Solution to Overlapping on Earth Maps

daft

The fargone
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I believe the Developers could group some of the Civilizations together in order to avoid overlapping on Earth based maps.
What I mean by this is the need to group some of the nations together in order to make them playable on Earth maps.
Whenever choosing to play on Earth based map (only on Earth Maps-of any size) only 1 nation from each group would be allowed into the game.
This would add the possibility of adding such nations in the game as:
ITALY, MEXICO, IRAN and a few others.
Italy shares much of its borders with Rome, Mexico with the Azteca, Iran with Persia.

Whenever a civ from any group is to be added to the game, or if getting picked by the player as his/her civ or one of his/her opponent civs, the program wouldn't allow other nations grouped with it into the game.

Of course most nations/civs do no need to be included in such groupings, while those that do, would still have a chance to appear in the game (unless other civ from their group is selected randomly by the game or intentionally by the player)
This way, one of the most demanded civ to be added to the game, Italy, would have a shot at appearing in the game (unless Rome is already in that is)
Other examples: (group) France, Gauls, Normandy, Burgundy - only one playable in a single game.
 
That might be a good solution if you really want to make sure the map is balanced as far as regions are concerned, but if you just want to make sure that civs don't start too close, there's no need to define regions. The random civ chooser could just have a simple rule like: no capitals closer than 6 tiles. Then, it can just select the civs in series (performing the check on all civs already added to the game).

I don't think this has anything to do with Italy having a shot of being in the game, though. TSL maps weren't a standard option in Civ V and even as user-made scenarios, civ selection was typically not random.
 
I like TSL world maps with true geography, however they have to be giant maps since europe is so small compared to total earth surface.

If geography is less important, you could place all civs on a blank map with TSL-like distribution, leaving enough spacing between them, place the important mountains and oceans relative to civs and then generate a random TSL-world ... europe would probably be bigger than north america and china would have the size of france, but it would be playable ... (It would be a compromise ...)

An algorithm maybe would start by dividing the map into 20 x 10 sectors (or more), then place TSL civs each into their own sector, place mountains and oceans including mediterranean see, black sea, ... and then would add random landmass ... pacific, america, atlantic, europe, near east, central asia, east asia would all be 2-4 sectors wide, each sector having a minimum of 7x7 tiles ...

However I still prefer the true geography ...
 
This sort of grouping would apply only to Earth Maps, random generated maps would be excluded and you could still play as Rome and have Italy in the game (either picked as one of your opponents by yourself or randomly chosen by the program)

Of course, civilizations such as America(US) or Spain wouldn't need to be grouped with others at all, and always be available to be entered in any new game, so would most of the civilizations already included in the game.

This way though (with the grouping of the few overlapping ones on Earth only), every fine civilization which had hard time making it in the game would finally become playable.

I think it's a win-win concept.
 
The negative is that you'd have to explicitly define which civs are too close. That's somewhat of a problem because there are different map sizes. And not just small, standard, large, etc. but continent maps, too. It's extra work, which means extra room for bugs.

A rule that can be applied universally would be better in that respect. What's wrong with generating a random ordered list of civs and skipping over those that are closer than X tiles?
 
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