good point P^2.
Arexack
I agree: on the map scale only landscape features would affect the straight line of a road, on the zoomed in scale everything from a boulder to muddy patch can divert a track. On the map scale a scematic representation may be of more use than an aestetically pleasing dirt river. mountains, cliffs, dense growth, agressive localized wildlife, etc deters roads, while settlements, freshwater features, etc attract them. To see track formation, you can
@gabberkooij: Probably the same here, :D, I've spent more time modding civ and before that oolite and before that homeworld than actually playing them... the mandatory exception being morrowwind/oblivion, but only due to being too busy with the other mods. :P @Denryu: shirts aren't big enough...600pound people would need to become the norm for A2 size shirts to be stocked at a printers'. ;) I'll go check into printing servi
@ scoutdog: Naw, I think the roads were really straightish. You can see them in the second image in reply#2. I'd rather have roads meander more, but that is just cosmetics again, possibly having abstracted straight roads will help in differentiating them from the rivers. :) Esp. if both will be pitch black. :p edit: yeah, cool graphics are overrated. they do add to the value though, as does a great soundtrack. :D
Is it a viable idea for Stardock to provide a service for printing out player maps? n.b. The player sends an extracted map-file to SD, plus some $ + S&H and they have the file printed on a A2 size (depending on mapsize) cloth, then send it back to player. Printing out on paper is always possible, even if by screencapping and editing the results. Would a world map be visible enough for long enough into a single game to be worth doing th
I'd rather have as little need to controll over the micromanagable stuff as possible. i.e. Have transorts from production site A decide on their own their optimal route to demand site B , but still have to possibility to tell transport from A to B to travel via C if desired. Will roads be precalculated routes from site A to site B or will there it be civ4 'build per tile' player involved construction? So that the optimal route will change according to changes to the ma
I'm not sattisfied with the way rivers are represented on the map as they were shown in the devlog on economy models (see below). They are too black (should be the sepia colour of the coasts/waves, perhaps blueish) and they do not line up with the coasts. I'm confident this cosmetic issue will be resolved by beta3. [e digicons]:D[/e] also...the edited map in AP: it has a forest and a blue mission location in the middle of the sea? <p
I agree with piderman on the localization issue: just don't bother. Having to wait several months for a release is nuts when the only effects are that I get a mangled manual, a game filled with bad replacement voiceacting and a bunch of potential online players who refuse to speak/write the lingua franca of the internets. If essential for sales: localisations can always be added with patches afterwards (IMHO having such data seperate is only good planning practice, and as the