Leviathan- History Sim (now with early Blend)

I’m starting a new project. My first in blender 2.6+
I’ve made a lot of projects in 2.49b, some of them were even finished. :slight_smile:
This is goign to be quite simple project, but it will have the potential to be a wrapper (a game containing a mini game) for a simple Real time strategy game, which I’ve been wanting to make for a long time.

My goals are:
Make the game fun, and make it easy to play but difficult to master.
Don’t add too much detail.


In his book “Leviathan” Thomas Hobbes helped to outline the beginnings of the social contract theory. I feel that the book also illustrates the way that different religions tend to shape the government of their followers.

If you’ve played Civilization, you’ll be familiar with many of the concepts of the game I’m starting here, Cities, yields, armies civics, technologies etc… And in the past I was content to mod that game. However, I’m not completely happy with how it works as a history sim, in the end it’s just a game, where the aim is to win, by defeating all the other players. Powerful nations grow and grow, while weak nations only shrink. You could change this by introducing revolutions, or dark ages, or plagues, but overall these mess with the central idea which is growth.

But what if we change the central idea? What if the goal of the game is persistence? Create a small, stable, dynamic nation which can withstand revolutions, dark ages and the black death and reach the end of history with a wealth of culture and knowledge.

You can find a text file at the end of the post which outlines some of my ideas.

Preview images:

Here you can see some of the map data which forms the base layer of the game. Here I’ve recorded information on crop yields, mountain height, sea level and resource availability. When a settlement is created, it will use info from this layer (saved as a list of lists) to specify the productivity of the settlement. It will also be used to check an armies ability to travel to a target to engage in war or the ability for one city to trade with another using A*.
Want to send a caravan of timber and spices to Beijing? You can send it by sea, and it will take 10 turns. Want to invade the Island of Crete? Sorry, your army doesn’t have any galleys and Crete is not reachable by land. Choose another target.

I plan to develop the game and then later use it as a wrapper for a real time strategy element. Each turn you will be able to personally lead a certain number of battles at the RTS level, loading up another scene where you can lead the units of your selected army against an AI on a dynamically generated map. For now I’m working on the History sim part, and when that’s done I’ll deal with the RTS layer as an expansion.

Info text saved as a zip file so that it can be uploaded directly.

EDIT: I’m ging in a new direction with the style of the game and I’m going to be working with a tileset based map.
You can find a good tutorial on using tiles here:

At the moment I havea very early working model of the tileset in action. I’ve not added the voerlays yet, or the transitions, just the basic tiles, but you can already see that the game runs fast and I’m able to get information about the position of the cursor.
At first I wanted to make every tile have a mouse over sensor, but the logic and physics drain was enormous. So now all the tiles are set to no collision and a giant plane acts to capture the position of the mouse.

I’m going to be working on the terrain overlays next and trying some ideas to get rid of the lines that apear between the tiles when you are zoomed out. This could be as easy as making each tile texture a seperate image.

Anyway, here’s a preview:

And here’s the blend file:
(blender 2.65a)


info.zip (3.01 KB)

I am actually looking for some help on this one, I could do with someone willing to do a bit of historical research (I could do with city lists for some of the regions of the Earth as well as leader names for some of the major cultures), also I need 2d art, so anyone who can fish out some images and edit them to look nice and icon-like would be well received.

I could do with playtesters later, as I’ve got lots of ideas but I’m not sure which is going to work best yet.
Also discussion about how certain things could or should work would be nice.

Here’s a preview of the resources I’ve catalogued so far:

The green ones are agricultural resources. The red ones are industrial resources.
The blue ones are secondary resources, these can give a city a boost in an areas such as culture or religion, happiness or military production. They can also be traded for a big cash bonus.

The secondary resources are supplied continually by some buildings.
For example, building an Arsenal makes the firearms resource available in your city. Fire arms can be traded to another city for big cash rewards. The city that has an active (not traded) firearms resouce can build any gunpowder unit at half price.
Another example would be ships. These are provided by a shipyard, and help to greatly extend your trade and military transport range across water when present in a city, and also reduce the cost of training military ships.
5 train resources are made available by building a rail network. They can be traded to other nations or to your other cities. When present in a city they help to extend your trade and military transport distance over land.

Each building has a maintenance cost, so you won’t want to build every building in every city. Some buildings have thier build cost greatly reduced if another resource is present. For example, having steel will reduce the cost of the tank factory, although you will need to get steel either through trade or by building a steel mill. Having coal and iron greatly redices the cost of the steel mill.

Buildings and units can still be produced without the required resources, but it takes longer to do so.
Compare: 7 Turns to build a unit of musketmen, or 4 turns if you have access to the firearms resource.

In addition I’d be grateful if someone could suggest some extra civilizations for my master list. I’m especially interested in the middle east, Central Asia and more info about North America.

If you’d like to add a civilization please tell me what area of the world they are from (far right column) their name and an adjective form. If you could give them a score out of ten for the folloing behaviour patterns:
Agressiveness (likelyhood to start a war)
Fair trade (chance of giving a fair deal for trade)
Civilized nature (tendency to build permanent structures and culture)
Technological urge (tendency to build tech boosting buildings)
Infrastructure (amount of resources spent or developing trade routes and secondary resource generating buildings)
Isolationism (tendency to focus on domestic trade, tendency to use resources for own city development instead of trade)
Time period (the era that they can begin in)
2=dark ages

#    Noun    Time Period    Region    
1    Olmec    0    Mexico    NORTH AMERICA
2    Maya    1        
3    Zapotec    1        
4    Mixtec    2        
5    Aztec    3        
6    Mexicans    4        
7    Algonquian    3    New England    
8    Iroquois    2        
9    Mahiccan    3        
10    America    4        
11    Sioux    3    Great Lakes    
12    Comanche    3    California    
13    Anasazi    2        
14    Miwok    3        
15    Mississippi    2    Mississippi    
16    Timuca    2    Florida    
17    Blackfoot    3    Cascade    
18    Crow    3        
19    Canada    4    Ontario    
20    Inuit    4    Nunavut    
21    Polynesians    0    Polynesia    SOUTH AMERICA
22    Arawak    3    Caribean    
23    Caribs    3        
24    Cubans    4        
25    Saladoid    2    Venezuela    
26    Venezuelans    4        
27    Columbians    4    Columbia    
28    Andeans    3        
29    Amazonians    3    North Brazil    
30    Inca    2    Peru    
31    Chavin    2        
32    Peruvians    4        
33    Tiuanaco    3    Chile    
34    Chileans    4        
35    Brazilians    4    East Brazil    
36    Bolivians    3    Bolivia    
37    Argentinians    4    Argentina    
38    English    3    Britain    EUROPE
39    Scottish    3        
40    Celts    1        
41    British    4        
42    Gauls    1    France    
43    Franks    2        
44    Burgundians    3        
45    French    3        
46    Swiss    3        
47    Flemish    3    Netherlands    
48    Dutch    3        
49    Spanish    3    Spain    
50    Visigoths    2        
51    Navarrese    2        
52    Castilians    2        
53    Leonese    2    Portugal    
54    Portuguese    3        
55    Saxons    1    Germany    
56    Bavarians    3        
57    Ostrogoths    2        
58    Angles    2        
59    Austrians    3        
60    Prussians    3        
61    Germans    4        
62    Romans    1    Italy    
63    Lombards    2        
64    Venetians    3        
65    Scicilians    3        
66    Tuscans    2        
67    Italians    4        
68    Magyar    1    Balkans    
69    Huns    1        
70    Slavs    1        
71    Bohemians    2    Poland    
72    Poles    3        
73    Greeks    1    Greece    
74    Macedonians    1        
75    Minoans    0        
76    Byzantines    2        
77    Lithuanians    2    Baltics    
78    Baltics    1        
79    Romanians    1    Romania    
80    Thracians    1        
81    Bulgarians    1        
82    Kievans    2    Ukraine    
83    Ukrainians    3        
84    Danes    3    Denmark    
85    Vikings    2        
86    Scandinavians    2    Norway    
87    Norwegians    4        
88    Norse    1        
89    Swedes    3    Sweden    
90    Teutons    0        
91    Finns    3    Finland    
92    Ottomans    2    Turkey    MIDDLE EAST
93    Turks    4        
94    Trojans    0        
95    Syrians    2    Syria    
96    Hittites    0        
97    Phoneticians    1        
98    Israelis    0    Palestine    
99    Palestinians    4        
100    Assyrians    1    Babylon    
101    Babylonians    0        
102    Iraqis    4        
103    Persians    1    Persia    
104    Iranians    3        
105    Arabians    2    Arabia    
106    Yemenis    4    South Arabia    
107    Egyptians    0    Egypt    AFRICAN
108    Nubians    1        
109    Kushans    1    Ethiopia    
110    Ethiopians    2        
111    Libyans    4    Libya    
112    Carthaginians    1    Carthage    
113    Algerians    4    Morocco    
114    Moroccans    2    Marrakesh    
115    Berbers    2        
116    Mali    2    Mali    
117    Bantu    2    Songhai    
118    Songhai    2        
119    Nigerians    4        
120    Kongolese    3    Congo    
121    Angolan    4    Angola    
122    Khoisans    2    Kalahari    
123    Muttapani    3    Muttapa    
124    Zimbabweans    2    Zimbabwe    
125    Zulus    3        
126    Madagascans    3    Madagascar    
127    Russians    3    Russia    CENTRAL ASIAN
128    Sythians    1        
129    Albanians    3    Caucuses    
130    Cimmerians    1        
131    Georgians    4        
132    Kazakhstanis    4    Turkestan    
133    Afghans    2    Afghanistan    
134    Bactrians    1        
135    Kashmiris    2    Indus Valley    
136    Harrapans    0        
137    Pakistanis    4        
138    Gujaratis    2    North India    
139    Mayurans    1        
140    Dravidians    0        
141    Indians    4    South India    
142    Tamils    1        
143    Cholasians    1        
144    Tibetans    1    Tibet    
145    Samaritans    2    Central Asia    
146    Bagans    2    Myanmar    EAST ASIA
147    Burmese    3        
148    Mon    1    Vietnam    
149    Vietnamese    3        
150    Thais    2    Thailand    
151    Khmers    1    Khmer    
152    Cambodians    4        
153    Sumatrans    2    Sumatra    
154    Malaysians    2    Malay    
155    Philippinos    4        
156    Javans    3    Java    
157    Astronesians    1        
158    Borneoans    2    West Indonesia    
159    Indonesians    3    East Indonesia    
160    Papuans    2    Papua    
161    Formosans    1    Formosa    
162    Taiwanese    4        
163    Han    1    South China    
164    Song    2        
165    Wu    0        
166    Qin    1        
167    Chinese    3        
168    Shang    0    North China    
169    Zhou    1        
170    Dalian    3    West China    
171    Liao    2    Inner Mongolia    
172    Khitan    1        
173    Wei    1        
174    Mongolians    2    Outer Mongolia    
175    Manchurians    3    Manchuria    
176    Balheans    3    Outer Manchuria    
177    Jurchens    2        
178    Goguryeons    1        
179    Gojoseons    0    Korea    
180    Shilla    1        
181    Joseon    2        
182    Koreans    4        
183    Jomons    0    Japan    
184    Yamataikokun    1        
185    Japanese    2        
186    Ainu    1        
187    Maori    1    New Zealand    
188    Tasmanians    4    Tasmania    
189    Aborigines    4    North Australia    

Very ambitious project! This, to me, is like a combination of the Total War series and Civilization. Keep up the good work.

Seems like an interesting project. But this might get really complex. Good luck.

As I come from Switzerland:

Agressivness = no, we will never start a war.

Time period = modern, classical

Thanks, that’s just what I’m looking for. Do you have any information about the most famous Swiss rulers? I’m thinking of handling leaders in the following manner:
A popup (1% chance each turn) tells you that “A new Dynasty has been started by ___________ of the . They are more _________ than the old __________." or ", the newly elected leader of the ___________ is much more ___________ than their predecessor". or "________ of the ___________ has established ___________ (a new ideology) in their nation”.

Then I’ll add points to the required part of the team’s personality, adjust the qualities of their state ideology or dump a massive store of ideology points in to their capital city.

For example:
“A new Dynasty has been started by Napoleon of the French. They are more agressive than the old French Empire.” (+5 agression)
“Obama, the newly elected leader of the Americans is much more centralist than their predecessor” (Liberalism [centralist] = 1)
“Constantine the Great of the Romans has established Christianity in their nation” (Rome [ideology][Christianity] + 500)

Ideologies will spread in a viral manner, I’ve already modelled concept the concept of spread and propogation when designing terrain generation, so I should be easily able to adopt it from pixels to cities. In the last example above, Chritianity (Which may already be present in Jerusalem, if the historical condition was right) will quickly spread from Rome, those 500 points being dispersed throughout the Empire, turning the whole Roman empire Christian eventually (Unless an influx of Islam counters this).

Some of these events can be random (I’m going to write a random event generator for that) while others will be scripted to happen at certain times, such as the birth of Islam, or Confucianism, or the rise of militarism in the 20th Century.
Plagues will spread in a similar manner, but with a higher propogation rate and a much higher dispersal rate.

I want the game to use simple mechanics to generate a complex experience. The interplay of ideologies, the growth and fall of Empires should all feel natural, and will all be based on simple mathematical rules (with a dose of scripted events :slight_smile: ).

kool stuff!


Right now I’m trying to make a list of political ideologies. Tell me if I’ve left any interesting/historically influencial ones out:
Ancient era:

  1. Polytheism (one of many early monarchist cultures which worship many gods)
  2. Buddhism (A pacifist theocracy, psuedo feudal)
  3. Agriculturalism (A kind of ancient communism)
  4. Legalism (a focus on harsh laws and brutal punishments, a despotism) [may combine/ replace with bureaucracy]
  5. Confucianism (a meritorcratic bureaucracy, focus on division of labor, and ritualism) [may combine/ replace with bureaucracy]

Classical era:
6. Hellenism (early republican ideals, mixed types of political structures mixed in a federal structure with a shared culture)
7. Imperialism (The dream of empire, mostly secular- religion is mostly a personal choice)
8. Hinduism (A kind of decentralized / factional theocracy) [may merge with polytheism]
9. Zoroastrianism (An Imperial theocracy) [May remove in favor of imperialism]
10. Judaism (A tribal monarchy, centralized, not expansive) [May merge with buddhism to create an early theocracy]

Middle ages:
11. Islam (A kind of aristocratic constitutional republic, highly expansive)
12. Christianity (A feudal monarchy / theocracy)

13. Federalism (A kind of republicanism, which unites various different states/ religions within a single strong nationalist framework)
14. Liberalism (Espouses individual freedom and a small government, usually tied to nationalism)

Modern era:
15. Communism (A collectivized economy, tied to a police state)
16. Democratic Socialism (A welfare state, usually not expansionist, often liberal, often decentralized and federal in nature)
17. Fascism (A military state, focused on strength and unity, lacking basic freedoms)

I’m thinking of ways to cut down the list, maybe by half. Some ideologies are stronger than others and most will die out naturally as the centuries roll on and more virulent strains of ideology are spawned, but I still need to get rid of some. If I leave all the religious ideologies in I’m thinking of giving them team based diplomacy modfiers, so that if one Christian nation ends up at war with the arabs, all the others will trend towards conflict with that cultural enemy.

I want to include Zoroastrianism and Judaism to give an alternative history element to games. What if the nation of Israel hadn’t been conquered? What if Persia hadn’t been defeated by the Greeks? Could the Roman Empire have adopted either one of these religions instead of Christianity? If so, would the successor states of the roman Empire (such as the Franks and the Byzantines) have been Jewish or Zoroastrian Nations? How would that affect the future of Europe?

Hey, looks pretty cool.

I thought I should just point out that while you have Australian Aboriginal’s marked as a 4 for modern, they are believed to have arrived in Australia around 45,000 years ago.

Thanks, I’ve included them because otherwise Australia is going to be quite empty.
Although there is no clear definition of what makes a “civilization” or a “Culture”, permanent settlements are an important part of it.
I’ve included some cultures in the list, in North America and Australia which didn’t have permanent settlements, however, they have the portential to form such settlements under the right conditions.
Also in the game there is the potential for post-colonial nations to form in the right situations. (when a colonial nation collapses or splits its overseas colonies may form an independent nation).

Although this is a history sim, it’s not intended to turn out exactly as real history. You may sail to Australia and find it empty, or there may be a couple of lesser cultures already there. You can trade with them or try to conquer them. You could arrive to find the island already settled by the Chinese, or maybe the Polynesians got there first and formed a Pacific Empire.

Right now I’m trying to add lots of potential cultures and civilizations to the master list and build up the dictionaries I need to get the game running. I’m about 1/4 the way through making the flags, and after that I’ve got to make graphics for the city buildings and military units.

I’m working on this again but I’ve decided to go with a tile based game. I found some good information on how to handle tiles here:

I’m also going to revisit how cultures are handled. I’ve been studying about some different cultures throughout history and some make it really difficult to pin them down as a single pre-defined civilization.

For example, the Hanseatic League. They were a successful maritime power, without an individual leader and made a big inpact in the history of the time. Another example is the Holy Roman empire, they encompassed a huge area, but many of thier cities were only loosely associated with the empire.

I think I need to deal with nomadic tribes too, as tribes such as the vandals, the Visigoths, the Bulgars, the Turks and others had a massive impact on history, without having a single city.
I think I’m going to have the basic entities be states or tribes, they can occupy a large or a small area. They can add new tiles to thier territory either close to existing territory or at a distance depending on their tech level and other considerations. Thier territory can be absorbed in to other states or tribes, and it can produce limited amounts of basic industy trade and inovation, as well as natural resources.

Once a population of a state grows to a certain point there is a chance of spawning a city. Cities can’t move, but they are the true powerhouses of civilization. They produce much more trade, wealth, inovation and industry than territories without cities. They can also be fortified. The creation of cities will be limited to your technology and the enviroment. You can’t expect to find a city in siberia until you have researched central heating, and insulated brick buildings. You won’t find a city in the middle of the amazon until you have researched clear cutting and medicine. In both these cases the natural unhealthyness of these locations is countered by technology.

I was hoping for a 200x400 sized map, but it’s looking more and more like it will have to be 100x200 or even 50x100. Working with large arrays is proving to be processor hungry. I’m looking at splitting the arrays up in to dictionaries which seems to be improving things, but there is still the issue of path finding. I’m going to aim for 75x150, this gives me enough tiles to sustain all the historical nations, and shouldn’t be impossible to work with pathfinding.

If A* won’t perform at that size, I’ve got another plan which is to use two seperate arrays. a high detailed one for displaying nations and landforms, and a low detailed one (50x100 or even 25x50) for navigation. There aren’t going to be individual units that move around like in Civilization, but states will intereact directly sending diplomats, trade convoys and armies directly from one state to another more like in RISK.

I’ve also been expanding the list of resources. Resources and commodities are going to be the lifeblood of trade in this game so there need to be a large variety of them.

Can anyone suggest any more resources?

uhm i dont know, handling 3 or 4 resources is hard enough in games like AoK and AoM

Maybe separate the resources to categories for easy reading.

The list is in the order of the items in the image, which are split in to 3 categories. (organic resources, mineral resources and man-made resources)

You won’t get all the resources at once, different resources will be generated in different states (depending on terrain and location) and will be very rare. There are no required resources (you can still build swordsmen without iron) but each gives a bonus to a particular area of development. By building caravans and loading them up with resources and sending them off to other states you will get a certain amount of wealth income back in return (per turn for a limited time). The city that recives your trade caravan/convoy will then get access to the resources contained for a limited time.

You get much more wealth in return for resources which are not present in the target state, you also get more for sending it to a foreign state rather than one of your own client states or colonies.

Organic resources tend to improve the health and growth of states that have them, some also increase your trading range.
Mineral resources increase the production power and perhaps the wealth of that state.
Man-made resources can increase a number of stats including culture, inovation, wealth, health, trading range, industry etc…

Man-made resources are a reward to states which spend time developing their infrastructure. If you have a very high industry rating for example, an event might trigger giving you access to alluminium. Or if you have a high literacy rate because of a developed education system and numerous specialist citizens you might spawn literature or art.

I am thinking hard about whether to increase the number of resources or to reduce them. I’m going to see how it goes in play testing.
I’ve already planned a lot of the mechanics and the code to make it work, the hard part is making sure the AI can play as well as the Human player, but still make it fun and interesting for a human.

I have two potential modes for resources;

Number 1, the Scarce / infinite resource model:
In this case there are many different resources, but only a handful can spawn in each state and you can only have one of each kind in a state. If you have a resource this represents a huge surplus which can be both traded and used for its bonus properties, if someone sends you a resource that you don’t have you can further trade that resource on to a third party. This model encorages trade (You don’t want any resources sitting idle when you could be making you money) and makes far off locations desirable for their potential rare resources. It is likely to lead to more peaceful games more centered on development through trade than through war (You can’t trade with someone who is hostile towards you), though war for colonial holding might be more likely.

Number 2, the Plentiful / finite resource model:
In the second scenario, there are not as many resource types, but each state can have multiple copies of a single resource. For exmaple a Arabia might have 5 oil resources and 3 camel resources. When you tradea resource it is unavailable for any other use. You don’t get any bonuses from it and traded resources can not be re-traded. This model would require more complex code and can be difficult for the player to keep track of (see civilization 5). It encorages hoarding and is likely to make the game in to much more of a conquest type game as you try to take over your neighbours to get access to their hoards of resources. This model is also somewhat more realistic.

Which do you think would work best?

Here is the resource list again, lets hope it kept its formating. :slight_smile:

Organic resources
mineral resources
man_made resources





Alloy Metals
Arms and Armour

Soft Stone

Ornamental Stone




Gas and Oil



Rare Earths
Holy Books

Exotic birds


Fine Art

Hard Stone

Dairy Cows









Radio Parts









Olive Oil


Plant Fibres










1st post updated with some info on my progress and a blend file.

Right now I’m working on the terrain overlays (hills, rivers, islands, lakes etc…) as well as terrain transitions (the edges between two different terrain types).

In the area of concepts I’m currently working on teh idea of specialists, or human resources. A specialist would apear in a state in much the same way as a resource. Either through a semi-random event or through buying the specialist using population points, culture and wealth. They could then be traded to other nations just like a resource. When a nation is raided or occupied some or all of its human resources are lost. This means that states that avoid war will be able to get an advantage. However, if you are a conquerer all the population points and wealth you pick up are going to allow you to buy your own specialists (if you have the right technologies and you haven’t neglected your culture generation.

forgot to pack textures. Also this blend has fixed the problem with displaying the tiles so there are no white boarders I hope. :slight_smile:

Tile demo 1

I’ve made some progress on the terrain graphics. I’ve put together the procedural texture generator program so that if i feed in a base texture they can render out the required elements such as coast, mountains, rivers etc… but I’ve not implemented them all yet.

One thing that I’m thinking about is the transition between ocean and land.

In the first case I’ve got the idea that all other terrains will overlay ocean, each with their own coastline. However, those coastlines also have to overlie other terrain types so i can’t make realistic beaches.

Here’s an example, with only the wet/temperate transitions being rendered for now, but not the others (such as dry temperate or deep water):

In the second case, shallow water tiles will overlay everything else except deep water tiles. This has two imediate side effects, one is that the land tiles no longer connect diagonally. This can be a feature. The second is that all land tiles have to be surrouned by an apron of shallow water coast tiles, as the deep water can’t really overlay both shaoow water and land tiles without looking terrible.

Here’s an example:

Which looks best? Which would be the best for gameplay?
I’m thinking that disalowing diagonal movement would make it easier to create islands and peninsulars, and thus make crowded areas more interesting, and seem bigger.

One idea that I’ve had is to include a different kind of overlay terrain, the large Island. This would be rendered in a way that it would look the same as the second style, but the base terrain would be coast.

Wow, cool project!

I’ve just finished stage 1 of the project, which is to make the terrain art assets, and make the terrain editor.
I can now touch up the map in the game engine, switching terrain tiles and painting rivers, mountains and any other feature.

When it’s finished completely (when I’ve added all the terrains and overlays to blender, a time consuming job as it requires lots of renaming of objects) I hope to release the map editor as a resource here on the forums. I’m sure someone can find a use for a 2d tile based map editor.

Right now I have two choices for the game, should I have the overhead straight down view, or the isometric view. The isometric view would be nice, but the hills and mountains are still going to be flat, so it would look a bit strange. I’m thinging at the moment that directly overhead is what I want.

Here’s the map with all the transitions working, as well as most of the overlays. I’m going to have to go back and rework the map in my map editor, but I may sort out other things first such as resources, spawn areas, continent flags, and other stuff that may affect how the map data is stored. This way I won’t have to rework the map twice.

I’ve reached the first landmark, I’ve got a finished terrain map with a dictionary which uses data from a mass flood fill to assign an id-number to each land mass.

This should make movement and path finding easier as I can first check if two states are on the same continent before trying to find out how far away they are.

If they are on different continents then they will have to both be adjacent to a shared sea in order to trade, and then they still have to be within range of each other.

I’ve settled on a 100x50 tile map as that should keep pathfinding to a reasonable amout of time.
I don’t want there to be a visible delay between clicking on a distant city and finding the path to that city.
I also don’t want a long delay at the end of the player’s turn. The AI should use a little time as possible calculating their moves and activities.

Here you can see a preview with the landmass IDs superimposed.
You can also see I’ve changed the rivers slightly from last time.

Next up I’m going to start work on adding resources. I want resources to be added dynamically, so that each game will be different, but I also want them to be added in logical locations, no horses or elephants in America for example. Resources will be important, but capturing them on the map is only one way of getting them to apear in your state. If you have the right inovations, traditions and location your state has a chance to spawn some of the natural resources that you have been trading from your rivals.

Example: you have sheep and cereals. Your rival has chickens and horses. You are both in the same location and have similar inovations and traditions. Eventually it’s likley that both you and your rival will end up with sheep, cerals, chickens and horses. At that point you are both going to have to look elsewhere for trading partners if you want to keep up a profitable trade network.