ORIGINAL: trees trees
I mentioned in the Hawaii thread about placing the port symbols on the sea boundaries when possible. True if you play WiF a lot you finally get used to the rule about which ports connect to which zones, Batavia being one of the most confusing examples. But the above graphic of Liverpool is a good illustration of why the sea zone should be drawn to bi-sect the port symbol. Many new players would look at that and think Liverpool is connected to the Bay of Biscay zone but not directly to the Faeroes Gap zone. The computer would do the movement right of course, but it's not as clearly intuitive the way it is drawn now. This game is already going to frustrate a lot of newcomers and anything to make things clearer will help.
Maybe where the icons look too small to me is at higher zoom levels...maybe the icons could be a little bigger, porportionate to the total hex area, at zoom 8 than at zoom 1?
I haven't been happy with the way sea zone boundaries enter coastal hexes but I have left it alone (CWIF code does all that). Drawing the boundary into the port presents several other problems. My current plan is to extend the sea boundary line about 1/4 of the way into the coastal hex (instead of 1/10). That will make it more forceful visually. Paying special attention to this geography as part of the tutorials will help. For example, "any coastal hex that is entered by a sea area boundary is accessible from the sea areas on both sides of the boundary". Note that there isn't always a port in the hex.
Icons are staying as is. I do not go back and redesign or rewrite code unless there is a strong reason to do so.
 
					 
					






