generator cannot find EU5

Open Settings and choose the missing folder. If you have never started EU5, launch it once so that it creates its profile, then reopen the generator.

Not enough memory

Generation needs about 7.5 GB of free RAM, and EU5 can hold most of 16 GB even in its main menu. Close EU5 once the generator is open, or start the generator without the game: it lives in Steam's steamapps/workshop/content/3450310/3829217331 folder.

The window is blank or draws badly

Open Settings, select Use the classic window and start the generator again. If the window does not open at all, start the launcher with --classic.

A plainer window opened instead

That is the classic window, and it does everything the main one does. It opens by itself when the system has no WebView2 on Windows or WebKitGTK 4.1 on Linux, as in EU5's usual Proton setup.

Generation stopped with an error

Read the message: it says whether the trouble lies with game files, a destination, the settings or the map. Some seeds and settings cannot make a valid world; Generate with a new seed tries another.

Windows or an antivirus blocks the generator

The generator is not code-signed, so Smart App Control or an antivirus may object. It needs no administrator rights. The release notes list the scan results of every file; please report a block on GitHub.

The mods menu still shows the old map picture

Close and reopen the mods menu from EU5's main menu. A changed world itself needs a full restart of the game.

Where are my worlds kept?

In a library outside the mod folders, so every copy of the generator sees the same worlds. Windows: %LOCALAPPDATA%\RandomNewWorld. Linux: ~/.local/share/random-new-world. Proton: the Windows location inside EU5's Proton prefix.

I found a bug

Open an issue on GitHub with your world code. Save diagnostics in Settings packs the generator's logs into one file to attach; nothing is sent anywhere by itself.