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Johan

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Hello, and welcome back to the Sengoku development diary series. I'm Johan, the Producer of Sengoku. Today we'll talk a bit about the map of Sengoku and how we wanted it made. I think you'll all agree with me when I say that maps are among the coolest things that exist, and that we play and make these games because we all love maps. There is this thing with depicting the world and dividing it in different shapes, and then paint it in your own color.

When we first took a look at how to play and enjoy Sengoku we went back to our previous games, and the amount of provinces you can reasonably handle as a major empire while still enjoying the game as a smaller nation. Tying this together with the goal of the game being to conquer the entire map, we had a base number of provinces we thought the map could be divided into. When designing the map we wanted to use a historical setup of kunis from around the time the Sengoku period starts. To avoid having a third of Japan divided into only two kuni, we took the liberty of dividing Dewa and Mutsu into a few smaller ones, using a later date map. We also included a couple of islands not typically perceived as kunis. Each kuni was then divided into smaller provinces - kori - giving us a total of about 350 provinces.

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With Sengoku we wanted to create a graphical feel to the map that was distinctly different from other Paradox games - something that gives a unique Japanese feeling to the game - and when you saw it, you would know that this is something new. Adding post effects to our engine allowed us to really do this, and we created a style with something like a sun bleached photograph, which not only made it feel very eastern, but also made the game feel a lot more historical. For the interface we went for a very clean and simple look reminiscent of Japanese architecture. With thin wood frames, paper surfaces and rice carpets, we achieved a look that is very Japanese. With just Japan as the scope, we could also focus on creating a detailed look for the islands, where we have everything from the deep sea to running rivers, rice fields to deep forests.

One thing you may notice in these screenshots is the flags on the map. As you can see here, they have different sizes, all depending on relative rank of the ruler inside the daimyo. As you notice, we do not have any sea zones, and there is no naval aspect to the game.

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Of course, the game is soon approaching alpha, but we still have other things for the map planned. Those things include names on the provinces and good looking border textures amongst other things.

Hope you stick around following this game, and next week I'll be back with more information about the game.
 

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So how do you get to these islands if there is no navy?

Naval transports and such have been abstracted away as straits. Most straits haven't been scripted into the game yet, thus you cannot see them in the screen shots, but when scripted, they show up as dotted lines on the map.
 
But, won't this map actually ask for a lot from a computer to be able to run it without lag?

As we're working tightly with the CKII team with the map technology, we'll probably have the same low-end mode as they're planning, with a much simpler map for old (or simply bad) computers.
 
And is Okinawa in the game?

No.

On the other hand, the lack of naval transport seems like it could be more of a problem. If my enemy is based in Kyushu, for example, will I be forced to attack him across a single narrow strait? Or will I be able to ferry my troops using some notional, abstracted naval transport to a province futher down the coast?

Straits will be very important stategic locations in Sengoku. But remember that most places, like Kyushu, can be reached by at least two straits.
 
What about contact with outside countries? What about trading with the Portugese? First contact with European traders (Nanban) was an important aspect to the Sengoku period.

None of this need ships to work.
 
I like the feel of the map but personally I only play in political view :p

I think most people does. But that's why we try with every title to get a little closer to the goal of actually playing in terrain mode. I think both Sengoku and Crusader Kings II will improve vastly in this aspect.
 
I pray that isn't how names are going to be displayed in game? It would be a pity to have all that effort done in research and end up with "Bob of Hojo" and other such names. Uesugi is not a place, it is a family, and even if the heir were not born into the dynasty, he would be adopted, making his family name, legally, Uesugi.

The names should be <clan name> <given name>.

http://forum.paradoxplaza.com/forum/showthread.php?529084-Development-Diary-1-1st-April-2011&p=12240159#post12240159

Also see this stickied thread for answers to other common questions.