The board, drawn
Coordinates placed by hand, roughly where each province falls in Europe, and everything else drawn from those and from the adjacency rules. Nothing here is a picture of anybody's board. It draws the graph rather than regions, and that was not the first idea. The first idea was Voronoi cells -- every point belonging to the nearest province -- which makes a handsome cut-paper board and is wrong. Sixty-five pairs that border each other in the rules came out with regions that did not touch, and no amount of moving coordinates fixes it: provinces here interleave. The Adriatic borders Venice with Trieste between their centres; the Atlantic borders North Africa around the outside of Spain. Convex cells cannot say that. A map that shows two regions meeting when the rules say otherwise is worse than an ugly map -- it is a map that loses you the game. The tests found three provinces drawn on top of each other and a distance check of mine that was measuring Europe rather than checking my typing: it failed fifteen honest placings because oceans are large and Moscow borders five things. The exact check is that a line exists for every border in the rules and for no others. The viewBox is fitted to what is actually drawn. Europe is not rectangular, and the box the coordinates were typed into left a third of the frame as empty ocean -- which wastes the one thing this game was given more of than the others.
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@@ -37,7 +37,22 @@ would not be.
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**Cartoony.** Flat cel fills and one heavy outline, the same house style the
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other three games use, on a map generated from the topology in
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`src/game/map.ts` rather than traced from anybody's board.
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`src/game/map.ts` rather than traced from anybody's board. The coordinates in
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`src/game/layout.ts` are placed by hand -- roughly where each province falls
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in Europe -- and everything else is drawn from those and from the adjacency
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rules.
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**It draws the graph, not regions, and that was not the first idea.** The
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first idea was Voronoi cells: every point on the board belonging to the
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nearest province, which gives a handsome cut-paper board. It is also wrong.
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Sixty-five pairs that border each other in the rules came out with regions
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that did not touch, and no amount of moving coordinates would fix it, because
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the fault is structural -- provinces here interleave. The Adriatic borders
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Venice with Trieste sitting between their centres; the Atlantic borders North
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Africa around the outside of Spain. Convex cells cannot say that, and a map
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that shows two regions meeting when the rules say they do not is worse than
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an ugly map. It is a map that loses you the game. So adjacency is drawn as
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lines, which say exactly what the rules say and cannot be misread.
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**It gets the whole screen.** The other three games live in a four-by-three
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cabinet because the machines they are rebuilding did. This one is not
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