The lack of a proper model for mediterranean climates made me stop working on the map for a bit, other than a few town/village replacements in the northern climates, I haven't really worked on the map.

Anyway after looking at some Florentine buildings I figured that they have the same base form as the new town building i'm using, so I decided to fiddle around and retexture them.
Not bad huh? I'll probably use these for towns and cities, not sure what to use for villages though - maybe just the smaller buildings?
 
So I came across an alright Mediterranean climate model, I then made two more variations just like the new city/town buildings and tested them out in the map.
Quite unsure about them, they certainly fit the whole whitewashed criteria but they look out of place as well.

EDIT: It seems people are either split between this whitewashed version above and a gold tinted new city building one, if you want feel free to answer the poll.
 
One of the problems i'm facing now is the validity of the building models for the Mediterranean climates aka the Greek and Italian areas.

Greek/Italian style houses

In-game houses

As you can see the real life Mediterranean  houses have some sort of whitewashed walls and faded orange-ish tiles.
The two models i'm considering using is:
the new building doodads (red roof only with perhaps a less golden appearance than the picture)
hidden wc3 building thats god the whitewashed walls but only has one appearance, and a big one at that.
 
Came across some good 'hay' village models that fit the wc3 vanilla village models (aka the granary and barn), anyways I decided to use those for villages and northern towns instead of the vanilla models

Heres a preview of what villages might look like from now on, the only thing that concerns me is that the 'hay' buildings or whatever are a bit too bright, especially in northern climates.
Tell me what you think in the comments.
 
Downloaded XCOM and took a break from the map, but i'm back (hopefully)

Anyways it's time for another poll again; medieval towns often had dirt roads just like villages, in-fact, towns were probably more likely to have dirt roads than cobbled ones in the Middle Ages considering that brown cobblestone were most prominent in the Victorian Era (think carriages going through foggy london streets a la Jack the Ripper)

So here are some different visual systems that i'm considering:
1. Keep it the same, cobblestone roads for towns and cities
2. Replace all towns and their roads with dirt, keep cobblestone for cities and add cobblestone in the 'KaN 1869' ver
3. A mixture of both, only very developed and highway towns would have cobblestone and add cobblestone for the rest in the 'KaN 1869' ver

Option 1 - Keep it the same, cobblestone roads for towns and cities

Option 2 - Replace towns and their roads with dirt, keep cobblestone for city

Option 3 - BESTT OF BOTH WORLDSSS

I admit though, the transition between cobble-dirt on the top right is quite awkward.
 
Decided that i'd remake things in the order I built them in the first place, this allows me to deal with the obvious addition of interior space (since the doodads are smaller) better as well - first stop is 'Transylvania' and the 'Dracula Castle'

Exterior before

Exterior after

Tried to take the screenshots at about the same height, as you can see the newer one takes a lot less space but still gets the job done. imo it doesn't look as good as I would have wanted, but i'll improve it in the 'KaN Renaissance-1869' version (where the story of Dracula actually happened)

Interior before

Interior after

Throne Room/Court after resized doodads - real messy
Throne Room/Court
Dungeons - with the free space i'll be adding dungeons to most if not all interiors, still have to fiddle with how the player will control the doors though
Dining room and tower interiors (fits with the exterior) - a dining room, library, study, and a bedroom fitting a damsel in distress

That's it for now guys, after I complete the rest of the 'Transylvania' area, it's down to the southern 'Greek' city states
 
Just finished re-scaling the entirety of most if not all the units and buildings. Thanks to all who voted on the 'out of wall building leaking' poll, which the general consensus was to go through with it.

I was going to start editing the interiors but I decided it would be better space-management wise to do it after the exteriors, anyways, I ended up making a castle in the 'Switzerland' area - for lack of a better name (and just for reference) I call it Habsburg Castle.
With the new resizing and scaling, the castle build plots look quite awkward in the new 'tightly spaced' castle design (it snaps to grid and the grid isn't that friendly with the wall scales - as you can see) so i'm considering removing castle build plots for now.

As for the castle build plot exclusive stuff (like Knightly Orders), i'm going to move that stuff over to the keep interior attached to, this means that the keep interiors circle of power will be used more; i'll add a 'increased taxes' or something option as well that can increase your income amongst other things.
 
A big problem with units smaller than the base is that the projectile arcs and launch points are different, this means I have to spent a bit of time tinkering with it so that it matches the new model size.

On the other hand, I finished rescaling the units and such, along with their movement/attack ranges (following the formula of [current value/2]). While it works for the movement speed, the attack ranges (at least for melee units) might need more tinkering with.
 
Finishing up on re-scaling the units' size and shadows, its pretty damn time consuming but not that difficult, once you figured out what fits you can apply it to the same units.

Just have to work changing the speed and the arc of the arrow projectiles and the units are all done.

With the re-making of the settlements/interiors, there will be a heck of a lot more doodads on the map so I downloaded a leak checker to try and reduce some lag, gop
 
Working on unit sizes right now, here's an image comparing the unit human height to the old dwarf height.
(The night elf unit is the 'druid' religious unit)
and heres one comparing the old orc height, to the new orc height and the new human height to boot.
while unit shadows could easily be changed to be more 'suitable', the building ones were pre-set, luckily some smaller doodads had more appropriate shadows for the buildings