Print out the NES map, cut out the nations, submerge them in water, and measure the displacement!
What's wrong with putting in a checker pattern and counting?
I think Shadow wins...
One can only wonder.j_eps said:What's next, accurate city placement?
Unfortunetly, I use Gimp, but I will look for the same feature there.
I want to calculate country size. I will set a miles/pixel for the map and then can estimate area based on the pixel count. I know I can set a 30 pixel grid overlay on the map and can count the squares (thanks shadow) and get somewhat close.Bird, what new way of divising even more complicated rules are you creating, from now i expect my attacks to be pixel perfect?
Close.Probably computing area exactly for costs or effects of things, which is only really useful for comparison to real world data if you know the scale, and if you can account for the underlying terrain type as well.
Sometimes it is good to be "owned".I want to calculate country size. I will set a miles/pixel for the map and then can estimate area based on the pixel count. I know I can set a 30 pixel grid overlay on the map and can count the squares (thanks shadow) and get somewhat close.
You are correct, but it is better than "eyeballing". At this point "area" affects population, upkeep on infrastructure and roads, and diversity, so I think it will work.The problem with this is that it doesn't take into account that large areas of the country may be uninhabited, i.e. Siberia, unless you decided not to count the unimportant areas. Or, perhaps, these could be counted in the stats as colonies.
Population is tied to area, but is more influenced by the type of land, food prooduction and infrastructure.i assume the population stat will help cover this
Miles per pixel will allow players and me to measure the distances that troops march and ships sail so things don't get out of hand and unreasonable.but if you need to march across siberia,....
You are twice the size of Jomon and IIRC one tenth the size of Tibet.is that a good or bad thing?!?
