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ajbera
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of the Cookieville Minimum Security Orphanarium
Apr 1999 time: 05:15
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One of the few things I've disliked about Civ is how sparsely populated the maps look, even in the modern age. Sure, there are cities every three squares, but there are no sprawling zones of towns and suburbs, industrial parks, etc.
Well, I realize that I won't get the map to look the way I want. However, some small buildings could be added to some of the railroad graphics, specifically where the RR's intersect. A smallish cluster of buildings would give the appearance of a town at a railroad track nexus, and would fill the world map with the appearance of widespread settlements. Of course, there would be no pop value for these. I just like a map with greater evidence of human habitation.
PS: Great work Sn00py! You are very talented, and I look forward to seeing your work in future scenarios and mods.
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Saint Marcus
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Scio Me Nihil Scire
Jan 1970 time: 06:15
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Well, for start. Here's the Leopard II.
http://www.fas.org/man/dod-101/sys/land/row/leap2-1.gif
http://www.fas.org/man/dod-101/sys/land/row/leap2-2.gif
http://www.fas.org/man/dod-101/sys/...rd-2a4-pic1.jpg
http://www.fas.org/man/dod-101/sys/...ard-2a4-kl5.jpg
http://www.fas.org/man/dod-101/sys/...rd-2a5-kl19.jpg
http://www.fas.org/man/dod-101/sys/...leopard-2a5.jpg
http://www.fas.org/man/dod-101/sys/...-2-pz87-094.jpg
http://www.fas.org/man/dod-101/sys/...-2-pz87-093.jpg
http://www.fas.org/man/dod-101/sys/...-2-pz87-068.jpg
http://www.fas.org/man/dod-101/sys/...eopard2-001.jpg
http://www.fas.org/man/dod-101/sys/...eopard2-002.jpg
http://www.army-technology.com/proj...d/leopard1.html
http://www.army-technology.com/proj...d/leopard2.html
http://www.army-technology.com/proj...d/leopard3.html
http://www.army-technology.com/proj...d/leopard4.html
http://www.army-technology.com/proj...d/leopard5.html
http://www.army-technology.com/proj...d/leopard6.html
http://www.army-technology.com/proj...d/leopard7.html
http://www.army-technology.com/proj...d/leopard8.html
http://www.army-technology.com/proj...d/leopard9.html
http://www.army-technology.com/proj.../leopard10.html
http://www.army-technology.com/proj.../leopard11.html
http://www.army-technology.com/proj.../leopard12.html
http://www.army-technology.com/proj.../leopard13.html
Is this what you mean?
Note: I know these are various different models of the Leopard II (regular, A1, A2, A3, A4, A5, A6, E, NL, Strv 21, Strv 23, Pz87) but they are the same in design. The details don't matter much, just make something you like 
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Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001 time: 14:15
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quote: Originally posted by Sn00py
irrigation is mighty hard to do, it's tough trying to draw something that has a lot of the same thing, but all really small, so I am looking for opinions on this image below
I want to see what appeals best to ppl, this is my first try on irrigation |
Its definately a step in the right direction. But IMHO, its too dark, you cant see any of the roads that go through it. Also for me, its important to know what type of terrain is underneath the irrigation, so just a bit of that terrains color showing through would be helpful. 
quote: Looks like you borrowed it from CTP. |
It actually reminds me of Colonization, except they were squiggly lines (IIRC).
Btw Snoopy: Keep up the good (free ) work, you do have some real talent But i guess you already know that hehe 
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ajbera
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of the Cookieville Minimum Security Orphanarium
Apr 1999 time: 05:15
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Hey Sn00p,
This obviously have to wait until the game is out and we see to what extent graphics can be manipulated, but I'd like to plant a few thoughts in your brain:
Farms: instead of just lines of irrigation or CtP-style "cornrows", how about a patchwork series of fields (as farmland looks from above) with a tiny farmhouse/barn or two?
Mines: the mine/gaping maw into the bowels of the earth would be at center, surrounded by tiny shacks or buildings for processing materials.
Railroad: as I've mentioned before, where one or more sets of tracks intersect, put a cluster of tiny buildings. This simulates the populated areas that spring up due to the presence of the rails, and will help populate the map with representations of sub-communities. Also, these 'crowded' maps wouldn't appear 'til late industrial area/early modern era, which would be realistic.
Potential problems: leaving enough of the terrain visible beneath the TI to determine it's type...adding buildings tiny enough to not confuse what the TI/terrain is, but are still identifiable as human habitation.
As I've stated in an earlier post, I just get annoyed with how sparsely populated late-game maps look when compared to an real map, where large swaths of land are obviously urbanized/suburbanized, so my proposed graphical revisions are purely cosmetic. However, this is really important to me, enough so that I may take a stab at graphical alteration myself if I can get the appropriate programs for free. However, I'd be willing to commission the work...I know this is a labor of love for Sn00py, but I'm willing to pay cold hard cash to get the deed done (as befits my American nationality )
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