@nutranurse long live the civ2 sprites! I like the first map best

flyingchicken may have a point, now that he's pointed that out. Otherwise I like it. I wouldn't consider the cities too important, though. I think the main thing is finding a format you can manipulate easily without excessive amounts of fiddling around...
RE: my game idea. Yes the various icons are cities, nomad camps, fortresses, temples/monuments, wonders, ports, slave camps, merchants/workers, centres of trade, religious centres, and so on. There would be an icon key and descriptions of these in the rules of course. Only a few of these things would be buildable directly, and all for the same price (2'e'). They are also quite abstract, like a 'city' could actually represent several small towns or one big city. A unit of settled population, basically.
Thlayli said:
I will continue to state my two main criticisms, Daft:
1) Internal territorial borders would make things clearer, and,
2) Too many tiny icons when you can easily represent settlements on the map. Not sure what all the icons stand for, maybe a key would help.
@Thlayli that would ruin all the game mechanics, so I'm afraid this won't cater for your tastes

If we have normal territorial borders then yes we need everything to have exact fixed positions, which would mean using several different maps to avoid things overlapping and being totally indecipherable, unless the army icons or resources are scrapped and turned into stats. It then becomes a normal NES with all the same problems for me.
For example, in DaftNES2 I have found that trying to have realistic city placement, growth, density etc over the course of each turn has been an unpleasant and time-consuming experience. How could anyone possibly do that realistically, anyway? I ended up juggling many hundreds of those icons, and often it hasn't had much relevance for the game at all, besides giving the players what I thought they want to see. It all distils down to population density, which I believe can be shown in a much simpler way, especially if there are fewer icons overall and they all relate to your income directly. The observer can then make up his or her own mind about what the map actually represents on a higher level (or is that a lower level

), while I can get on with running the
game instead of trying to simulate all aspects of geohistory!
Really, I think the less specific I get about things, the more freedom there is for things to
possibly fit into a realistic picture, and the various definitions thereof. Why should I expend the time if you can have all your details relevant to the
game in a much more concise way? I think the important thing is that I will still be taking all the important behind-the-scenes variables into account, on the level where I can do that best, which is pretty abstract.
Then in this concept there's the large time scales of the early turns, and the fact that most factions/polities are not very centralised anyway. One's faction might actually be a collection of different kingdoms and city states, which can only barely function as a single faction when you look at it from a more abstract level over the course of decades and centuries. Your real 'borders' would be blurry patchworks and blobs anyway.
Is this making any sense lol

confused

.
BananaLee said:
I like pretty pictures. I say keep it that way, because otherwise, it'd just be like any other NES - which is not what I want if I play a ZPNES
@BananaLee I've come to the conclusion I don't want to do any more ZPNESes. If I'm going to spend time, and ask others to spend time, it will be a thing of great justice. From now on there are only fully-fledged DaftNESes
Border thickness= percentage of power you have in that
block?
Different shades of blocks mean anything? General terrain?
Can I offer up my resources?
@Abaddon thanks for the resources! I had been trawling the civ3 creation forums but not found much I could use, besides things I already found in the civ3/conquests art folders.
Yes in my idea the different colours represent different terrain types (trees and hills and things are there to reinforce that). If you totally pwn a territory and are undisputed ruler then you get your team colour around it, which gives you more influence in the surroundings and makes it a little harder for enemies to invade or influence you there.