AI War:Map Style

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Revision as of 17:05, 11 March 2015 by Aklyon (talk | contribs) (Created page with "{{WIP}} *'''Simple''': Connections between planets are simpler and easier to see. This is the recommended mode for new players, but it will result in fewer unique maps. *'''S...")
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This page is a work in progress. Some information may not be up to date, difficult to read, unfinished, etc.
  • Simple: Connections between planets are simpler and easier to see. This is the recommended mode for new players, but it will result in fewer unique maps.
  • Simple - Hubs: Connections between planets are simpler and easier to see, but very plentiful.
  • Realistic: Connections between planets are much more complex, as real wormhole networks would more likely be. This mode tends to create more interesting maps, but the visual complexity of them can be intimidating to new players.
  • Realistic - Hubs: Connections between planets are complex and plentiful.
  • Tree: Connections between planets are all in long and branching (and sub-branching) strands.
  • Spokes: Connections between planets are all centered around a few key central areas.
  • Snake: Connections between planets are strung together in a very long line, or series of lines.
  • Vines: Connections between planets are strung together in a very long line, with "leaves" sprouting every few junctures.
  • Lattice: Planets are in a fairly orderly cell-like pattern, with a massive latticework of connections between them.
  • Concentric: Planets are arranged in concentric rings.
  • X: Planets are organized into four distinct groups only connected via a single central planet.
  • Grid: Planets are organized into an orderly grid.
  • Crosshatch: Planets are organized into an orderly grid with the angles also filled in.
  • Maze A: Planets are organized into a maze-like grid that uses the Recursive Backtracker algorithm on a grid to create the maze.
  • Maze A Easy: Planets are organized into a maze-like grid that uses the Recursive Backtracker algorithm on a grid to create the maze, but with random extra links added in various spots.
  • Maze B: Planets are organized into a maze-like grid that uses the Recursive Backtracker algorithm on a crosshatch to create the maze.
  • Maze B Easy: Planets are organized into a maze-like grid that uses the Recursive Backtracker algorithm on a crosshatch to create the maze, but with random extra links added in various spots.
  • Maze C: Planets are organized into a maze-like grid that uses the Prims algorithm on a grid to create the maze.
  • Maze D: Planets are organized into a maze-like grid that uses the Prims algorithm on a crosshatch to create the maze.
  • Clusters - Simple: Planets are organized into a small number of clusters, each of which has only a few wormholes that lead to other clusters. Planets within a cluster each have a moderate number of connections to other planets within that cluster.
  • Clusters - Microcosm: Planets are organized into a small number of clusters, each of which has only a few wormholes that lead to other clusters. Intra-cluster organization varies from cluster to cluster.
  • Wheel: Planets are arranged in a wheel-like shape with a number of spokes and a rim.
  • Honeycomb: Planets are arranged in a hexagonal pattern. Some map seeds leave just a few gaps in the pattern, others have many gaps creating a very different overall effect.
  • Encapsulated: Planets are arranged in small and large clusters inside an outer rim. Sometimes the clusters all connect to each other, other times you have to traverse the rim to get to the other clusters.