- Joined
- May 7, 2006
- Messages
- 181
So I'm playing around with an idea for a project which would include representations of real world empires.
So I see there are a few options for doing this:
1) Have a scaled down map of the world
Pros:
Easy
Realistic
Cons:
Lots of "wasted" space in the sea and places like Siberia, Australia, Inhospitable parts of africa eg Saraha.
Places of interest which would ideally have more area (eg France, Germany, Near East, Japan, UK) are so tiny they don't meet their full potential.
2) Have a warped version of the world where places of interest are made larger and other areas are scaled/rotated to remove "wasted space"
Pros:
Better detail in "places of interest"
Effect can be increased for a smaller map.
Can pick anywhere you want as a place of interest, at expense of the areas near it (which are shrunk relative to it)
Cons:
Gets very unrealistic fast
I'm finding this very hard to do
Still have lots of areas of "un interest" which are kept around because they're close to areas of interest
3) Have separate maps at different scales linked with waygates. I saw a War in Europe Victoria map which did this, so Europe is a high definition map with Asia and America split as separate maps.
Pros:
Lets certain continents have very high detail
Each area looks fairly realistic
Cons:
Still lots of wasted space
Some points of interest (eg Japan, South Africa, parts of North America) are in too small-er definition
Waygates limit freedom of movement for units.
4) Have certain areas are represented on the map, others are represented by buildings or trade routes alone. Eg on the edge of a map there is a circle of power which trade ships can interact with to "trade" with the phillipines.
Pros:
Fairly easy to do
Limits scope of scenario making it easier to finish (less factions to flesh out)
Cons:
Difficult to figure out nice representations.
Can't really do "colonial" combat stuff very well (eg missing out on spanish colonies in Americas and Philippines)
Downplays the importance of certain important areas.
Missing out some key factions (eg missing Japan and China if the focus is on europe)
So with my current thoughts out of the way, does anybody have any other ideas for mapping the whole world or for improvements to the ideas listed here?
What negative impacts do larger maps have? does it take the AI longer to path find?
As a side note for this, which tileset is best for this? In the past I've used sunken ruins since it's dirt makes a fairly good sand texture.
cheers
So I see there are a few options for doing this:
1) Have a scaled down map of the world
Pros:
Easy
Realistic
Cons:
Lots of "wasted" space in the sea and places like Siberia, Australia, Inhospitable parts of africa eg Saraha.
Places of interest which would ideally have more area (eg France, Germany, Near East, Japan, UK) are so tiny they don't meet their full potential.
2) Have a warped version of the world where places of interest are made larger and other areas are scaled/rotated to remove "wasted space"
Pros:
Better detail in "places of interest"
Effect can be increased for a smaller map.
Can pick anywhere you want as a place of interest, at expense of the areas near it (which are shrunk relative to it)
Cons:
Gets very unrealistic fast
I'm finding this very hard to do
Still have lots of areas of "un interest" which are kept around because they're close to areas of interest
3) Have separate maps at different scales linked with waygates. I saw a War in Europe Victoria map which did this, so Europe is a high definition map with Asia and America split as separate maps.
Pros:
Lets certain continents have very high detail
Each area looks fairly realistic
Cons:
Still lots of wasted space
Some points of interest (eg Japan, South Africa, parts of North America) are in too small-er definition
Waygates limit freedom of movement for units.
4) Have certain areas are represented on the map, others are represented by buildings or trade routes alone. Eg on the edge of a map there is a circle of power which trade ships can interact with to "trade" with the phillipines.
Pros:
Fairly easy to do
Limits scope of scenario making it easier to finish (less factions to flesh out)
Cons:
Difficult to figure out nice representations.
Can't really do "colonial" combat stuff very well (eg missing out on spanish colonies in Americas and Philippines)
Downplays the importance of certain important areas.
Missing out some key factions (eg missing Japan and China if the focus is on europe)
So with my current thoughts out of the way, does anybody have any other ideas for mapping the whole world or for improvements to the ideas listed here?
What negative impacts do larger maps have? does it take the AI longer to path find?
As a side note for this, which tileset is best for this? In the past I've used sunken ruins since it's dirt makes a fairly good sand texture.
cheers