If perchance you intend to expand the world, might I suggest a possibility.
You could make a large body of water in the middle, which separates the world into continents. Cities on tiles adjacent to this sea could build ports, which in turn would allow people to get on boats, stock them with food (or not, maybe starve along the way. Or just starve along the way anyways) and try to sail across the sea.
Some ideas on the sea: it could be of a variable size, changing every time you leave sight of the tiles adjacent to it , which would reflect whether you had a good or bad voyage (based on karma?) (in place of some horridly complicated wind system). You also could try and catch fish.
Some ideas on boats (ships?) you could build them with any amount of wood you please, the more wood, the bigger the ship, the more space to hold food or stores (wood metal stone for your new world explorations). Metal and stone could be used to put a gun(s) on it or ballistas if we live in a gunpowder-less world (PIRACY ANYONE!? OH BABY!)
final thoughts: this could add a new dimension of game-play if things are thought to be stagnating, it could also make the world infinitely expandable (run out of space on the new continent? just make another sea!)
I really don't know how ambitious this is/ sounds, but just some ideas that could be cool
Last Edit: Jul 17, 2009 18:39:02 GMT -5 by albatross
Here this albie man here. He speaks good, he does...
Wind is easy, do it just like randomized walking in deserts/snowy areas in GoG or like travelling in BM just without seeing coast every time you move.
I was actually thinking of the possibility of doing continents when I saw the large diagonal paeninsulae south of the current world and wondered if there were any scattered islands around the world which maybe grashoppers or chickens/devas could see... But I guess not, since the world generation wouldn't allow so?
for wind I was thinking that every time you left sight of the "coast" that it would randomly generate for you and anyone in sight of you, a number of sea tiles which would have to be traversed. this would force players to calculate a "point of no return" after which they would be fully in the hands of fate and chance to reach their far shore.