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Old August 30, 2002, 18:13   #1
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The Apolytonian Geographic Society - Request your maps here.
We (caesarqbear and me) are opening this thread for everyone who needs a specific map. Post here, explaining what you want, and we’ll make it! (well, we will try, at least… ).

Edit: I wrote reddawg instead of caesarqbear, in the first line of this thread. It's fixed now. Reddawg is an important member of this society, but the idea of the thread belongs to caesarqbear... Sorry, caesar! Man, only my old age can explains such error. Blame the lack of neurons...
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Old August 30, 2002, 18:20   #2
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It might be cool to have a continent wide map, showing infrastructure all around-- all the significant roads (connectors) and the cities, showing the connected and unconnected.
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Old August 30, 2002, 18:51   #3
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Ok. Probably tomorrow.
Edit: Maybe a little later, the RL attacks again...
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Old August 30, 2002, 19:14   #4
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With the grid, could you make a map with absolute coordinates written on the grid, in fact simply one number (as it is often on war games map)?
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Old August 30, 2002, 20:08   #5
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Davout,
Where should be the (0,0) coordinate?
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Old August 30, 2002, 21:27   #6
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At quick count, the continent of Abananaba is 65 tiles N-S and 50 tiles E-W, 52 tiles NW-SE, and 93 NE-SW. A single number (x) system is too combersome i think, but a two number system (x,y) should do. Isn't there something of the sort already bult into Civ3? If not, I think we should base a cooridinate system on a tilted axis (i.e., X would run NW-SE, and y SW-NE) with the meridian in our capital obviously!
This is just a quick suggestion.
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Old August 30, 2002, 21:56   #7
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I agree with caesarqbear. Apolyton should be the (0,0).
Well, two requests. What job do you want Caesar? The road map or the coordinate’s one?
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Old August 30, 2002, 21:58   #8
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hehe I can easily come up with more maps.
Both involving all of abananaba:
Topgraphical map showing terrain done by color code for easy viewing in a small image.
Map showing ELEVATION (guess).
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Old August 30, 2002, 22:20   #9
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interesting thought: a map that combines statistical data with the actual maps... mmmmm.i think i could make one for Apolyton that shows the ethnic group distributions. it would take some creativity and liberty but it'd be neat.
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Old August 30, 2002, 22:25   #10
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I can do the coordinate one Aro, but I'd like to wait and see what others think about my suggested system for a bit...

Epistax- Good idea on the topographical map, I'll try that out. What other information would be important on this? resources? special terrain?

An Elevation map? What do you think this is, AC?
I personally don't quite understand the use of that kind of map in Civ3, and I can't imagine the headaches and debate over proper heights. If you can figure out an efficient and fair way of doing this, let me know, and I'll hand-off the work to Aro
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Old August 30, 2002, 22:25   #11
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I am thinking about making another influence graph. It shades a grey scale map in the color of a civ, given their city sizes and culture ratings. It forms a basic 'power' between the civs in the geography.
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Old August 30, 2002, 23:02   #12
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Ok, caesar. I'll do the road map.
Epistax,
About the 'culture ratings", do you mean cultural borders? Remember, English is not my first language... Could you explain again? (and slowly...)

Edit: The elevation map... Hum... we could draw level curves in a non political map... and then put dots to mark cities, with their names. We have to do a try, and see if it works.
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Old August 30, 2002, 23:11   #13
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Aro, yes, sorta. Cities start with a culture rating of 0. Each time their culture expands, it increases by 1. I think the highest any of our cities has right now is 2. Babylon might be a 3. I think the scale usually goes from 0 to 5, I don't remember if 6 and 7 are possible.
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Old August 30, 2002, 23:16   #14
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Man I'll have to buy more traffic and storage at Yahoo Geocities... I can see four, maybe six new kind of maps...

Quote:
Originally posted by Reddawg
interesting thought: a map that combines statistical data with the actual maps... mmmmm.i think i could make one for Apolyton that shows the ethnic group distributions. it would take some creativity and liberty but it'd be neat.
Great idea, Reddawg, welcome to the Geographic Society (hey, you are in already... )

Edit: Ok, Epistax. I'll do the road map first and then this one.
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Old August 31, 2002, 05:26   #15
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Quote:
Originally posted by caesarqbear
At quick count, the continent of Abananaba is 65 tiles N-S and 50 tiles E-W, 52 tiles NW-SE, and 93 NE-SW. A single number (x) system is too combersome i think, but a two number system (x,y) should do. Isn't there something of the sort already bult into Civ3? If not, I think we should base a cooridinate system on a tilted axis (i.e., X would run NW-SE, and y SW-NE) with the meridian in our capital obviously!
This is just a quick suggestion.
The one number system would have a four figures number written on the grid. I presume the two number system would not, because this would be more cumbersome than the one number. But if the numbers are not on the grid, referencing a tile will be more difficult, and subject to errors (due to the tilt). For the one number system, I find that the origine should be in a corner.

But I will be happy with any of the two systems.
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Old August 31, 2002, 11:10   #16
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We’ll have a turnchat today, and I think is better wait for the save before make the maps. This means a little delay but, by other hand, means also fresh maps tomorrow.
Caesarqbear, I fixed the error on the first post… Sorry by that!
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Old August 31, 2002, 11:33   #17
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caesarqbear just finished an excellent non-political map (no cities, resources and luxuries highlighted),
you can find it at the same place , as usual.
here is a thumbnail:
Attached Thumbnails:
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Old August 31, 2002, 12:03   #18
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Requesting help
We have a lot of jobs pending, and we need some help. Specifically about the region’s maps. Could someone give me some links for the official names of the regions, with their cities?
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Old August 31, 2002, 12:55   #19
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This is not very important, but I think it would be cool if you could make an ancient-looking map, like as if it were on parchment and such, with the unexplored areas have sea monsters, etc.
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Old August 31, 2002, 13:39   #20
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Mr. skywalker, is good to see you again! Your idea is important, 'cause the visual effects are a big part of the fun. Our maps have a purpose, but they need to look as beautiful as possible without loose any data. I’ll made a try and draw some sea monsters. Err… this is not for now, will take some days; you can see how busy we are…
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Old August 31, 2002, 17:41   #21
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Davout- Could you explain some more about the one number system? Perhaps you could direct me to an example somewhere? I agree that one number is easier then 2, however with the sheer number of tiles we would go over 9999, plus with a wrap-around world map there is no real corner.
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Old August 31, 2002, 18:02   #22
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Aro - I meant like actually transforming the entire map, maybe redrawing it. There WOULD be a loss of information, as there would be no real color variation; this is parchment. I don't really care whether or not it gets done - I'm just saying it would be really cool.
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Old August 31, 2002, 18:44   #23
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Aro: if your sea monsters come out lousy you might wanna try searching images.google.com. I was able to find some interesting stuff under the keywords 'sea monsters'.
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Old August 31, 2002, 18:46   #24
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Epistax - you can get to any level. You just need enough culture, which is hard, as the amount you need increases exponentially.
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Old August 31, 2002, 19:34   #25
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Quote:
Originally posted by skywalker
Aro - I meant like actually transforming the entire map, maybe redrawing it. There WOULD be a loss of information, as there would be no real color variation; this is parchment. I don't really care whether or not it gets done - I'm just saying it would be really cool.
Yes, that means redraw the map. But we can do it without any loss (well, we'll lost terrain info,maybe... or not! I'm thinking...), just will take more time. This could be a "historical map", just for fun. Some kind of ancient document. Due the grid structure, a plane map will look "different" (the actual maps are projections in perspective). A map like this could be very cool indeed.

Quote:
Originally posted by Shiber
Aro: if your sea monsters come out lousy you might wanna try searching images.google.com. I was able to find some interesting stuff under the keywords 'sea monsters'.
Thanks, Shiber. Do you want the job?
Seriously, i'll do it. Thanks a lot
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Old August 31, 2002, 20:11   #26
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Quote:
Originally posted by caesarqbear
Davout- Could you explain some more about the one number system? Perhaps you could direct me to an example somewhere? I agree that one number is easier then 2, however with the sheer number of tiles we would go over 9999, plus with a wrap-around world map there is no real corner.
Lets take your example : 65 x 52 makes 3380; it would take 100 x 100 to reach 10000. The numbering would be : first tile in the left bottom corner = 1, the tile above =2, and the top of the column = 52 ; le second column would begin with 53 and end with 104, and so on. Last column begins 3329 and ends 3380.

Yes, there is no real corner, also, instead we could choose, to be numbered from one to 52, the column including the tile where Apolitonia is located.
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Old August 31, 2002, 20:20   #27
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Quote:
Originally posted by skywalker
Epistax - you can get to any level. You just need enough culture, which is hard, as the amount you need increases exponentially.
No I think when you reach 6 or 7 you get an instant culture victory. It would take almost every wonder in the game in the same city.
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Old August 31, 2002, 20:23   #28
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Not if another city has close culture. Anyway, you CAN play on after you win.
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Old September 1, 2002, 14:54   #29
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Does anybody know what the grid size of the map were playing on is? I'm not too sure it's under 100x100.
The one number system sounds pretty good, although it would be harder to extrapolate a tile's ordinal than a coordinate system.
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Old September 1, 2002, 15:30   #30
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The map is huge, meaning it's 160x160
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