OK boys, let talk.
I updated the map, but its not playable yet.
I take into consideration real data. That's what works best.
Quintillus made the hardest recommendations for designing the map.
He said that design choices must be based on real maps.
I tried to use google maps for everything and after extensive testing (remember I am not a modder and I had to gain some experience) I concluded that the current design of the map did not work as I imagined.
So, after some research I found the following:
I design rivers based on this wiki entry: https://en.wikipedia.org/wiki/List_of_river_systems_by_length
Mountains and hills is based on this app: https://peakery.com/map
[Edited 14/7]
Mountains and hills (second source) is based on this app: https://en-gb.topographic-map.com/map-w5vdnx/River/?center=58.70739,9.71727&zoom=7
Volcanos are based on this #1: https://thegeographyteacher.com/famous-volcanoes/ and this #2: https://clachliath.com/top-50-most-prominent-volcanoes-in-the-world/
[Edited 9/7]
Deserts are based on this: https://en.wikipedia.org/wiki/List_of_deserts_by_area
Currently I finished Volcanoes placement and half of the rivers.
Mountains and hills on Europe are good, but the rest of the world needs adjustments. When I originally was designing the map I was using google so, there are a lot of corrections to be made.
The final part of placing resources and forests is very easy (it will take under 4 hours so, if everything else is good I guarantee same day release).
Forest will be placed based on google maps.
Luxury resources will be placed based on specific locations. For example wine cannot be placed on Middle East.
Using this kind of luxury distribution motivates civs to exchange goods or start wars for getting there luxury resources so you can have more money.
Its the kind of resource that its not imperative for the civ to grow, just a nice bonus if you have it.
That is not the case with strategic resources.
These puppies will be evenly distributed.
That way I guarantee that each civ has the same probabilities to win the game.
Finally, the design of plain terrain is currently in development.
My idea is if the location is too cold or too hot, no river passes by or for any reason the food production cannot be as rich as grassland, plain terrain will be used.
My guide map will be google maps.
I will need some feedback after the next update where I would have included all rivers and all mountains. That will be after a week.
I updated the map, but its not playable yet.
I take into consideration real data. That's what works best.
Quintillus made the hardest recommendations for designing the map.
He said that design choices must be based on real maps.
I tried to use google maps for everything and after extensive testing (remember I am not a modder and I had to gain some experience) I concluded that the current design of the map did not work as I imagined.
So, after some research I found the following:
I design rivers based on this wiki entry: https://en.wikipedia.org/wiki/List_of_river_systems_by_length
Mountains and hills is based on this app: https://peakery.com/map
[Edited 14/7]
Mountains and hills (second source) is based on this app: https://en-gb.topographic-map.com/map-w5vdnx/River/?center=58.70739,9.71727&zoom=7
Volcanos are based on this #1: https://thegeographyteacher.com/famous-volcanoes/ and this #2: https://clachliath.com/top-50-most-prominent-volcanoes-in-the-world/
[Edited 9/7]
Deserts are based on this: https://en.wikipedia.org/wiki/List_of_deserts_by_area
Currently I finished Volcanoes placement and half of the rivers.
Mountains and hills on Europe are good, but the rest of the world needs adjustments. When I originally was designing the map I was using google so, there are a lot of corrections to be made.
The final part of placing resources and forests is very easy (it will take under 4 hours so, if everything else is good I guarantee same day release).
Forest will be placed based on google maps.
Luxury resources will be placed based on specific locations. For example wine cannot be placed on Middle East.
Using this kind of luxury distribution motivates civs to exchange goods or start wars for getting there luxury resources so you can have more money.
Its the kind of resource that its not imperative for the civ to grow, just a nice bonus if you have it.
That is not the case with strategic resources.
These puppies will be evenly distributed.
That way I guarantee that each civ has the same probabilities to win the game.
Finally, the design of plain terrain is currently in development.
My idea is if the location is too cold or too hot, no river passes by or for any reason the food production cannot be as rich as grassland, plain terrain will be used.
My guide map will be google maps.
I will need some feedback after the next update where I would have included all rivers and all mountains. That will be after a week.
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