What do people here think of the idea of province-based maps, where the map is divided into territories instead of tiles?
It seems to me that a province-based map would have very interesting advantages compared to a tile-based map.
1) simpler path-finding.
a map divided into territories means less paths to choose from than with tiles. So path-finding would be easier. Easier path-finding would make it easier for the AI to launch better invasions.
2) Better economics.
You only need to worry about the ressources of the territory instead of the ressources of each tile in the city radius. You don't need to manage workers building tile improvements everywhere.
2) Better looking maps.
Tiles give the terrain a "square" look, with squares of desert in the middle of squares of grassland. It can make maps look a bit unnatural.
Province-based maps can look much more natural, as you can have much more fluid lines and much smoother transitions between different terrain types.
3) faster wars.
If it takes 5 or 6 turns just getting the units to the enemy city, a short skirmish war can take a long time. With province-based maps, wars can be quicker since you can attack another province in 1 turn and if you win, you have already seized an entire area.
Faster wars means you can have more wars during a game. More wars means more excitement.
4) more strategic options.
With province-based maps, you could set the size of territories, small, medium, large, mixed. This could allow more strategic variety. With a map with lots of small territories, you would have a longer game approximating a tile based map. If you play with super large territories (like 1 territory = half of north america), you could have short games where each battle would have a lot at stake.
As a result, being able to set the size of territories, would give players an extra set of variety in the type of maps they could play on.
In conclusion, I definitely think that future civ games should consider switching to province-based maps instead of tiles.
It seems to me that a province-based map would have very interesting advantages compared to a tile-based map.
1) simpler path-finding.
a map divided into territories means less paths to choose from than with tiles. So path-finding would be easier. Easier path-finding would make it easier for the AI to launch better invasions.
2) Better economics.
You only need to worry about the ressources of the territory instead of the ressources of each tile in the city radius. You don't need to manage workers building tile improvements everywhere.
2) Better looking maps.
Tiles give the terrain a "square" look, with squares of desert in the middle of squares of grassland. It can make maps look a bit unnatural.
Province-based maps can look much more natural, as you can have much more fluid lines and much smoother transitions between different terrain types.
3) faster wars.
If it takes 5 or 6 turns just getting the units to the enemy city, a short skirmish war can take a long time. With province-based maps, wars can be quicker since you can attack another province in 1 turn and if you win, you have already seized an entire area.
Faster wars means you can have more wars during a game. More wars means more excitement.
4) more strategic options.
With province-based maps, you could set the size of territories, small, medium, large, mixed. This could allow more strategic variety. With a map with lots of small territories, you would have a longer game approximating a tile based map. If you play with super large territories (like 1 territory = half of north america), you could have short games where each battle would have a lot at stake.
As a result, being able to set the size of territories, would give players an extra set of variety in the type of maps they could play on.
In conclusion, I definitely think that future civ games should consider switching to province-based maps instead of tiles.
Comment