apocalyptech
Spaceman
It's entirely possible (probable?) that this has been done in the past but a tiny amount of Googling didn't bring anything up and I enjoy this sort of tinkering, so I just went ahead with it. I got curious during a recent replay of Privateer about the "logical" structure of the game map. As in: if you detangled the mess of jump points without regard to their actual "physical" location on the map, would it be possible to draw the map on a 2D Euclidean plane without having any of the jump lines intersect?
In the end, it looks like there's a single unavoidable crossed-jump-line in the map. This could be arranged in a number of different ways, of course. In the layout I went with, it's the jump between XXN-1957 and 119CE which conflicts with the jump between New Constantinople and Newcastle.
I've attached the map to the post; you can also find it (and its source file) at: https://apocalyptech.com/games/privmap/
It was done in the Linux editor Dia, though, so the source file probably won't help most folks.
Anyway, enjoy! (Or not! You do you.)
In the end, it looks like there's a single unavoidable crossed-jump-line in the map. This could be arranged in a number of different ways, of course. In the layout I went with, it's the jump between XXN-1957 and 119CE which conflicts with the jump between New Constantinople and Newcastle.
I've attached the map to the post; you can also find it (and its source file) at: https://apocalyptech.com/games/privmap/
It was done in the Linux editor Dia, though, so the source file probably won't help most folks.
Anyway, enjoy! (Or not! You do you.)