Originally Posted by
jbgibson
Suggestion: let's list some of the pros & cons of the various choices. Example - 1&5 minimize tropics, 2/3/6 have a moderate amount, and 4 has the most.
If divided into squares, 4 probably has the most that are landlocked, followed by 1,2,& 5, with 3 & six maybe more coastal bits. Having participated in several geofiction build-your-own nation games, I can say people are drawn to coasts - it's easier to envision connections & conflict. With landlocked territory one is really stuck with however your neighbors develop. Not to say interior spaces are uninteresting - if you want a silk road across vast desert expanses, skinny isthmuses won't be prospects.
In that vein, 2/3/6 seem to have the most semi-protected waters to become cradles of early shipborne transport, followed by the others. That's a maybe, depending on currents and wind patterns.
1/3/5 have some pretty isolated lands, depending on how proficient our explorers and colonists are (thinking flora & fauna as well as people). That would give us better rationale for wildly different races, critters, ecosystems.
Shall we say we're somewhere between sword age and cannons, maybe with great differences in development level? That doesn't affect the terrain, but it'll have bearing on the manmade features.
As far as inducement for voting, how about if those who vote - for anything! - get a say in the pool of continent & ocean names? Best if we have several to choose from for each, but to stick possibilities in the pool could be a perk. Sure, the myriad cultures on a fantasy world will have a myriad+1 names, in local tongues, but for *our* purposes it's a bummer to be referring to "landmass 3" and "ocean F". Common names won't tie one down - one's map doesn't even have to use latin script! :-).
A flaw in thinking, IMHO, when building a cooperative array of nations, is that many, many folk want their territory to be the best and brightest. That way lies the Lake Woebegon effect, where everybody is above average. We are pursuing this mostly to make maps, not so much to role play the nations and peoples, but acknowledgement up front that *nobody* is top dog should help. We are partly mitigating that tendency by chopping area up geometrically instead of by political boundaries, but the competitive mindset is grating to other participants. Not to say one's obviously nautical territory doesn't have extensive fleets, and considerable trade - just that I don't get to say that stretch over there outside my box is all vassal states to the Mighty My Own Empire.
What's Really Fun is the negotiation & compromise to get edges to match up.
What are some other deciding characteristics of the worldmap choices?
Good idea jbgibson !
So here’s what I think
1,2 : have no land at the poles
4,5 : have some
3,6 : have a lot
land at the poles are great but not that interesting and get distorted with this projection
...
1:Pro: The general topography looks good and is diverse
The coast is detailed and there are also quite a lot of bays and peninsulas which I think are good to add flavour to the map.
Con: No ocean texture, the colors are a bit off. But this can be changed.
The relief seems a little blurry at some places.
Not sure I like the continent placement but it can be changed.
Other: Have some islands, a couple of continents that are not all linked but it's rather easy to travel by boat. There are a few straits, so trading can be controlled by a few countries.
2: Pro: Have a lot of islands often packed.
The general texture looks good, especially when looking at the rivers.
Con: Coastlines could be more random.
I think the ocean texture should be more subtle and the ocean ridge too.
I would prefer a more random land placement or more space between continents.
The mountains style is ok but their placement is not.
3: Pro: I really like the land shapes, there is quite a lot of variety. It has enclosed sea like the Mediterranean, archipelago and large continent.
Con: The map quality suggests it was stretched.
The land texture is too blurry and I think the different ocean colours should blend more.
The relief is not clear.
The coast could have more details.
4: Pro: The color palette is really great, the texture too.
Con: maybe it was the intention but this does not look like a map.
The land shape offer possibilities but it's still too random.
5: it's mostly the same thing as 1, except that some islands are more stretched...
But I prefer the first one.
6: Pros: Really good render, it looks like a satellite picture.
Nice topography.
The two eastern continents are interesting
Con: Some parts look stretched (western islands and the Poles) and I think it looks odd.
And I can’t say why but I don’t really like the eastern part, maybe that’s just me.
Also I think the land placement should look more random.
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To sum up:
I think it’s important to have long coastlines but also landlocked lands. A mix of both is ideal, since civilisation develop along the coasts generally. Landlocked places are often remote as you said. Perfect for desert, mountains, high plateaus, monster horde, lost civilization... adventure. So, a combination of islands, small continent but also bigger one would be good.
And the coast should be interesting with details of different size such as bay and peninsulas to make the mapping more interesting (just like the Chesapeake Bay for example)
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And about the Lake Woebegon effect, it's usually not a problem for me. Most of the good things have some downside and the more you develop a country, more possible weaknesses appear. This is especially true for large countries like Empires. It’s easy to put them into trouble.