1) In a edge , we have some algebrical informations (... altitude, bobs ...)
In my opinion we should think about the rotation of pure terrain first. Then we can think about other features. Filling the resources is quite fast. Much more faster than creating the terrain.
But altitude can be interpolated from non-approximated positions. So rotate the terrain we are interested in, then interpolate the heights of points. Without approximation of points.
2) The fields , we have the terrain type. you have to think the image of a field with your rotation. we have to find a way to keep neighbour fields neighbour ....
I had another- easier one - idea to do that. Steps to rotate:
- User: choose some points on the border of rotated land
- ? User: write the shape of the land (or: stright lines between the points? )
- Computer: Calculate the points posistions from point 1. and approximate it to map net
- Computer: Fill in the fields by specific type of terrain. Fields taken from inside the new shape taken from new points positions.
Possible features (I have ideas):
- choose type of terrain (one? mix?)
- choose flattening the borders to make them flat.
- adding other parts, not only terrain: bobs, resources, etc. in the same amount as in the original shape
- choose center point of rotation (around which we rotate)
- while rotating we can draw a mask with lines according to rotated and beeing rotating shape.
But : if we find a solution for the 90° rotation (which may be particular enough to find a trick) , we will have solutions for any multiple of 30° .
For me 45 deg is more important:
2 players: 180=360 deg 3 players: 120=260 deg 4 players: 90 deg 6 players: 60 deg *8 players: 45 deg
30 deg is for 12 players, but can be used in other ways, as well as other possibilities. (part of map has some kind of symmetry, other parts aren't the same.)
I like 8-players maps. Then I can play for a loooong time with the AI and like the game (I don't like short games).