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koord tt[4]; int x1,x2, y1=512, y2, sizx = 168, sizy = 125; for(int vv=0;vv<4;vv++) { if(vv!=0)y1-=sizy+3; x1=0; x2=0; y2=0; for(int cc=0;cc<3;cc++) { if(x1!=0)x1=x2+1; else x1+=1; x2 = x1+sizx+1; if(vv==0)y2 = y1-sizy-3; else y2 = y1-sizy-3; koord tt0(x1-1,y1); koord tt2(x2,y2); tt[1]=koord(tt0.x, tt2.y); tt[3]=koord(tt2.x, tt0.y); tt[0]=koord(tt0.x, tt0.y); tt[2]=koord(tt2.x, tt2.y); scr_coord yona[4]; for(uint i=0; i<lengthof(yona); i++) { yona[i]= karte_to_screen(tt[i])+pos; } display_direct_line_dotted( yona[0].x,yona[0].y, yona[1].x, yona[1].y, 5, 5, COL_YELLOW ); display_direct_line_dotted( yona[1].x,yona[1].y, yona[2].x, yona[2].y, 5, 5, COL_YELLOW ); display_direct_line_dotted( yona[2].x,yona[2].y, yona[3].x, yona[3].y, 5, 5, COL_YELLOW ); display_direct_line_dotted( yona[3].x,yona[3].y, yona[0].x, yona[0].y, 5, 5, COL_YELLOW ); } }

I'd love to be able to divide the map into regions/countries. However, I'd like to draw lines instead of rectangles... (or making multiple rectangles 1 region).In a normal Simutrans game, this could be optional and is purely visual. and if you could script things for regions in scenarios this would be a huge +1! (as I'm planning a scenario with countries as well )I know borders has been requested before, but I hope this gets reconsideration as this doesn't change gameplay in 'sandbox' mode, but opens up many possibilities for scenarios.

In that case, you could implement a function to mark rectangles directly on the minimap and then send to a "savegame". This might work .