Precisely, however I did not want to call it a civ clone as it feels a bit too overwhelming…
For option 2, what I had in mind is precisely to use a perlin noise function to determine land from water, then another perlin noise function (perhaps with some offsets) to control where I have desert, and where other types of terrain). Also, hexagos could replace square tiles. The map should look rather natural, so no, I do not want to have clear straigh lines. If tiny hexagons won’t do the trick, option 1 would be clearly superior.
For clarification, I do not intend to do any game logic on the map itself, only to update the map once a piece of game logic is applied. For the game logic itself I would have exactly a two dim array where each array object would represent all the aspects of that terrain in that location (terrain type, neighouring nodes, population, ownership, natural resources, etc,).
I like the idea of moving the map instead of the camera. Also that would fix the angle at which the camera is looking, which could eliminate cases where the entire map is visible.
I’ll check the minecraft topic for asset loading.