When building the last few maps, I took a very center out approach, circling around the developed area to build out the empty hexes. This time I used a slightly different approach, choosing the next hex to visit with a random die roll. I also followed any road or waterway generated until it hit an obstacle or the edge of the map. You can see the results below.
As you can see there are a few new features on the map, fortifications, points of interest, settlements, roads, and waterways. Here's how the revised process works (mostly -- there are still some gray areas). There are seven base terrain tables (I - VII), each with an associated features table. When generating a hex:
- Use the most common table from surrounding hexes, favoring low-numbered tables over high.
- If there is no neighboring hex, use table I (the random terrain table).
- Roll on the table and record the resulting terrain and table number for the hex. If the terrain indicated is Coastline or Shoreline, see below.
- Roll on the features table associated with the newly generated terrain and record the results.
- Select a new hex and go to step 1.
If Coastline is indicated:
- Place two Ocean hexes in adjacent locations (if possible), and as far from the entry hex as possible.
- Restart the terrain process, ignoring all Ocean hexes when choosing tables, and rerolling any Ocean or Coastline results.
- Place two additional Shoreline hexes in adjacent locations (if possible). There should be at least one empty hex between the two additional Shorelines.
- Reroll terrain for all Shorelines, ignoring Ocean and Shoreline hexes when choosing tables, and rerolling any Ocean or Coastline results.
I built this map with the idea of five-mile hexes in mind. It doesn't look too bad for that scale. What do you think?
I really like it. It is the best of the bunch, and I enjoy reading your methodology. I'm looking forward to the finished tables. :D!
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