what am i doing
Arcane
- Joined
- Dec 24, 2018
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tl;dr is it bad to have a smaller number of provinces, but in more detail, in a grand strat?
I am currently programming an engine for a grand strategy game and one aspect I've been a bit iffy about is province size (this isn't strictly part of the programming process, rather part of the world map design process, but as I'll explain it does indirectly affect parts of the engine that I'm currently working on). The way Paradox handles it is lots of small provinces in high population areas, and a few big provinces in sparsely populated areas. What I am considering is to go with a model of having a smaller number of larger provinces (and of these being more uniform in size across the world), but to have them be "compound" in nature.
Compound here means each province would have three components: geographical border, developed land border, and urbanized border, each of which has a fill texture, and they are arranged with urban in front, developed land in middle, and base terrain in back (in terms of rendering - foremost hides further back ones). Geographical border is the entire province and denotes land that is either uninhabited or inhabited only by subsistence farmers and small hamlets, or hunter-gatherers. Developed land border is inside it and denotes mass farmland (given a farmland texture rather than a wilderness / raw terrain texture). Urbanized border is the smallest and denotes the region's capital city, as well as smaller but still significant towns. These would not need to be contiguous, so there could be patches of each.
There would be a few levels of geometry to be displayed, switching out the outline of each depending on how settled and developed the province is. So a province in rural Asian Russia would mostly be undeveloped land, but as the player sent colonists it would start to show small patches of farmland and a small city. As it grows, it would show greater amounts of farmland, a larger city, and auxiliary smaller urban regions popping up. Because these can be coloured separately, it would also allow for visual depiction of cases where a city has been established but the surrounding area, though claimed, isn't really administered as such (so urban and developed geometry would receive the controller's map colour, but undeveloped land would display as uncontrolled or only faintly coloured until administrative efficiency improved - that way something like the American or Russian colonial frontiers would show more how they were in practice rather than looking like integral parts of the nation until they become more heavily settled; similarly if you acquired, say, a treaty port, then you'd control just the city while the country you got it from would control the rest).
This would also allow for things like depicting urban vs rural pops on the map more accurately. Take Germans & Jews in eastern Europe for example - they tended to be concentrated in cities. Due to their small total size they aren't depicted on the map in Victoria 2 (barring exceptions like Riga), but with urban and rural populations distinguished, they could be shown, via only the rural sections of a province having some shading for their culture.
But a consequence of this increased detail (harder to depict in a very small province), and of having different "levels" of development to indicate how built up an area is, rather than province size/density, is that province sizes would be larger, or rather, more consistent across the map - fewer areas of sparse, large provinces, but also fewer areas of many small provinces.
So, say, Wales, instead of being four provinces, would just be one. Bavaria, instead of two states of several provinces, would just be two provinces. However, there would be more detail in the provinces. Another major difference is that it would lead to fewer armies and simpler frontlines - but this could allow for battles to have more player interactivity like activating abilities or methods of engagement (say, creeping artillery) in a battle, since there would be fewer battles to keep track of; it would also lead to better performance. Last of all, by not being able to parse out small areas in a peace treaty - say, only the cores a country has in a state, rather than all the areas in a state, it might be harder to have nice-looking borders.
Part of my reasoning as to why it's ok to reduce province count is that, at least in Victoria 2, provinces as a subdivision of states only really have any relevance for army pathing and certain peace treaties (and even then only with mods); in every other regard the state really acts as the smallest government unit. All provinces in a state share factories, national focuses are state-wide, wars typically exchange terrain on the state level (barring mods), etc.
Thoughts? Angles I've missed here?
(I'm not really sure if this is the correct subforum for this thread since it's about design rather than a specific game, but I figure it's the best place to post it if I want grand strat players to see it and weigh in.)
I am currently programming an engine for a grand strategy game and one aspect I've been a bit iffy about is province size (this isn't strictly part of the programming process, rather part of the world map design process, but as I'll explain it does indirectly affect parts of the engine that I'm currently working on). The way Paradox handles it is lots of small provinces in high population areas, and a few big provinces in sparsely populated areas. What I am considering is to go with a model of having a smaller number of larger provinces (and of these being more uniform in size across the world), but to have them be "compound" in nature.
Compound here means each province would have three components: geographical border, developed land border, and urbanized border, each of which has a fill texture, and they are arranged with urban in front, developed land in middle, and base terrain in back (in terms of rendering - foremost hides further back ones). Geographical border is the entire province and denotes land that is either uninhabited or inhabited only by subsistence farmers and small hamlets, or hunter-gatherers. Developed land border is inside it and denotes mass farmland (given a farmland texture rather than a wilderness / raw terrain texture). Urbanized border is the smallest and denotes the region's capital city, as well as smaller but still significant towns. These would not need to be contiguous, so there could be patches of each.
There would be a few levels of geometry to be displayed, switching out the outline of each depending on how settled and developed the province is. So a province in rural Asian Russia would mostly be undeveloped land, but as the player sent colonists it would start to show small patches of farmland and a small city. As it grows, it would show greater amounts of farmland, a larger city, and auxiliary smaller urban regions popping up. Because these can be coloured separately, it would also allow for visual depiction of cases where a city has been established but the surrounding area, though claimed, isn't really administered as such (so urban and developed geometry would receive the controller's map colour, but undeveloped land would display as uncontrolled or only faintly coloured until administrative efficiency improved - that way something like the American or Russian colonial frontiers would show more how they were in practice rather than looking like integral parts of the nation until they become more heavily settled; similarly if you acquired, say, a treaty port, then you'd control just the city while the country you got it from would control the rest).
This would also allow for things like depicting urban vs rural pops on the map more accurately. Take Germans & Jews in eastern Europe for example - they tended to be concentrated in cities. Due to their small total size they aren't depicted on the map in Victoria 2 (barring exceptions like Riga), but with urban and rural populations distinguished, they could be shown, via only the rural sections of a province having some shading for their culture.
But a consequence of this increased detail (harder to depict in a very small province), and of having different "levels" of development to indicate how built up an area is, rather than province size/density, is that province sizes would be larger, or rather, more consistent across the map - fewer areas of sparse, large provinces, but also fewer areas of many small provinces.
So, say, Wales, instead of being four provinces, would just be one. Bavaria, instead of two states of several provinces, would just be two provinces. However, there would be more detail in the provinces. Another major difference is that it would lead to fewer armies and simpler frontlines - but this could allow for battles to have more player interactivity like activating abilities or methods of engagement (say, creeping artillery) in a battle, since there would be fewer battles to keep track of; it would also lead to better performance. Last of all, by not being able to parse out small areas in a peace treaty - say, only the cores a country has in a state, rather than all the areas in a state, it might be harder to have nice-looking borders.
Part of my reasoning as to why it's ok to reduce province count is that, at least in Victoria 2, provinces as a subdivision of states only really have any relevance for army pathing and certain peace treaties (and even then only with mods); in every other regard the state really acts as the smallest government unit. All provinces in a state share factories, national focuses are state-wide, wars typically exchange terrain on the state level (barring mods), etc.
Thoughts? Angles I've missed here?
(I'm not really sure if this is the correct subforum for this thread since it's about design rather than a specific game, but I figure it's the best place to post it if I want grand strat players to see it and weigh in.)