Perhaps you are interested in the super-giant map of Europe, edited by me.
This mapis the author's processing of the map, which I took on this site (from the scripts "Classical Antiquity", "Dictator 1936" and others). However, this original map is completely redesigned by me. Externally (at a very small scale), it resembles the original. But every square is changed in it. This map was created by me on the basis of MGE. Therefore, all the changes that I made take into account the features of this version of the game. I'm not familiar with TOT features. The main changes are as follows:
1. The map is adapted ONLY under one resource allocation algorithm (# 29). This is done by me with a view to avoid hiding the resources under the grassland. All available resources are visible on it at once, by default.
2. I purposefully removed all the "marine resources" from the map. This is done so that you can always put a military land unit on the resource, and thus deprive the "blocked" city of the opportunity to use it. Marine units can not "block" the sea resources for the city. So I decided to eliminate them altogether.
3. The map has a single pre-planned algorithm for the possible location of cities in the most rational way. Possible way of using. Let's say you have a goal to cover ALL available land map with cities. In addition, each city should have a minimum of intersections with its area with neighboring cities. Total - we get the equation - the minimum possible number of cities on the whole land with its maximum coverage by cities. This mathematical problem is solved with the help of this algorithm. I even have a variant of this map with exact markings. It turns out that there are about 1050 cities, I do not remember exactly now. Of course, here it will be of little interest to anyone, since everyone here prefers to place cities randomly. I made this algorithm only for my personal preferences. If you do not need it, you can perfectly place cities in any convenient way.
4. There are a lot of rivers on the map created from the "sea". This is done with the following objectives:
a). Reduce the total amount of sushi on the map. Because, in my opinion, the map is so huge.
b). These "rivers" (and also available in excess "lakes" from one cell) - conceal an alternative (of two possible) algorithm for the rational allocation of cities (see point number 3). With the help of the excess of these rivers, I achieved absolute uniformity for this algorithm. When testing this card in the "ant farm" mode, I was convinced that even a stupid AI is subject to my algorithm in 60-70% of cases when placing its cities. The human player will be more intuitively aware of it.
c). These "rivers" are a natural obstacle in the settlement of civilizations, and in hostilities. At key points, of course, there are "passes".
(d). The mouths of all rivers are closed for sailing in 2 cages. This is done to reduce the absurd situation when ocean ships can enter the "river". Of course, this does not remove the problem that the "battleship" can be built in the city of the internal river system. How to completely solve this problem, I did not come up with. So I solved it partially - closing the mouth of the rivers. If you want, you can edit it - removing these "stubs".
5. Some regions have distortions from their actual geographical outlines. This is done by me consciously and purposefully. The aim - to emphasize the importance of some regions in the historical process, and reduce the area of peripheral and "unused" areas. This is best illustrated by the example of the islands of Sicily, Sardinia and Corsica. The first island was enlarged by me as if "under a magnifying glass". Since this island was at the center of the history of the Mediterranean from the Stone Age to the Second World War inclusive. The other two were reduced, since their role was of little significance. For example, the regions of Egypt and Mesopotamia are greatly enlarged under the magnifying glass.
6. The same map has a number of other, less significant features.
I have not yet completed the final editing of this map. Since at the moment it is created for the original design and balance of MGE. I plan to do some "castling" of the terrain with MapEdit. (For example, replace the "desert" - "ice" and "plain." - "tundra" as well as possible to replace the "forest" in the "jungle"). This is necessary to free these types of terrain for manipulation in the modified game mode.