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Sandman
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Sinister Penguin
Aug 2001 time: 05:27
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I am strongly in favour of a civilization game with a spherical map. The reasons why a spherical map would be an improvement include:
1. A spherical map would be more realistic. The polar areas could be fully implemented, withn the possibility of nuclear exchanges over the poles, for example.
2. A spherical map would reinvigorate the game, presenting a new challenge to long-time civ players, who've grown accustomed to playing on a flat map. No other grand-strategy game has used a spherical map to my knowledge, and if civ doesn't get it, some other game will.
3. A spherical map would be aesthetically pleasing, particularly if it was combined with a renewed investment in the terrain graphics.
Possible problems:
An incomplete mini-map. I think that it's important that the mini-map should reflect the whole world, so I'd suggest that it could use a variety of flat projections, depending on the player's preference. Maybe it could even by tied to your tech level.
As far as I'm aware, it's impossible to tile squares onto a sphere. An analogue system could be used, or perhaps a province system.
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VetLegion
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This subject was discussed very much in practicaly every civ project out there. Some, like Manifest Destiny, even implement a spherical map.
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Leland
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quote: Originally posted by Big Crunch
It would work fine, but only for specific size maps. The problem is that for the majority of map sizes the hexagons will not be 'regular', and so different shapes of hexagons will appear depending on which part of the map you are looking at. |
Actually, there's only one map size where the hexes would be regular: the one that looks like a soccer ball. All maps larger than that would have different sized hexes. I think.
But then again, if you're going to have a map where the tiles are irregular anyway, why restrict yourself to geodesic spheres? The whole map could be a free-form polygon mesh.
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TimeTraveler
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I'm actually thinking of designing a civ-type game with a spherical map that uses hexagons and the occasional pentagon.
I've worked calculations with geodesic spheres like this and found that the number of tiles on any such map would be 10 times the square of the distance between two closer pentagons.
The distance can be calculated by going a distance x, turning 60 degrees, and going a distance y. The distance is (x^2+y^2+x*y)^(1/2).
Some examples of success are how the dodecahedron has 10*(1+0+0)+2=12 tiles, and the soccer ball has 10*(1+1+1)+2=32 tiles.
For anyone wishing to create a custom-sized map, they can choose an angle and distance between pentagons, possibly using the x-y system if I can simplify the explanation, but I'm thinking of keeping any map from going smaller than 912 tiles.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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I'm pretty sure we discussed something like that in the Clash forum. I don't know whcich thrad it was, but it's not that old... Spherical coordinates (hexes + some pentagons) can be done without too many problems in terms of modelisation. Rendering is a bit more tricky, and you'd in fact want a flat minimap somewhere.
About tileless maps, this has been suggested too in the Clash forums. Gary Thomas actually thought of polygons rather than regular polygons to make the map. Thus you could bundle many squares (or hexagons, ...) into one big area, f.e. sea or desert, and have exact coordinates for units. Search for polygons in the Clash forum if you're interested.
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