Geo-Political Game - Earth Tiling Map Help

Hello! :wave:

Over the term break I’ve been working on a Geo-Political Strategy game that would focus on diplomacy, economy, military and much more. I’ve been in this genre for a few months and have played games like Hearts of Iron 4, and some Roblox games like Rise of Nations, World of Revolution, Universalis Remastered and Art of Diplomacy!

I’m trying to make a tiling system for my Earth Globe, similar to Rise of Nations or any strategy game. What I’m currently doing to achieve this is by downloading a SHP file of the 1st Level Subdivisions Map and exporting it to Blender, then wrapping around a UV sphere.


I found out that the map I downloaded had countries that contains like hundreds of tiny counties included like UK, Slovenia and some African nations. This would not be suitable for my Strategy games, as there is an inconsistent size and shape of the tiles throughout the world.


What I’m Trying to Achieve?
I’m trying to have consistent tile sizes across the world, and like proportional (e.g: Russia is divided into its districts, UK has its 1st level subdivisions merged to have like max 20 tiles). Basically have a tiling system similar to Rise of Nations, World of Revolution, or like bigger games like Hearts of Iron 4 (HOI4) or Victoria 2.



(Tile size above for reference in UK)

I’ve already tried various methods such as using Voronoi-Style Tiles or downloading different types of SVG files to be exported to Blender, but I can’t seem to figure out how to make it work. If anyone has anyone clues to help me achieve this tiling system, I would very much appreciate it if you could share it here! :+1:

1 Like

Bump: I think I may have found a solution, but I do not know how to implement. Basically to use 1st Level Subdivisions and group some of the small tiles and divide the larger ones, but I do not know how to implement this in QGIS.

Yea but way too complex due to you have going to make some detailed map and causes sometimes lag to me

Yea, I’m trying to find a way to implement it first, because the globe is going to be the only mesh(es) in the game, and the rest is just GUI interactions.