That's how it works in Victoria, but EU2 seems to be different. First of all I'm pretty sure it's 16-bit, which is a problem since a 18944x7296 map has 134976 32x32 tiles, more than twice as many as 16 bits (65536).
I made a 16-bit index.tbl with indices from 0 to FFFF, padded with zeroes after FFFF:
Then I made a bitmap in map size and found that the game crashes when moving the camera near the map wrap depending on the bitmap's orientation. I.e. if tiles.bmp is 18944x7296 the game crashes, but if tiles.bmp is 7296x18944 it doesn't.
Next, I made a bitmap with the width of the map height and ~65536 tiles, so 9184x7296 pixels. The upper left corner of this bitmap looks like this:
So basically I colour-coded some tiles where I assumed the indices started, and left the rest of the bitmap green/transparent.
In the game, it looks like this:
Obviously, the tiles.bmp indices start in the upper-left corner and go
horizontally, while the map indices start in the upper left corner and go
vertically:
Also obviously, there is something very, very wrong:
I guess the Victoria terrain tiles were never properly implemented in EU2. I would be nice if we could get this to get to work since I find the Victoria terrain simply beautiful and would love to have something like that in FtG, but considering the limited 1.3 time budget I'd honestly prefer gameplay improvements or a larger map over pure eye candy, and as discussed earlier there's still some stuff that can be done with the shading layer. Although having a terrain overlay would have minor effects on map design since you wouldn't need river provinces.
(BTW wasn't it originally planned that FtG would get a completely new map? Whatever happened to that?)