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Alfonso Barbossa

Sergeant
8 Badges
Aug 11, 2019
93
3
  • Cities: Skylines
  • Pride of Nations
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Steel Division: Normandy 44
  • Imperator: Rome
  • Crusader Kings II
  • Europa Universalis IV
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I have finished recreating Victoria's map in Imperator: Rome
There is still some stuff to do before I will release it, but I can already gather some feedback now.
 
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oh my! how many provinces are included for the land? this seems very very cool
 
oh my! how many provinces are included for the land? this seems very very cool
It's currently at 3142, including sea provinces, but the number is still missing lakes, some pacific islands and a some parts of Siberia which I combined into an impassable province. The map is based on Natural Earth data set using a Patterson projection, so country borders, states, rivers, lakes etc are very accurate despite using Victoria II's province layout in a different projection.
 
Cool. I will be awaiting more info :)
 
wow, this is really cool! I've been waiting to see if anyone could add the entire world map to IR haha. Is there any chance you could give me permission to fiddle around with my own mod using your map once it's more fleshed out? I have vague plans of attempting to make an EU4 period mod in IR, and I think this would be a great place to start out with that.
 
wow, this is really cool! I've been waiting to see if anyone could add the entire world map to IR haha. Is there any chance you could give me permission to fiddle around with my own mod using your map once it's more fleshed out? I have vague plans of attempting to make an EU4 period mod in IR, and I think this would be a great place to start out with that.
Sure thing, I could hardly receive more appreciation than people using my work. Would I 100% recommend it for an EU-era mod? Hard to say. The map does have certain trade-offs compared to standard Paradox maps which use techniques to more efficiently use their map space in favor of a larger Europe. This gives the benefit of having more pixel space for Europe, the most important play-area, but my testing made me believe that for the Victoria 2 layout the given sizes were sufficient and as I've already mentioned it made it easier to work with the Natural Earth GIS data set. Naturally representing the entire world more correctly is more important in a later era than earlier historical periods, but ultimately I think it's fine the way it is. Compared to Victoria 2 most provinces have at least x2 to x3 the amount of pixels in them, so there might even be room to add in more provinces that make sense later on depending on the location.

To give an example of how this looks on a more zoomed in scale(without provinces lol), I still have my Japan proto-type pictures
japan_gfx_finished.jpg japan_gfx_finished_2.jpg japan_gfx_finished_3.jpg
This isn't how it looks currently, as I did it to see what works on a previous iteration of my project, but as you can see I've actually decided to go with a EUIV style of gfx since just using relief data looks stupid&boring on a macro scale. This was before I figured out a technique to combine the stylized nature of the graphics with real world geography, so now I have a better starting point for doing this since I baked mountain ranges into the heightmap looking at peak elevation levels dividing those into different height layers which makes it easier for me to work with in the map editor while staying closer to real world relief.
 
Hey this looks fantastic! A couple other modders and I are working on a 19th century mod starting in 1815, too. We should definitely be in touch and share ideas! I will send you a Discord invite.
 
Nice Discord. :)

A little clarification since it might be a misunderstanding for some: The shown Japan graphics are a teaser. Nothing currently looks anything like that, but it hopefully will when I get to it. ;) It sure is more fun to do than provinces and my moral is currently very high, so there might be current map screenshots coming up soon.
 
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I have finished recreating Victoria's map in Imperator: Rome
There is still some stuff to do before I will release it, but I can already gather some feedback now.
You'll need to add a particular mechanic, probably through events to keep the game borders in check. Mainly in Victoria, you can only conquer whole states from another country, while that isn't true in Imperator. I'd suggest creating an event that triggers every five years or so that cleans up the borders by giving all the territories in a province to the country that owns the most land there.
 
That could be a good game option, but I would hate to do that, border gore is what makes each game unique.
 
That could be a good game option, but I would hate to do that, border gore is what makes each game unique.
Ok, well perhaps you can at least make an event which gives uncolonized provinces (with at least one pop) which do not border any other uncolonized province randomly to one of the countries nearby? Depopulation just makes border gore worse if you don't meet the 10 pop requirement to recolonize it.
 
Gazan and Baluch South Africa?
 
The map looks really great. I have Victoria II but somehow never get into it (IR was the first paradox game to manage that at all; EU I and III failed as well in this regard), so this project has my interest :)
 
Rough Design Outline
Talking about advanced gameplay mechanics is a little bit far-fetched at this point @Stars_and_Bars and @tsf4 . Of course the plan for wars in Europe is to be limited, require certain conditions and have feasible outcomes. I can say with 100% certainty that my mod won't support a click-claim-and-conquer gameplay style. @Stars_and_Bars your idea of colonization is in line with mine. Colonization will be event driven, depend on chance, player choices, etc. not a single button. This is how I plan to do many aspects of the mod. There is "only" 100 years of gameplay, so I want to keep players from hitting 5-speed and instead keep them constantly engaged with different event-chains unfolding. Event-chains that don't always play out the same way, they will have semi-random outcomes depending on the countries circumstances, so it's not beyond the player to influence things, but nothing will be 100% controllable. Another major aspect will be hidden results. The mod will not tell you what your choices might result in on top of outcomes being semi-random ("semi-random" explanation: you have a foreign incident the event might look at country relationships, diplo stances, government skills, etc influence chances in different ways). It will be a far shot from Pdx more recent take on Grand Strategy.

@Wixelt You'll have to specify your question somewhat.