So, I first posted this on Bethlen's thread on reddit, but I'm kind of interested in seeing how this could be done. After I posted it I started thinking about it more.
This was my original post:
Here's the idea with a bit more organization, which may be more or less confusing than the quoted post:
Border Management
Instead of defining regions and nations by pre-defined provinces, there would be a dynamic border system, where you can snap your borders to geographic features such as mountain ranges, rivers, watersheds (or a collection of historic boundaries), or draw them yourself. The snap-to boundaries could be defined in image files like the provinces already are. For example, when you invade and defeat a nation, you can either conquer a region of theirs (which would also be define by dynamic borders), or you could carve your own piece of their nation out.
What about the statistics defined by provinces?
Simply, those would now be defined by cities. Instead of provinces, there would be cities placed around the map. These cities would have areas of influence where their culture, economics, resources, wealth, technology, etc. would spread to. You could choose to conquer a city and its surrounding area to become your new border, or you could carve out your own border.
Cultures could be defined by city-province as well, or it could be a borderless "cloud". That could create situations like culture clashes in areas where two distinctly different cultures are mixing in a "transition zone".
Why?
Well, aside from being able to make your own borders and such in Europe and Asia, where I'm hoping this will get its biggest use is in games like EU3 and Victoria 2, where colonization is huge. You can create a colony (which is basically like colonizing a province in EU and Victoria), and define the colony's borders. You can add cities, carve out someone else's colony for your own purposes, or whatever your imagination wants.
I realize there's some major problems with this, as it could probably be really performance-heavy if the game has to constantly think about where the borders are and the different in-game consequences of dividing up a people or culture. I could be wrong too. I'd at least like to entertain this idea, and if problems I haven't thought of can be worked out, that'd be really cool.
This was my original post:
This might be a weird question (it's a bit of a pipe dream really), but have you guys considered a game with a dynamic border system? What i mean is that instead of provinces, national (or regional) boundaries would be kind of a "snap to fit" along geographic boundaries such as mountain ranges and rivers. So, instead of conquering provinces, you carve out a region and annex it.
I realize that may be hard, considering cities, population statistics, economics, and trade, but if statistics were tied to cities and a certain radius from cities, it'd be doable (if processor heavy).
Here's the idea with a bit more organization, which may be more or less confusing than the quoted post:
Border Management
Instead of defining regions and nations by pre-defined provinces, there would be a dynamic border system, where you can snap your borders to geographic features such as mountain ranges, rivers, watersheds (or a collection of historic boundaries), or draw them yourself. The snap-to boundaries could be defined in image files like the provinces already are. For example, when you invade and defeat a nation, you can either conquer a region of theirs (which would also be define by dynamic borders), or you could carve your own piece of their nation out.
What about the statistics defined by provinces?
Simply, those would now be defined by cities. Instead of provinces, there would be cities placed around the map. These cities would have areas of influence where their culture, economics, resources, wealth, technology, etc. would spread to. You could choose to conquer a city and its surrounding area to become your new border, or you could carve out your own border.
Cultures could be defined by city-province as well, or it could be a borderless "cloud". That could create situations like culture clashes in areas where two distinctly different cultures are mixing in a "transition zone".
Why?
Well, aside from being able to make your own borders and such in Europe and Asia, where I'm hoping this will get its biggest use is in games like EU3 and Victoria 2, where colonization is huge. You can create a colony (which is basically like colonizing a province in EU and Victoria), and define the colony's borders. You can add cities, carve out someone else's colony for your own purposes, or whatever your imagination wants.
I realize there's some major problems with this, as it could probably be really performance-heavy if the game has to constantly think about where the borders are and the different in-game consequences of dividing up a people or culture. I could be wrong too. I'd at least like to entertain this idea, and if problems I haven't thought of can be worked out, that'd be really cool.