Imperator: Rome

Imperator: Rome

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Lambert Conformal Conic Projection
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781.122 MB
Dec 25, 2020 @ 5:57am
Feb 25, 2021 @ 5:50pm
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Lambert Conformal Conic Projection

Description
What does this mod do?

This mod remaked the entire map with the standard LCC projection (Lambert conformal conic projection, with standard parallels at 5°N and 60°N) and incorporates almost the entire Old World map. However, this mod does not add or reduce provinces, nor does it include new regimes from places like East Asia.

The map for Vanilla Games was cobbled together and is therefore not an accurate map. The original graphics has the following notation.

The map projection is a bit freaky and there is no point that can make a good substitute for a north pole. So what we do is that we decide two imaginary north poles, one that we use in europe, and one in india, roughly. Then, we tell the camera to §face a point between the two poles, depending on the angle to the european pole. (From the notes in \common\defines\graphic\00_graphics.txt)

As you can see, the Indian part and the European part do not use the same standard projection in the vanilla game. The LCC projection mod uses a standard map generated by GIS (Geographic Information System), so there will only be one North Pole, and all the terrain and elevations are also generated from the same set of data, with a very high degree of accuracy.

I am already working on an expansion for adding regims in East Asia and other places, which will be released as a separate mod, and the LCC projection is only being released as material for the mod. Anyone wishing to use this mod as source material can use this mod with credit to the author (me).

This mod is not Iron Man compatible because it changes the map data.

The content of the geodatabase is derived from NASA Earth Observations and Natural Earth.

Known issues

1. Due to a problem with the map editor that comes with the game, the road network cannot be generated properly. Therefore, this mod blocks the display of roads. There is nothing the modder can do about this, so we can only hope that the development team will fix this problem in the next version of the game.

2. Also due to a problem with the map editor that comes with the game, units, buildings and other locators cannot be generated automatically and randomly, so they can only be calculated mechanically and automatically generated in the centre of each province. This means that units, buildings etc. in some irregularly shaped provinces may fall outside the province. There are over 7,000 provinces and it is impossible for me to manually adjust every single one of them, so I will have to wait for the development team to solve this problem in the next version of the game.

3. Due to the game's limitations, all adjacencies with x-coordinates over 8192 will cause the game to crash. You can avoid crashing problems by assigning coordinates to places that are not visible.

Credit
Special thanks to @Emperor Penguin, who provided me with technical support for the python script.
35 Comments
AlphaQmaster Feb 29, 2024 @ 6:16pm 
hi are the netherlans historical accurate?
Conscript Sep 24, 2022 @ 5:36am 
Is here any comand to colonize asia if i loading old save? bcs asia just becomes large flat without people.
ZombieKiller96 Apr 26, 2021 @ 12:27pm 
Warring States Period when?
Doom Destroyer Mar 27, 2021 @ 2:39am 
some one must make an un official asia expansion DLC befor paradox
News_12 Mar 16, 2021 @ 7:01am 
This map is absolutely amazing! I'm trying to get into map making for Imperator Rome too. Were there any guides you used to create this, and if not, would you mind telling me how you created this?
q4104111 Feb 27, 2021 @ 2:32am 
I am struggling with the map modding in 2.0, and having some questions that I would like to ask you. Would you mind that I add you as a friend?
月見里タカユキ  [author] Feb 25, 2021 @ 6:59pm 
@Kreg Added.
月見里タカユキ  [author] Feb 25, 2021 @ 5:18pm 
It should be noted, however, that in version 2.0, it seems that maps over a certain size will cause the road network fail to be generated, and because of this the map editor will crash about a minute after entering, so editing terrain, coordinates, etc. will need to be done either back to the previous version, or outside of the game without the map editor. And also because of this, the map effect of the road network still cannot be displayed properly in 2.0, but its bonuses are still valid. In the later stages of the game, when the construction of roads is more frequent, it seems that each time a road is built, there will be a slight lag because the location of the road network cannot be found, but in general it does not affect the gameplay.
月見里タカユキ  [author] Feb 25, 2021 @ 5:18pm 
I've actually finished adapting version 2.0 and am working on my own Warring States mod based on it, and the template will be uploaded shortly. The purpose of my mod is to "seamlessly" add East Asia to the game without changing the game mechanics, like an official DLC, so maybe the purpose of my mod is not quite the same as yours. You can certainly use this as a template for your mod, and if you have any questions, I can help if I could.
RivtalDM Feb 25, 2021 @ 8:40am 
This map looks excellent. I wonder whether you plan to update it to reflect the changes Paradox made in 2.0?

I am also curious if you would be interested in working together; I have the Gladio et Sale mod that has expanded the map into China BUT like Paradox I just overlaid maps over maps to build outward instead of using a universal projection and it makes every expansion of the map that much harder. I also lack the time/finesse to make the terrain look anything near as good as yours.

If you're not interested in working together then would you confirm you were serious about other modders being able to use this (with credit given to you of course) because in the long run I would rather rebuild my map on this awesome starting template then continue crafting portions onto it ad-hoc.