Mapwork
Originally based on the Typus projection from our partners at the eponymous Beyond Typus mod, Atlas Novum has gone on to vastly outstrip its older brother in terms of provincial detail. As the main endeavor over the past six years, our massive overhaul of the map stretches the entire breadth of the world, adding in thousands of new provinces. Moreover, this includes new sea tiles for all of the world's oceans and historically navigable rivers (Rhine, Danube, Don, Volga, Congo, Zambezi, Ganges, Yangtze, Columbia, Mississippi, Laurent, Hudson, Amazon and the Paraná). Some rivers can only be fully accessed and navigated with the completion of expensive and laborious canalization projects. Our process for mapwork has involved extensive research into the early modern world with reliance on scholarly sources, and we’ve sought to represent reality as best we can. Following this, we’ve reflected many landforms as they once were, from the yet unsunken Uthlande and the unbroken landbridge of Rama Setu, to the historical coastline and basin of the Yangtze river. While we don’t achieve the density and border gore of our friends over at Voltaire’s Nightmare, many areas are still delightfully complex in both provinces and the nations that own them. For length reasons we couldn't share the mapwork examples in this post, however you can find a full list of examples on the forum version of this mod spotlight here!Mechanics
Terrain and Climate
As mentioned earlier, we’ve reorganized terrain into twenty-two distinct types, based on biome and topology. Each terrain is classified by a type: Fertile, Productive, Rugged, Alpine, and Barren. Europe, East Asia, and North America easily have the largest supply of fertile and productive lands, but marginal types can still support a modest population or serve as effective defensive barriers to invading armies. Each terrain type serves as a source of both Carrying Capacity and Infrastructure Limit to the province in question. Carrying Capacity represents the maximum population a province can support, whereas Infrastructure Limit represents the maximum level of infrastructure that can be built there.

Population and Development
While development was a solid addition to EU4, its abstractness and “clicky” gameplay always bothered me. To that end, we reworked development into Wealth, Infrastructure, and Population. Wealth and Population will grow organically, based on local factors such as trade good price, level of infrastructure, carrying capacity, logistics cost, and civilization level. Development growth is checked at the end of every year. The formulae for growth of these two values can be found below, and you will notice that they are rather complex affairs. To increase Infrastructure, you must invest two Wealth and wait for it to be constructed, with the opportunity cost that no other buildings can be constructed during that time. While development doesn’t need to be micromanaged, it may serve you well to pay special attention to a few of your most precious provinces and manage them according to your desired outcomes.

Cultures and Religions
Atlas Novum adds nearly two thousand new cultures (2,299 in total currently) and a dozen new religions, including a minority system.





Government and Estates
We’ve also overhauled government reforms and estates. Countries begin with all of their tiers of reforms preselected, with progression occurring within each tier. Natives have 6 tiers, tribes 8, and theocracies, monarchies, and republics 10. Moreover, we have a ‘corporate’ type planned at some point in the future.

Technology and Institutions
Atlas Novum includes a complete overhaul of technologies and institutions. Technology has now been broken up into 46 different levels, separated by fifteen-year increments. There are now sixteen different institutions, with the first seven already present at game start.


- [i]Golden Gears: Western, Latin, German, Nordic, Han [/i]
- [i]Blue Gears: Eastern, Greek, Russian, Balkan, Caucasian, Anatolian, Mashriqi, Maghrebi, Persian, Indian, Tibetan, Japanese, Indochinese, Malesian[/i]
- [i]Silver Gears: Sahelian, Guinean, Cushitic, Zanji, Nyanzan, Congolese, Nomadic, Uralic, Kanata, Mississipian, Mesoamerican, Andean[/i]
- [i]Bronze Gears: Bantu, Khoisan, Siberian, Papuan, Aboriginal, Oceanic, Eskaleut, Athabaskan, Cascadian, Californian, Great Basin, Great Plains, Aridoamerican, Caribbean, Isthmoamerican, Amazonian, Chacoan, Brasilian, Patagonian[/i]
- [i]Easter eggs: High American, Chthonic[/i]


Subjects
There are several new subject types to contend with - fiefs, domains, confederates and paramountcies. Fiefdoms represent the various feudal relationships existing at game start. While they aren’t particularly useful, they can be easily integrated after the Age of Discovery has passed. Domains represent a multitude of different overlord-subject relationships that center on a common ruler. Domains function as “unbreakable” personal unions, and while their bonuses aren’t particularly powerful, they can expand the influence of their liege significantly. Confederates represent states in an equal partnership with their ‘overlord’. Groups of confederates can be a force to be reckoned with in their own right. Finally, paramountcies — though temporarily disabled — are a unique vassal type for native and tribal governments.Trade Goods
Atlas Novum adds over one hundred new trade goods, each with dynamic prices determined on supply and demand — a system which is adapted from the Stock Market Mod. Many vanilla trade goods have new art, either custom made for our project or adapted with permission from the Trade Goods Expanded Mod. Each trade goods price is determined by its supply and demand, which in turn can be affected by the Economic Access modifier. China, for example, has a unique modifier that greatly limits its effect on trade good prices, reflecting its burgeoning internal market. Though this is a global market, supply and demand for goods from the Old World will not affect the New — and vice versa — until the Columbian Exchange has happened. Trade goods in Atlas Novum belong to one of four types: Immature Unrefined, Mature Unrefined, Immature Refined, and Mature Refined. Take note, most of the Mature Refined goods do not exist at game start. Luckily for you, with the requisite technology and trade good inputs, you may change a province’s trade good as needed. In particular, gunpowder is sure to be a highly sought-after good for strategic purposes, though making a new source of gunpowder production requires owning provinces that produce Niter and Sulfur.Content
Missions
Six years ago, this mod was originally focused on mission reworks for the colonizing powers. While we felt that we had done excellent work at creating in-depth mission trees, there was a problem: they were simply too long. Portugal alone had a mission tree of over 300 missions, and this greatly lagged an already slow gameplay experience. So, we took some inspiration from the modular system of Imperator Rome, with a twist: you can have two ‘modules’ selected at any one time. Now, our new mission modules are a standard 4x5 in size and you are no longer limited to just “one” general objective. Want to focus on developing your homeland while colonizing Brazil? With this system, that is now a distinct possibility.
Wonders and Great Projects
Called “Monuments” in vanilla, we’ve added over a hundred new Wonders & Great Projects representing significant monuments and geological features, as well as a dozen new canal projects. Additionally, many of these have been reworked to nerf some of the most excessive national modifiers, such that their impact is not out of proportion with their importance. These Wonders fall into three categories: Historical, Legendary, and Mythological. The existence of each of these categories will be customizable at game start. While historical Wonders will be present in every game you play, the location and occurrence of legendary and mythological wonders is left up to the player. Legendary wonders are poorly-attested, if not outright fictitious locations, such as the Seven Cities of Gold or Atlantis. Mythological wonders are fantastical in their conception, such as the everlasting Fountain of Youth or eldritch R'lyeh. Starts Atlas Novum has a myriad of initial options as well as multiple starts to fine-tune your game experience.
- Reparata Varna or “Revenge for Varna” is our standard start.
- Satus Latius or “Expanded Start” is an expanded start with additional tags.
- Plus Ultra or “Further Beyond” is the start for those of you looking for maximum border gore and PC temperature.
- Maiora Imperia or “Major Empires” is a reduced tag start intended for lower power computers and multiplayer games, though it is a little under-maintained at the moment.
- Custom Rulesets, which is currently a placeholder, but will allow you to select between things like climate type (Historical, Hothouse, Ice Age, &c), disease virility and mortality, and Great Project & Wonder types.
- Alternative Histories, which are functional (though presently lacking content) and are split between region removals and custom setups. [list]
- Region removals include: [list]
- Tabula Rasa - No Afro-Eurasia tags
- Seiuncta Beringia - No Americas tags
- Anahuac Inhospitalis - No Central or South American tags
- Invia Darien - No South American tags
- Nul Insulae - No Oceania tags
- Exculto Populo - No native or tribal tags
- Absit Rome - Rome located in Mesoamerica
- New Zion - Mormons located in Mesoamerica
- Hawaii Nui - Polynesian colonists along the Andes
- Vinlandic Perseverance - Vikings still residing in Newfoundland
- Ard Majhulah - Arabic explorers in Brazil
- Zheng He’s Eighth Voyage - Chinese colonies in South California
- Third Odyssey - Byzantine refugees in the Chesapeake *cough Elysia cough*
- Sunset Invasion - A massive High American technology Mesoamerica
- Chthonic Awakening - currently a placeholder for some… unnatural cultists worshiping long-slumbering eldritch Gods
- We have some further ideas for Mali, Irish/Welsh, Ancient Egyptian, and Phoenician starts, but implementation is low priority compared to historical content…