Well, in other muds, a specific region constituted by 100 rooms, all of them have the same description. Like \"The Plains\"... in this way, there are worlds of 20000 rooms that dont mean all 20000 were coded one by one.
In this grid, the X can correspond to \"Plains\", A can correspond to \"Forest\" and L to \"Lake\". The description of each X, A or L terrains/rooms can be the same...
I thought for general areas that each room could correspond to 1km square. In this way, the landscape wont change much in 1km, so has some logic have the same description for adjacent rooms.
Considering this and looking just to Portugal, this country is like a rectangle (check it on a map) of 250Km x 750km, which means we can code Portugal in 187500 rooms.
More: the landscape at that time was more simple than today: you had, lets say, mountains, plains, forests and small villages. Few roads, some rivers... So you would just code large areas - which means that in true you will just have work to code some rooms, not the entire 187500 rooms. Also, it is not forced to code it at once: we can start for the \"hot area\" of the Lusitan war, then expanding. Another thing is that if we respect the true terrain and the true distances in the way I've explained before (if we think 1km square is too few, 4km square could be also workable), in the future we wont have problems of \"I want to add this city and put it in the correct place according to geography, but for that we must change the rest of the world\" - where have we saw this?
Another thing is this: if one room corresponds to 1km square, it can be logic that 2 characters in the same room could see each other for sure, unless one of them it's hidden somewhere. But in a 4km square, I dunno if you could see or recognize another person... In this way, and again having \"reality\" in mind, if we would want rooms with 4km square then we need to change when someone arrives at a room can see automatically who is in, and the ones who are already there should not read \"Someone enters.\".
So in resume, and in my mind, I believe we should code Portugal and Spain in the system of large areas, and after that, as soon as we code cities and quests, we just need to locate them at the places we want.
Yes, I guess is thinking high, its a perfectionist plan, but not impossible or very difficult at all. For builders, which also includes me, I have some documents to aid in this work, the knowledge to do that is basically nothing, and I will also code another support program for easily create the terrains with only some inputs from the builder.
Hope I explained all this clearly.