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OHgamer

Victoria's Plastic Surgeon
38 Badges
Jan 28, 2003
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As some of you may be aware, Inferis is in the process of developing a new map making program for Victoria (called Versailles) that will do for Victoria what his Magellan did for EU2. Myself and Xie Chengnuo have begun collaboration on a new map project for Victoria called Clio and at this point we are developing base province map setups so that once all of the Versailles tools are complete, we have the blueprint for a new map all ready to go.

One question though, how to determine how many sea provinces are enough. As with the EU2 maps, the new map Xie and I are developing for Clio is based on removing province IDs from use as seazones and using them for land zones.

A bit of data on Victoria

In the base game, Victoria has 556 sea and lake provinces (rivers are not separate provinces in Victoria) out of the total 2862 province IDs used in game.

In my first plan based on merging existing seazones, I found 130 IDs that I felt could be merged with other sea lanes and used for land use without seriously hampering the general shape of the sealanes.

Xie then pointed out we could merge all the lake provinces into one province, providing us with another 27 free IDs.

That leaves us, at this point with 556 - (130 + 27) = 399 province ids for seazones.

Question is, what is the best way to determine if that is about right for the number of sea provinces to have, too few and will need to trim the number of new land provinces or more than enough and we can tranfer more IDs to sea units?

In Victoria (and I assume in EU2) each naval unit has a speed parameter set. Does anyone know what exactly this distance is supposed to represent in terms of actual movement from the focal point of one sea province to another? my guess is that if we could figure this out, we'd be able to do a fairly quick calculation of how many provinces might be necessary.

So any advice that the veteran EU2 map makers could provide would be most appreciated on this issue.
 
Well, removing sea zones definitely speeds up naval travel (obviously) though there may be a way to increase the time it takes to travel through these merged seazones (there is in EU2, the size perameter).
 
Mad King James said:
Well, removing sea zones definitely speeds up naval travel (obviously) though there may be a way to increase the time it takes to travel through these merged seazones (there is in EU2, the size perameter).

I guess that is where my question really lay, if the speed parameter in a unit is a function of how fast it travels the distance between two provinces, how is that distance calculated. Is it based on number of pixels in a line connecting the two centers, for example.

of course there may be a difference between how Victoria calculates travel distance for units and how EU2 calculates it, since the development of HoI came in between and likely introduced some new elements in the process.
 
Another question to those who have produced maps or are in the process of producing them, how many non-land provinces do you have in your maps.
 
I'm not sure what you mean exactly, but the EU2 movement function is a simple one which is equal for any province (in any case under vanilla setting), independently of the visual size of a province on the map. Sizemodifier was a setting in province.csv that was not actually used in neither eu1 nor eu2. It can be changed to increase the movement time INTO the province that has it modified by a natural factor (iirc rational numbers won't work) which makes it very unflexible and only usable in very specific cases. I thought that vicky used a different system as a whole...