Mark,
maybe I didb't exactly express what I mean - let me try it from a different angle.
I definitely see why you resist the idea of breaking up the tiles - it could (from your point of view) indeed result in some problems. Now, let's turn the baby around:
Let's say the basic distance unit for the game is ONE PIXEL ON THE MAXIMUM ZOOM MAP (manurein, the thing with zooming out is just a matter of rounding the numbers). Then "terrain tiles" are not more or less than a simplified model for a group of e.g. 48x48 world pixels.
In effect, movement and ranges can be determined via the pixel measurements (being the most exact thing the screen can offer), while things like statistical values, amounts of resources etc. are done on tile level, the tile graphics showing the predominant terrain type (which is rather realistic, I think).
Btw. one thing YOU mentioned, nameley the player being able to "draw" roads etc. would be necessarily depending on the "crude tile raster", otherwise the graphics would need too much processing power, I'm afraid. So it would end up in connecting defined points (centers of tiles) again. Since you assume (invisible) minor road systems being built by the peasants anyway, this degree of abstraction is certainly acceptable, meaning the player only expressively builds the "highways".
My primary concern with tiles is the world size: Let's take a typical large CIV2 map (50 x 80 tiles). Doing everythinh based on tiles here means a unit can move a minimum of 500 km/turn. Not only that: Each decision you make concerns 250.500 km² at once. Would you call this realistic? Well, it MIGHT be acceptable as a rule to simplyfy the game and speed up gameplay, but it has the sad effect that as soon as you need to implement some quantitative improvement on any distance value, you have to go up to e.g. 1000 km/turn at least. There's no "slight speed advantage" or the like.
Sure you are right that many of these points are true even more in a tactical simulation. On the other hand, what is the engagement of two enemy unit on the map else than an abstraction of numerous tactical battles? So, even if longer ranging guns are of tactical concern, this IS an advantage which definitely should be reckoned with on the strategic level, as well.
(sigh) But in the end, I already have commented too much on aspects of the game engine when I definitely wanted to restrict my input on purely visual aspects. Please forgive my meddling
maybe I didb't exactly express what I mean - let me try it from a different angle.
I definitely see why you resist the idea of breaking up the tiles - it could (from your point of view) indeed result in some problems. Now, let's turn the baby around:
Let's say the basic distance unit for the game is ONE PIXEL ON THE MAXIMUM ZOOM MAP (manurein, the thing with zooming out is just a matter of rounding the numbers). Then "terrain tiles" are not more or less than a simplified model for a group of e.g. 48x48 world pixels.
In effect, movement and ranges can be determined via the pixel measurements (being the most exact thing the screen can offer), while things like statistical values, amounts of resources etc. are done on tile level, the tile graphics showing the predominant terrain type (which is rather realistic, I think).
Btw. one thing YOU mentioned, nameley the player being able to "draw" roads etc. would be necessarily depending on the "crude tile raster", otherwise the graphics would need too much processing power, I'm afraid. So it would end up in connecting defined points (centers of tiles) again. Since you assume (invisible) minor road systems being built by the peasants anyway, this degree of abstraction is certainly acceptable, meaning the player only expressively builds the "highways".
My primary concern with tiles is the world size: Let's take a typical large CIV2 map (50 x 80 tiles). Doing everythinh based on tiles here means a unit can move a minimum of 500 km/turn. Not only that: Each decision you make concerns 250.500 km² at once. Would you call this realistic? Well, it MIGHT be acceptable as a rule to simplyfy the game and speed up gameplay, but it has the sad effect that as soon as you need to implement some quantitative improvement on any distance value, you have to go up to e.g. 1000 km/turn at least. There's no "slight speed advantage" or the like.
Sure you are right that many of these points are true even more in a tactical simulation. On the other hand, what is the engagement of two enemy unit on the map else than an abstraction of numerous tactical battles? So, even if longer ranging guns are of tactical concern, this IS an advantage which definitely should be reckoned with on the strategic level, as well.
(sigh) But in the end, I already have commented too much on aspects of the game engine when I definitely wanted to restrict my input on purely visual aspects. Please forgive my meddling
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