I love earthmaps too - and I allways play the biggest possible with the maximum # of civs (256², 32 civs right now...), and I woluld play larger maps with more civs as well (computing times would be terrible but my comp is up 24/7 anyway without too much cpu load most of the time - but first of all, I have to say I prefer mercator/miller maps - mainly because even with a 356x356 map, it wouldn't be possible to draw a detailed geography of europe which is important to me due to my "eurocentric" view of history. That's also why I personally dislike the projection with a pole in the middle - it is more accurate, but it's not the world as I know it - and besides if you look at a projection coming close to it (if I understand you correctly, which I may not
- posting a picture of the projection you're talking about would be nice):
it would be quite a short way from england to the north of the US, which may be geographically accurate, but doesn't work with civ since any naked settler can cross the northpole without even getting cold feet
.
I also value fun over realism, and even on marla singer's map, the size of russia and asia was annoying for me (in terms of killing fun) - and Imagine having australia, afrika or america in it's original proportions - miles and miles of deserts, swampy jungles, tundra and ice
. It wouldn't be that much of a problem, if it wasn't civ3 and it's AI:
I think founding cities in the most hostile regions of the world is still rewarded too much - and the AI just settles everywhere - I think it would allways end in an absolute city-foundation overkill.
The only workaround would be to change the whole economic system of civ3 & ressources deserts and cold regions provide. For example:
Founding a city in Sibiria actually costs food from other parts of a civilization - it's impossible to found a prospering city there without lots of tech & constant supplies from fertile regions due to the permafrost ( hope the word exists in english
) there. It's only usefull to pump your ressources inthere if there is a ressource you really need.
Even founding st. petersburg, which still is in a pleasant region (a "bit" swampy) compared to sibiria, nearly consumed all russian ressources for the period of it's foundation and would have been technically impossible before the the 17th century (founded 1702, but could have been done 100 years earlier I guess).
In civ3, you can walk into sibiria with a settler in the stoneage, found a city and it
grows (sowly, but it does) - it's rewarded to found cities - anywhere on the map - whereas it should be punished in large areas of the world, imho - that's why the ai founds city on every piece of rock available (and we're talking about cities here, not some 100 people inuit fishing villages, which are not represented in the game as I see it...). Imho, founding in hostile regions should consume food from other cities, in a manner that you would
kill your civ if there are too many cites in the desert or frosty regions - large areas on the world are uninhabitable - and civs gamerules don't pay tribute to that...
Concerning civilizations: I'm against having the americans in, because they're basically a further (mmkay - lets not get into detail here, but in terms of science and power they are
...) developed offspring of mainly european cultures - they would be represented by an american continent colonized by any european culture during gameprogress.
I assume playing the game from 4000 bc - american natives first came in 25000 bc, so there should be some of them in - I don't know how many civs are possible with PTW, but until I am corrected, I guess 32 including player can't be exceeded - so I would put 6 civs on both continets:
Cree in the north, near hudson bay, Maybe Shoshone in the west, near california, sioux in the plains or cherokee in southeast etc... and maya, actecs inca or olmecs for the rest - I'm not too well informed on that topic and don't wanna do research now...
I definitely would reduce the # of european civs compared to the mod I'm playing right now (the one coming with PTW) - there is no need to have celts and french in for example, because french are (romanized and later invaded by the franks, a germanic tribe) descendants of the celts - there is no need for hungarians, polish etc... - I'm not even sure if there should be seperate english, scandinavians and germans in - there allways have been less differences between all the european "civilizations" (in fact there is only one european culture) than between the many different cultures in ancient china - the chinese only got united in one empire under a ruling "tribe" - something none of the european tribes ever managed...
mmmh - I have to come to an end - I guess noone even reads this anyway - I'm digressing too much...
- I think ships (and maybe even land units) should be faster, rather than having the oceans too small, because of the city-overkill problem mentioned above.
- I think having huge rivers represented by oceans would also help them defining borders, which they allways did (even 60 years ago in WW2 the rhinebridges still where important, and I guess they still would be in a conventional war), but never do in civ (something I never understood in the civ-series) - so I think it would be a great Idea
- that, or redefine river movement - make them really hard to cross, before you built bridges.
the ressource idea you had is a good, but it's a hard Job with civs general ressource handling - after all it's just a boardgame taken to PC, not am earth-simulator - maybe we should just wait for civ x, with a rotateable, real globe, a real ressourcesystem etc... - or just another game