Larger-Scale Strategic Realm Map Design
Status: temporary scratch document for analysis.
This document captures the larger-scale map concept discussed on May 2, 2026. It is not an authoritative replacement for the current Valenar docs yet. It is a design fork for a bigger, more readable strategic realm map.
The main point:
This is not mapv8/mapv9 scaled up.
This is not the current 500m / 60K Location Valenar contract.
This is a new large strategic map target where each Location is a major
playable territory.
Scope
This document is about the map and what the map's land units contain.
Covered:
- larger realm/province/location scale
- what a large Location is
- how Sites, Features, Buildings, settlement cores, roads, rivers, lakes, and overlays fit into a Location
- what appears on the 3D strategic map
- how a fantasy strategic generator should create this map
- what the existing generated images imply for Location, Feature, and settlement presentation
Not covered here:
- combat resolution
- MC skill formulas
- economy balance
- quest scripting
- final UI layout implementation
- exact SECS stat definitions
The map is allowed to feed those systems later, but this document stays focused on the map shape and map-contained world objects.
Session Generated Images
Actual session-generated images were inspected from:
/home/herki/.codex/generated_images/019de4fe-a007-7fe2-9f88-22c5511a6036
There are 30 PNGs dated May 1, 2026, from 22:07 to 23:39. Most are around 1548x1016. They show a progression from early 2.5 km2 Location UI concepts into the stronger large-scale realm/province/location target.
Do not treat every generated image as equally authoritative. Some images still show the older fine Location scale. The final useful direction is the later large strategic map sequence with Järva March, Blackpine March, Iron Hill, Wardheart Capital, East Gate Trace, hydrology, control, threat, army, and layer stack views.
Session Image Scale Read
The images imply this concrete scale:
Shieldheart Frontier area:
18,900 km2
8 Provinces
64 known Locations
Järva March Province:
2,360-2,460 km2, depending on image variant
8 Locations
Large Location examples:
Pine Hollow: 298 km2
North Road: 312 km2
Blackpine March: 346 km2, sometimes 386 km2 in earlier variants
Ashfen: 356 km2
Iron Hill: 368 km2
Shrine Coast: 387 km2
East Gate Trace: 393 km2
Southfen Coast: 206 km2 in one geography variant
This supports a target where a Province has around 5-10 large Locations, and a large Location is usually around 250-500 km2. The 2.5 km2 screens are useful for content categories and building examples, but not for the final map scale.
Image Groups
1. Painted Strategic Concept
File:
ig_05e459d47980948c0169f5157fa61c81918e635ed121189601.png
This image shows two related views:
- Settlement View for Blackpine March.
- MC Expedition View for Blackpine March.
Useful elements:
- hand-painted fantasy-atlas terrain
- gold outline around the selected province/location
- forests, mountains, rivers, roads, and corruption zones visible in the map
- named Sites/Features: Ore Vein, Old Road, Shrine, Abandoned Fortress, Demon Fissure, River Ford Camp
- settlement-side panel with control, role, resources, threat, Features, and routes
- MC expedition-side panel with camp, loadout, planned route, discovered Features, and available activities
- dotted route path connecting known Features and camp
Design implication:
A large Location/Province should be a readable fantasy territory with several
distinct Sites and Features visible on the map. MC travel is not tile-by-tile
micro movement; it is a route through known/unknown Sites inside and between
large territories.
Problem to avoid:
The image is more polished illustration than practical implementation target.
Use the visual language, not the exact painterly density as a required first
implementation.
2. Older 2.5 km2 Location Screens
Files include:
ig_0ddbb1a7bedeabdd0169f517113fcc8191a1de93dded6e6b41.png
ig_0ddbb1a7bedeabdd0169f517c39bc08191a94d8f504e598884.png
ig_0ddbb1a7bedeabdd0169f51ae5c3a48191ad0e09320b07afe8.png
ig_0ddbb1a7bedeabdd0169f51b3ba3bc8191abcb3dd020f40101.png
These show Thornwall, Wardheart Capital, and Thornwall Fields at 2.5 km2 scale. They are not the desired final scale. They are still useful for categories.
Useful categories from these images:
- Core Base state: claimed, surveyed, Shieldheart/Core Base tags.
- Core Buildings: Great Hall, Shelter Row, Storehouse, Palisade, Workshop, Watchfire.
- Capital/Core facilities: Wardheart Nexus, Great Hall, MC Quarters, Camp Workshop, Training Yard, Infirmary, Storehouse Vault, Map Room, Ritual Circle, Forge Seed, Watch Gate.
- Farming Location buildings: Farm Plots, Well, Granary, Shelter Row, Watch Post, Tool Shed.
- Local signs: water, forage, shelter, danger, taint.
- Construction queue and build slots.
- Designation panel for a farming Location.
Design implication:
Keep these building and facility categories, but move them into large-scale
hosts: Core Site, Feature Site, Outpost, District, or Location panel. Do not
keep 2.5 km2 as the final strategic Location scale.
3. Large Location Dossier / Feature Screens
Files include:
ig_0ddbb1a7bedeabdd0169f5181861988191a6b9e4f7a968ac28.png
ig_0ddbb1a7bedeabdd0169f518b1c0b881918ed6cd0799ad5a93.png
ig_0ddbb1a7bedeabdd0169f5272e23208191b73afb8fc0128b3d.png
These are key large-scale references. Blackpine March appears as a large Location of 346-386 km2, with partial control, province membership, route security, taint edge, known/unknown Features, and internal map icons.
Blackpine March contents shown across variants:
- Old North Road
- Ruined Watchtower
- Iron Hill Ore Vein
- Hidden Spring
- Shrine Ward
- Ashfall Hollow
- Pinewood Camp
- Dungeon Mouth
- unknown undiscovered Features
Important numbers and states:
Area: 346-386 km2
Known Features: 6/11 or 7/11
Travel inside Location: multi-day
Camp safety: fair
Route risk: moderate
Taint edge: present
Primary terrain: mixed forest and hills
Design implication:
A large Location can have 8-11 possible Features, with only some discovered.
The UI should support known, partly surveyed, unknown, and undiscovered
Features. The map should show only a small readable set of icons while the panel
holds the full detail.
4. Feature-Hosted Buildings
Files include:
ig_0ddbb1a7bedeabdd0169f5176824ac8191bb0488e84c4c85cd.png
ig_0ddbb1a7bedeabdd0169f51bed7200819190b1b7da68ef9251.png
ig_0ddbb1a7bedeabdd0169f522d35efc8191b248721846ed1fc8.png
ig_0ddbb1a7bedeabdd0169f52376e10c8191b3878a978ff9c05a.png
These show the strongest building model for the larger scale: buildings are grouped under the core holding or under specific Features/Sites.
Blackpine March examples:
Wardheart Core / Wardheart Outpost:
Great Hall
Storehouse
Shelter Row
Palisade
Old North Road / Old Road Station:
Road Station
Watchtower
Stable Yard
Supply Depot
Iron Hill Ore Vein:
Mine Works
Timber Supports
Ore Yard
Smithy
Guard Post
Shrine Ward:
Ward Circle
Chapel
Cleansing Post
Design implication:
Buildings are not scattered as individual house models on the main 3D map.
They belong to hosts:
Core Holding
Feature
Site
Outpost
Route/Crossing
District
The map can show one host icon. The panel shows the buildings inside that host.
5. Economy / Resource Location
File:
ig_0ddbb1a7bedeabdd0169f5248ca7c48191bbdec693114a7e64.png
Iron Hill is shown as a 368 km2 mining-focused Location.
Resource Features:
- Iron Hill Ore Vein
- Quarry Face
- Old Mine Tunnels
- Coal Sink
- Tainted Shaft
Buildings by Feature:
- Mine Works
- Timber Supports
- Ore Yard
- Quarry Works
- Stone Depot
- Survey Camp
- Guard Post
- Coal Pit
- Seal Outpost
The image also shows a production chain:
ore extraction -> smelting -> metal goods
Design implication:
A resource Location can contain multiple resource Features and multiple
Feature-hosted building clusters. It should also expose local blockers such as
cave-in risk, demon tracks, insufficient guards, and route bottlenecks.
6. Province Governance And Development
Files include:
ig_0ddbb1a7bedeabdd0169f522169d9081919e572b5cf04205b8.png
ig_0ddbb1a7bedeabdd0169f522855d4c81919c61cd9f32d2ebc0.png
Järva March appears as a frontier Province with 8 Locations, population around 18.4k, province control around 47%, route safety around 58%, and taint pressure at the eastern edge.
Controlled Location examples:
- Wardheart Capital
- Blackpine March
- Iron Hill
- North Road
- Ashfen
- Pine Hollow
- Shrine Coast
- East Gate Trace
Province-level concepts shown:
- governor assignment
- province edicts
- controlled Location table
- province projects
- outposts
- garrison
- food/metal income
- route safety
- taint pressure
- supply reach
Design implication:
The Province is the management layer above Locations. It aggregates control,
routes, garrison, projects, edicts, economy, and threats. It should not replace
Location detail; it summarizes and coordinates it.
7. Area / Multi-Province Map
Files include:
ig_0ddbb1a7bedeabdd0169f524e9ad988191be7202244b9482a6.png
ig_0ddbb1a7bedeabdd0169f52792a1a88191ba57d7ec17cd4159.png
Shieldheart Frontier appears as an 18,900 km2 area with 8 Provinces and 64 known Locations.
Province examples:
- Järva March
- Westmere
- Stoneholm
- Ashen Lowlands
- Silverpine Wastes
- East Gate March
- Southfen Coast
- Greyvale Woods
- Northwatch Reach in one variant
The images show:
- controlled, contested, neutral, and demon-held Provinces
- major routes
- taint front
- capital/core settlement
- outposts/forts
- demon gate
- point-of-interest markers
Design implication:
The larger world can be organized as Areas containing Provinces, and Provinces
containing large Locations. If a Realm is around 45,000 km2, it can plausibly
have two to three area-sized regions like Shieldheart Frontier.
8. Geography And 3D Geography
Files include:
ig_0ddbb1a7bedeabdd0169f525405e0c81918ff1518cc184ddaa.png
ig_0ddbb1a7bedeabdd0169f528f73bc88191b3278f50c66a06e3.png
These are the clearest style references.
Map treatment:
- painted/3D strategic atlas
- visible mountains with height and silhouettes
- forest masses
- lake and coastline
- rivers as readable blue corridors
- roads as thin route lines with nodes/crossings
- province border as strong gold outline
- Location borders as thinner pale/gold lines
- controlled/tainted areas as colored overlays
- icons for capital, outpost/fort, resource Feature, point of interest
Design implication:
The target visual style is not a flat hex grid and not the current mapv9 green
terrain viewer. It is a stylized 3D/painterly strategy map with readable
territory borders, terrain identity, and selective icons.
9. Hydrology
File:
ig_0ddbb1a7bedeabdd0169f52a4fd9bc8191ad9f1cf00fdffa0e.png
The hydrology view shows Järva March with:
- 2 river basins
- 1 major river
- 7 tributaries
- 3 lakes
- 5 fords
- water quality states
- watersheds
- flow arrows
- crossings, bridges, and fords
- floodplains
- fisheries
- corrupted runoff
Named hydrology details:
- Headwaters, clear and cold
- marsh, stagnant
- deep lake, good quality
- corrupted runoff, poor quality
- watermill candidate
Design implication:
Rivers and lakes are not decorative. They create crossings, water quality,
marshes, floodplains, fisheries, routes, settlement candidates, and corruption
problems.
10. Control, Threat, Army, War Room
Files include:
ig_0ddbb1a7bedeabdd0169f52597ffec8191b504bfea5dbd030f.png
ig_0ddbb1a7bedeabdd0169f526c23fc48191bd10bce289822edc.png
ig_0ddbb1a7bedeabdd0169f52886c00481918f2bab2a551d0a10.png
ig_0ddbb1a7bedeabdd0169f529e1e73881918fc2cb857ac9edfc.png
ig_0ddbb1a7bedeabdd0169f52ac17ef4819194dd7e06e829828b.png
ig_0ddbb1a7bedeabdd0169f52b31399081918d5d13f600fe270b.png
These show the map as an operational board.
Visible systems:
- control percentage per Location
- contested and enemy/lost Locations
- taint edge and tainted lands
- gate pressure
- shield coverage
- raid routes
- threatened routes
- safe routes
- front lines
- hostile stacks
- friendly armies/garrisons/militia/scouts
- patrol zones
- fallback lines
- offensive push arrows
- choke points
- bridge/ford penalties
- siege progress
- supply reach and route safety
Design implication:
The large map must support overlays as first-class render products. The same
terrain map must be readable in geography, control, routes, threat, army,
economy, Features, hydrology, and custom layer presets.
Session Image Design Verdict
The session images settle the direction:
Use the large strategic map direction.
Do not use the old 2.5 km2 Location scale as the Realm map.
Use Blackpine March / Järva March / Shieldheart Frontier scale bands.
Represent Buildings through core, Site, Feature, district, route, and outpost
hosts.
Render a stylized 3D/painterly strategic atlas with clear borders, roads,
rivers, lakes, icons, labels, overlays, and zoomed detail.
The core visual target is:
Järva March 3D Geography + Hydrology + Control/Threat/Army overlays
The core data target is:
Shieldheart Frontier
Area: 18,900 km2
Provinces: 8
Known Locations: 64
Järva March
Province: about 2,460 km2
Locations: 8
Blackpine March
Location: about 346 km2
Known Features: 7/11 or 8/11
Hosts: Wardheart Outpost, Old North Road, Iron Hill Ore Vein, Shrine Ward,
Pinewood Camp, Hidden Spring, Ash Hollow, Dungeon Mouth
Critical Scale Decision
The old/current Valenar documents talk about:
minimum Location footprint: 500m x 500m
possible production budget: tens of thousands of Locations
That is a fine-grained exploration/simulation scale.
The larger strategic map discussed here is different:
Area / frontier region: around 18,900 km2 in the session images
Realm size: around 30,000-60,000 km2, with 45,000 km2 as a useful target
Province size: around 2,000-5,000 km2
Locations per Province: around 5-10
Location size: usually around 250-500 km2
Total Location count: around 90-180 for a 30,000-60,000 km2 realm
At 250-500 km2, a Location is not a small local tile. It is a territory the player can understand as a named place.
Concrete session-image examples:
Pine Hollow 298 km2
North Road 312 km2
Blackpine March 346 km2 / 386 km2 variant
Ashfen 356 km2
Iron Hill 368 km2
Shrine Coast 387 km2
East Gate Trace 393 km2
These are not 500m cells. They are large map territories, usually 15-25 km across depending on shape.
Hierarchy
Recommended hierarchy for the larger map:
Realm
Province
Location
Site
Feature
Building / Improvement
Army / Party / Caravan marker
Overlay state
Optional middle layers can exist if needed:
Realm
Region
Province
Location
But for the main playable map, Province and Location are the important units.
Definitions:
| Layer | Meaning | Approximate Size |
|---|---|---|
| Realm | Whole playable campaign map | 30,000-60,000 km2 |
| Province | Political/geographic region | 2,000-5,000 km2 |
| Location | Main clickable strategic territory | 250-500 km2 |
| Site | Named point or sub-area inside a Location | local |
| Feature | Notable generated thing inside a Location | local to regional |
| Building | Abstract structure or upgrade attached to a core/site/district | local |
The Province is the map's mid-level planning unit. The Location is the main gameplay unit. Sites and Features are the interesting contents inside a Location. Buildings are upgrades and infrastructure, not individual houses placed on the 3D map.
What A Large Location Is
A Location is the player's main selected land unit.
At this scale, a Location should be able to contain:
- one dominant terrain identity
- one or more secondary terrain patches
- one main settlement, camp, fort, ruin, crossing, mine, shrine, or special anchor if appropriate
- 2-6 important Sites on average, with capital/landmark Locations able to hold more
- 3-12 Feature records, not all discovered at once
- a road segment or route choice if the Location is connected
- river/lake/coast adjacency when relevant
- one or more resource potentials
- threat or taint state
- ownership/control state
- army/party/caravan markers
- a small number of visible map icons
A Location should not be treated as "one thing". It is a land container.
Session-image example:
Blackpine March, 346-386 km2
terrain:
mixed forest and hills, river branches, old road, taint edge
visible map:
gold Location outline, internal road, river/creek lines, feature icons,
border to tainted lands
contents:
Old North Road
Ruined Watchtower
Iron Hill Ore Vein
Hidden Spring
Shrine Ward
Ashfall Hollow
Pinewood Camp
Dungeon Mouth
unknown Features
possible use:
frontier holding, road security, mining, shrine warding, camp/outpost,
taint-edge defense, feature investigation
Strategic Location Record
A large Location should eventually have data shaped roughly like this:
StrategicLocation
id
name
parentProvinceId
areaKm2
polygon
centroid
labelAnchor
terrainClass
terrainTags
elevationBand
slopeClass
forestCoverage
wetlandCoverage
plainsCoverage
mountainCoverage
waterCoverage
fertility
moisture
timberPotential
foodPotential
stonePotential
orePotential
ancientness
routeImportance
chokepointScore
defensibility
settlementSuitability
outpostSuitability
travelDifficulty
riverAccess
lakeAccess
coastalAccess
roadAccess
bridgeOrFordIds
neighbourLocationIds
siteIds
featureIds
buildingIds
controllingFactionId
controlState
taintLevel
shieldCoverage
threatLevel
knowledgeState
overlayStates
The numeric facts are the truth. Labels are summaries.
For example:
terrainClass = Wooded Riverland
tags = ForestEdge, RiverAccess, FertilePockets, ModerateTravel, HiddenRuin
The UI can show the readable class. Generation and gameplay should use the underlying facts.
Location Visual Budget
Because there are only around 90-180 large Locations, each Location can be more visually expressive than a 60K-location map.
But the map still needs discipline.
Recommended visible items per Location:
unselected ordinary Location:
terrain + border + maybe one icon
unselected important Location:
terrain + border + settlement/fort/ruin/resource icon
hovered Location:
label + control + danger + 2-4 known traces
selected Location:
label + Sites + Features + roads/crossings + overlay readouts
province zoom:
all Location borders, major sites, main roads, rivers, armies
realm zoom:
province borders, capital/core icons, armies, main rivers, major threats
Avoid showing every building or every minor resource on the 3D map.
Terrain Types
Large Locations should have dominant terrain identities, but the generator should still store mixed composition.
Possible terrain classes:
| Class | Map Meaning | Likely Contents |
|---|---|---|
| Open Plains | easy travel, farming, visibility | farmstead, road, camp, battlefield |
| Wooded Plains | mixed food/wood land | forest stand, hunting trail, old road |
| Deep Forest | cover, timber, danger, poor visibility | grove, hidden shrine, ruin, camp |
| River Meadow | fertile water-adjacent land | ford, bridge, mill ruin, farms |
| Marsh | slow travel, water, herbs, danger | reed pool, causeway, shrine, taint runoff |
| Rocky Upland | stone, ore, slope, defensibility | quarry, mine, pass, watchtower |
| Mountain Pass | chokepoint and travel gate | keep, road station, old bridge |
| Lake Country | fishing, docks, sacred/hidden sites | dock, island ruin, reed beds |
| Coast | trade, fishing, landing, exposure | harbor, beacon, coastal fort |
| Blighted Land | taint, low safety, special resources | fissure, ash field, ward ruin |
| Ancient Heartland | dense old-world traces | ruins, roads, archive, ward stones |
The terrain class should be readable from the map at a glance.
Sites
A Site is a named point or sub-area inside a Location.
Sites are more concrete than terrain but broader than individual buildings. They are the things the player can select, investigate, secure, develop, or use as anchors.
Recommended count:
ordinary Location:
1-3 known or discoverable Sites
interesting Location:
3-6 Sites
capital/core/landmark Location:
5-10 Sites
Sites can start hidden and only appear after scouting or investigation. A large Location can also have more Feature records than Site records: for example, Blackpine March shows 7/11 or 8/11 known Features, but not all of those need to be fully developed map Sites.
Site examples:
| Site | Typical Host Location | Map Role |
|---|---|---|
| Settlement Core | fertile, river, pass, shielded land | main built anchor |
| Travelling Camp | any safe or semi-safe land | temporary MC/party position |
| Ruin Field | ancient, forest, hill, old road | investigation and salvage |
| Mine Outcrop | rocky upland, mountain | resource extraction |
| Quarry Face | rocky upland, cliffs | stone extraction |
| Lumber Camp | forest | timber outpost |
| Farmstead | plains, river meadow | food outpost |
| Watch Post | pass, hill, border | warning and defense |
| Ford | river meadow, crossing | movement chokepoint |
| Bridge | road river crossing | route infrastructure |
| Dock | lake/coast/river | water travel and food |
| Shrine | forest, lake, hill, ancient land | morale, ritual, cleansing |
| Ward Circle | ancient, tainted, Nexus-adjacent | shield and taint gameplay |
| Road Station | old road, pass, frontier | logistics and route safety |
| Beacon | hill, coast, pass | warning network |
| Gate Scar | corrupted, high pressure | threat source |
Site lifecycle:
hidden
-> clue
-> discovered
-> surveyed
-> secured
-> developed
-> maintained / contested / abandoned
A Site can host Buildings after it is secured or claimed.
Features
A Feature is a notable generated thing inside a Location.
Features can be natural, ancient, hostile, corrupting, logistical, or story related. They are the reason a Location has special actions, blockers, clues, risks, or development options.
Feature families:
| Family | Examples | Can Become Site? |
|---|---|---|
| Natural Resource | herb meadow, grazing ground, clay bank | sometimes |
| Water | spring, stream, pond, reed pool | sometimes |
| Forest | forest stand, old-growth grove, hidden copse | sometimes |
| Mineral | ore vein, quarry stone, collapsed mine | yes |
| Travel | ford, old bridge, road trace, mountain pass | yes |
| Shelter | cave, ruined shelter, defensible hollow | sometimes |
| Ruin | ruined mill, fallen watchtower, standing stones | yes |
| Threat | hostile camp, ambush site, demon lair | sometimes after cleared |
| Corruption | black ash patch, blighted field, fissure | sometimes after cleansed |
| Landmark | named peak, sacred grove, lake island | sometimes |
| Nexus | dormant Nexus, wardheart, leyline anchor | yes, special |
| Settlement Opportunity | fertile basin, sheltered hill, old town mound | yes |
| Story | unique generated or scripted anchor | yes/no by rule |
Feature principles:
- Feature existence is generated world state.
- Discovery state controls what the player sees.
- A Location should not show Features that do not exist.
- A hidden Feature should appear as a clue only when discovery allows it.
- Feature rewards should be causal. A ruin gives ruin-related results, not a random global bonus.
- Feature placement should use suitability, budget, spacing, and story bias, not independent random rolls per Location.
Feature discovery states:
hidden
clue
discovered
surveyed
handled
developed
Example from the checked images:
Ruined Stonework
first state:
unidentified feature
known: circular stones, buried marks
unknown: purpose, depth, danger
possible findings:
ward pattern
buried center
movement below
later:
identified as Dormant Nexus
central socket buried
south edge tainted
nearby threat blocks founding
That is the right pattern for larger Locations too. The scale changes, but the Feature model stays strong.
Buildings And Improvements
Buildings should not be individually placed as tiny models across the 3D map.
At this scale, Buildings are abstract strategic records attached to:
- Settlement Core
- Site
- Outpost
- District
- Route/crossing
- special Feature
The 3D map can show a simple icon, small cluster, silhouette, or upgraded marker when a Building matters. The detailed list belongs in the Location, Site, settlement, or district panel.
Building Record Shape
Building
id
name
category
hostType
hostId
level
state
constructionProgress
workersAssigned
inputNeeds
outputEffects
upkeep
requirements
blockers
mapIcon
visibleAtZoom
Possible building states:
planned
under construction
active
damaged
disabled
contested
abandoned
upgrading
destroyed
Core Buildings
Core Buildings belong to the main settlement/core anchor.
Possible Core Buildings:
| Building | Purpose |
|---|---|
| Nexus / Wardheart | shield strength, claim range, leyline connection, founding anchor |
| Central Hall | authority, assignment, administration, settlement identity |
| Storehouse | food, wood, stone, metal, salvage, special materials |
| Shelter Seed | first housing, rest safety, exposure protection |
| Housing Cluster | population capacity and survivor stability |
| Well / Waterworks | water reliability and disease resistance |
| Camp Kitchen | food efficiency, morale, rest quality |
| Workshop | tools, repairs, simple crafting, construction speed |
| Forge Seed | metal tools, weapons, repairs, advanced production |
| Infirmary | injury recovery, illness resistance, taint treatment support |
| Training Yard | militia readiness, drills, party preparation |
| Watchtower | warning, local visibility, route safety |
| Palisade / Wall | settlement defense and raid resistance |
| Gatehouse | controlled entry, defense, trade route control |
| Ward Stones | taint suppression, demon weakening, shield reinforcement |
| Ritual Circle | cleansing actions, leyline work, anchor stabilization |
| Map Table | scouting, route planning, claim planning |
| Archive / Shrine | knowledge, morale, rituals, lore unlocks |
| Market Yard | exchange, storage flow, population services |
| Caravan Yard | logistics, outpost supply, trade, road network |
| Messenger Post | alerts, communication, command reach |
The realm settlement mockup already shows this direction with entries like Granary, Walls, and Messenger. For the larger scale, these should be Building records attached to the settlement core, not separate tiny map tiles.
Site Buildings
Site Buildings are tied to a specific Site inside a Location.
Examples:
| Site | Possible Buildings |
|---|---|
| Mine Outcrop | mine head, supports, ore store, pump, guard post |
| Quarry Face | quarry yard, stone ramp, crane, tool shed |
| Lumber Camp | sawpit, log yard, charcoal pit, forester hut |
| Farmstead | fields, well, barn, granary, fence, watch post |
| Dock | pier, boat shed, fish store, beacon |
| Ford | marker posts, patrol hut, later bridge |
| Bridge | bridge structure, toll post, guard house |
| Shrine | restored shrine, cleansing altar, pilgrim shelter |
| Ward Circle | ward stones, ritual focus, shard socket |
| Watch Post | tower, signal fire, barracks hut, supply cache |
| Road Station | stable, supply shed, messenger post, rest shelter |
| Ruin Field | excavation scaffold, secured vault, archive tent |
District Improvements
District Improvements are infrastructure spread across a group of claimed Locations or a large part of one Location.
They should not appear as individual house placement.
Examples:
| District Type | Improvements |
|---|---|
| Farming | field clearing, wells, irrigation, fences, granary, patrol post |
| Forestry | trails, log yard, sawpits, forester huts, firebreaks |
| Mining | survey shafts, mine support, ore road, pumps, guard post |
| Residential | shelters, wells, sanitation, paths, market access |
| Military | watch line, palisade, mustering yard, barracks, beacon |
| Civic | hall, records, messenger route, storage rules |
| Trade / Road | roadbed, bridge, waystation, caravan yard, toll marker |
| Ward / Cleansing | ward stones, patrol circle, cleansing site, beacon |
At map level, a district can be shown through:
- colored Location fill
- connected district border
- one district icon
- progress ring
- warning badge
- route/ward line
Settlement Core
The Settlement Core is the main built anchor inside a Location.
In the larger-scale map, a Core Location is a large territory that contains the settlement heart plus its immediate land. The town/city itself does not fill the entire 250-500 km2 Location.
Core settlement structure:
Core Location
Settlement Core Site
Nexus / Wardheart if special
Core Buildings
population and storage
settlement identity
command range
surrounding Sites
farmstead
watch post
old bridge
mine outcrop
ward circle
neighbouring Locations
become claimed district land, outposts, roads, farms, forests, mines,
wards, or defenses
A small settlement can sit inside one Location.
A town can occupy one Core Location plus several claimed neighbouring Locations.
A city can be a multi-Location footprint with specialized districts and outposts.
Founding should remain special:
Discover/identify anchor
-> clear blockers
-> stabilize anchor
-> found Core Base
-> claim nearby land
-> designate districts and build outposts
The Dormant Nexus screenshot supports this model well. The Nexus is not shown as a generic founding button everywhere. It is a discovered, investigated, blocked, stabilized map Feature.
Province Shape
A Province should contain around 5-10 large Locations.
That is enough to make a Province feel like a real region without turning it into a dense grid.
Example Province:
Province: Jerva-like Inland March
Locations:
1. Central Lake Meadows
2. North Pinewood
3. Old Ward Hills
4. Blackfen Marsh
5. Ashford Road
6. Iron Vein Uplands
7. South River Farms
8. Keep of the Pass
Province-level generated facts:
provinceId
name
areaKm2
locationIds
capitalOrCoreLocationId
dominantTerrain
secondaryTerrain
mainRiverIds
lakeIds
routeIds
settlementIds
resourceSummary
threatSummary
taintSummary
controlSummary
borderProvinceIds
strategicRole
Province roles:
| Role | Meaning |
|---|---|
| Breadbasket | fertile, safer, settlement growth |
| Frontier March | border pressure, forts, patrols |
| Highland Resource | mines, stone, passes, hard travel |
| Deep Forest | timber, hidden Sites, danger |
| Lake Basin | food, docks, sacred/hidden Sites |
| Blighted Scar | taint, corrupted Features, cleansing |
| Old Heartland | ruins, roads, archives, ward relics |
| Trade Crossroads | roads, bridges, market, conflict |
Each Province should have a readable identity, not just a collection of random Locations.
Roads, Routes, Passes, And Crossings
Routes are major map structure.
At this scale, roads should be sparse and important. They should connect:
- settlement cores
- passes
- bridges and fords
- mines and resource outposts
- docks and trade sites
- old ruins or story anchors
- province centers
Route data:
Route
id
type
locationPath
endpointSiteIds
quality
safety
travelTime
blockedBy
visibleState
Route types:
old road
new road
trail
pass
river crossing
bridge
causeway
ward line
patrol route
supply route
caravan route
Route map rules:
- A road crossing a river should create a ford/bridge Site.
- A pass through mountains should create a chokepoint Location or Site.
- A road through tainted land should show risk and possible blockers.
- A disconnected outpost should require a control route, supply route, patrol route, or ward line.
Rivers And Lakes
Rivers and lakes must be generated for strategic readability, not real-world simulation accuracy.
The generator should create believable water:
mountain/highland sources
-> valley flow
-> confluences
-> lakes/marshes/coast/low basin
Rivers should matter because they:
- define province and Location borders
- create fertile land
- create movement barriers
- create bridge/ford Sites
- guide settlement placement
- feed lakes and marshes
- shape trade and defense
- affect taint spread or cleansing in special cases
At this scale, do not generate dozens of tiny decorative streams. Generate a small number of readable major rivers and secondary tributaries.
Water map objects:
River
id
rank
centerline
widthClass
sourceLocationId
mouthLocationId
connectedLakeIds
crossingSiteIds
Lake
id
polygon
shoreLocationIds
inletRiverIds
outletRiverIds
islandSiteIds
dockSiteIds
Lake roles:
| Lake Role | Map Use |
|---|---|
| Fishing Lake | food and settlement support |
| Sacred Lake | shrine, ward, story Site |
| Marsh Lake | slow movement, herbs, corruption risk |
| Border Lake | province boundary and defense |
| Trade Lake | docks, routes, settlement growth |
3D Map Style
Target style:
stylized 3D strategic map
large readable territories
clear borders
intentional rivers/lakes
mountain ridges and terrain silhouettes
few strong icons
readable overlays
not a satellite simulation
not a tiny tile grid
The map should feel closer to a tactical/strategic board than a GIS terrain viewer.
3D layers:
base terrain mesh
terrain material/splat layer
mountain/ridge mesh emphasis
river water mesh
lake water mesh
coast/shore mesh if used
road/route ribbons
province border ribbons
Location border ribbons
settlement/site icons
army/party markers
taint/control/claim overlays
labels
hover/selection highlight
Mapv8/mapv9/mapv10 can help with:
- mesh rendering
- water rendering
- border ribbons
- picking/hover
- validation overlays
- exported JSON/data products
They should not define:
- Location size
- Location count
- real-world-ish terrain target
- 500m map density
- visual style
- fine hydrology density
Map Zoom Levels
The larger map needs zoom-dependent detail.
Realm Zoom
Show:
- Province borders
- major rivers and lakes
- capital/core settlements
- armies/fronts
- major taint/control overlays
- main roads
- major labels
Hide:
- most Site icons
- minor roads
- individual Buildings
- small Features
Province Zoom
Show:
- Location borders
- terrain identities
- roads and crossings
- settlements and outposts
- major Sites
- resource icons if known
- local armies/parties
- taint/control/claim overlays
Hide:
- minor Building lists
- hidden Features
- nonselected Site clutter
Location Zoom / Selected Location
Show:
- selected Location outline
- known Sites
- visible Features
- local route/crossing details
- local settlement/core icon
- selected army/party/camp marker
- immediate warnings
The selected Location panel should carry the detailed list. The map should support the panel, not replace it.
Overlays
Core overlays:
| Overlay | What It Shows |
|---|---|
| Terrain | dominant land identity |
| Province | political/admin boundaries |
| Location | clickable strategic territories |
| Control | owner, claimed, contested, wild |
| Taint | corruption intensity and spread |
| Shield | protected/warded coverage |
| Resources | known food/wood/stone/ore/rare resources |
| Roads | routes, crossings, blockages |
| Threat | pressure, raids, dangerous Sites |
| Settlement | core, districts, outposts, development |
| Military | armies, patrols, fronts |
| Knowledge | unknown, sighted, scouted, surveyed, secured |
Overlay rules:
- Overlays should never imply facts the player has not discovered unless that overlay is explicitly an estimate.
- Hover can show known and estimated values separately.
- Unknown Locations should be visually quieter.
- Selected Locations should reveal only known Sites and clues.
Generation Philosophy
The larger map should use a fantasy strategic generator.
Do not start from real-world generation.
Do not start from mapv8/mapv9's fine terrain logic.
Start from big readable world structure:
1. realm shape
2. macro elevation
3. mountain/highland lines
4. main basins
5. rivers and lakes
6. broad terrain regions
7. provinces
8. large Locations
9. roads, passes, bridges, fords
10. settlement/core candidates
11. Sites and Features
12. initial Buildings and improvements
13. overlays and labels
14. validation
15. render data
The goal is authored-feeling coherence from procedural rules.
Generator Pipeline
Recommended pipeline:
StrategicMapConfig
-> realm frame
-> macro terrain graph
-> hydrology graph
-> province graph
-> Location graph
-> route graph
-> settlement/core graph
-> Site candidates
-> Feature candidates
-> Building seeds
-> pressure/control/knowledge defaults
-> render meshes and overlays
-> validation report
1. Realm Frame
Pick the playable map shape:
island
peninsula
valley basin
frontier march
inland realm
coastal realm
mountain-ringed refuge
lake basin
broken old empire fragment
The frame gives the map a readable silhouette.
2. Macro Terrain
Create big structures first:
- mountain chains
- highlands
- lowland basins
- old heartlands
- wilderness belts
- tainted scars
- coastlines if used
This can be done with a low-resolution heightfield plus authored ridge splines. The important part is not geological realism. The important part is readable strategic geography.
3. Hydrology
Generate major water after macro terrain:
- pick river sources in highlands
- route rivers downhill through lowlands
- let rivers join at a few confluences
- place lakes in basins
- create marshes where water slows
- assign crossing opportunities
Hydrology should generate Sites:
ford
bridge candidate
dock candidate
mill ruin
marsh crossing
lake shrine
river meadow
4. Provinces
Place Province seeds around strong identities:
- river basin
- lake district
- mountain pass
- forest block
- old road crossroads
- core settlement area
- tainted scar
- borderland
Then divide the realm into 8-18 Provinces depending on total map size.
Each Province should have:
- one dominant identity
- 5-10 Locations
- at least one route or natural boundary
- 1-3 major resources or development reasons
- at least one problem, threat, or strategic limitation
- one likely settlement/core candidate unless the Province is intentionally hostile or empty
5. Locations
Split each Province into large, irregular Locations.
Location generation should account for:
- river valleys
- ridges
- roads
- forests
- lakeshores
- passes
- settlement centers
- ruins
- resource zones
- taint boundaries
Locations should not be uniform hexes unless a later art direction demands it. Irregular polygons read better for a fantasy realm map.
Location role examples:
| Role | Meaning |
|---|---|
| Core Candidate | good anchor for settlement/core |
| Food Land | fertile, water, easy travel |
| Timber Land | forest, shelter, wood |
| Mineral Land | ore/stone and rough terrain |
| Crossing | ford, bridge, road control |
| Pass | movement chokepoint |
| Ruin Land | old structures and story clues |
| Tainted Land | pressure, danger, cleansing |
| Frontier Land | border control and defense |
| Wilderness | low control, hidden Sites |
| Lake Shore | fishing, docks, water route |
| Sacred/Ancient | shrines, wards, leyline features |
6. Routes
Routes should be created after Locations so they connect real strategic points.
Road generation should prefer:
- lower slope
- river valleys
- passes
- settlement candidates
- resource Sites
- bridges/fords
- province centers
Roads should avoid:
- severe taint unless old road/story reason exists
- high mountains except passes
- deep marsh unless causeway reason exists
- impossible water unless bridge/dock route exists
7. Sites And Features
Sites and Features should be generated with scoring and budgets.
Do not do:
for each Location:
roll independent chance for every Feature
Do:
for each Province:
determine Province role and budgets
score candidate Locations for each Site/Feature family
place high-value candidates
enforce spacing and conflicts
create causal links between Sites, Features, routes, and terrain
Example:
Mountain pass Province
likely:
pass road
keep/fort Site
watch post
stone or ore
old bridge or road trace
raid/threat pressure
unlikely:
huge fertile farm basin
many docks
random unrelated shrine spam
8. Building Seeds
Initial Buildings should be seeded only where a settlement, outpost, ruin, or old infrastructure exists.
Examples:
old keep:
damaged walls
ruined gatehouse
empty granary
watchtower foundation
starting core:
dormant Nexus
buried central socket
broken ward stones
temporary shelter
resource outpost:
collapsed mine head
old ore store
broken road
road crossing:
old bridge foundation
toll ruin
watch post remains
The player later develops active Buildings from those seeds.
Larger-Scale Location Examples
Blackpine March
Directly based on the session images.
area:
346 km2 in final map variants
386 km2 in some earlier UI variants
province:
Järva March
terrain:
mixed forest and hills, old road corridor, river branches, taint edge,
cool temperate frontier
map visuals:
strong gold Location outline
dark forest texture
internal road from capital/east route
river/creek lines
feature icons spread across the Location
red/purple taint pressure along the eastern border
known / possible Sites:
Wardheart Outpost / local core holding
Old North Road / Old Road Station
Iron Hill Ore Vein
Ruined Watchtower
Shrine Ward
Pinewood Camp
Hidden Spring
Ashfall Hollow
Dungeon Mouth
Features:
Old North Road
Ruined Watchtower
Iron Hill Ore Vein
Hidden Spring
Shrine Ward
Ashfall Hollow
Pinewood Camp
Dungeon Mouth
Unknown Feature slots
Feature-hosted Buildings:
Wardheart Outpost:
Storehouse
Shelter Yard
Palisade
Old North Road:
Road Station
Watchtower
Stable Yard
Supply Depot
Iron Hill Ore Vein:
Mine Works
Timber Supports
Ore Yard
Smithy
Guard Post
Shrine Ward:
Ward Circle
Chapel
Cleansing Post
active projects:
upgrade road station watchtower
expand wardheart
clear old road
reclaim watchtower
map role:
frontier Location, partial control, route-security problem, mining source,
shrine/ward support, taint-edge defense, MC expedition target
Iron Hill
Directly based on the session images.
area:
368 km2
province:
Järva March
terrain:
rocky upland, hills, rough roads, mining country, taint pressure nearby
map visuals:
hill/mountain terrain
ore and quarry icons
road link to Wardheart Capital
eastern pressure from tainted lands
resource Features:
Iron Hill Ore Vein
Quarry Face
Old Mine Tunnels
Coal Sink
Tainted Shaft
Buildings by Feature:
Iron Hill Ore Vein:
Mine Works
Timber Supports
Ore Yard
Quarry Face:
Quarry Works
Stone Depot
Old Mine Tunnels:
Survey Camp
Guard Post
Coal Sink:
Coal Pit
Tainted Shaft:
Seal Outpost
production chain:
ore extraction
smelting
metal goods / tools / weapons
local blockers:
cave-in risk
demon tracks detected
insufficient guards
North Road route bottleneck
map role:
strategic mineral Location, military protection target, production-chain
anchor, eastern-front vulnerability
East Gate Trace
Directly based on the session images.
area:
393 km2
province:
Järva March
terrain:
taint-edge frontier, road/fort corridor, gate-pressure zone
map visuals:
red/purple tainted terrain
hostile front markers
fort/siege marker
red pressure arrows
unsafe route indicators
Sites and Features:
East Gate fissure
East Gate Trace fort
road choke points
corrupted runoff nearby
demon-held or contested positions
possible Buildings / military hosts:
fort
watchtower
ward line
barricades
garrison post
seal/cleansing outpost
map role:
main demon-front Location, pressure source, front-line objective, dangerous
road and supply problem
Shrine Coast
Directly based on the session images.
area:
387 km2
province:
Järva March
terrain:
lake/coast edge, shrine land, mixed forest, water routes
map visuals:
southern water edge
shrine/ward icon
patrol and garrison marker
safe route connections back to capital
Sites and Features:
Shrine Ward
coast/lake route
possible dock or crossing
warded defensive position
Buildings:
Ward Circle
Chapel
Cleansing Post
possible dock or beacon
map role:
religious/ward support Location, water-edge settlement support, defensive
southern anchor
North Road
Directly based on the session images.
area:
312 km2
province:
Järva March
terrain:
northern road corridor, river crossing, mountain/pass approach
map visuals:
road through forest/hills
patrol route
road watch icon
crossing markers
route-risk overlay
Sites and Features:
Old North Road
North Road Watch
mountain pass chokepoint
river ford/bridge
Buildings:
road station
watchtower
stable yard
supply depot
bridge/ford works
map role:
route-safety Location, supply bottleneck, patrol target, northern access
Ashfen
Directly based on the session images.
area:
356 km2
province:
Järva March
terrain:
marsh/fen, lowland water, corruption pockets
map visuals:
wetland terrain
purple corruption patches
raid/ambush risk markers
contested route indicators
Sites and Features:
Ashfen marsh front
stagnant marsh water
corruption source or high-taint area
possible shrine/cleansing Site
patrol gap / raid path
Buildings:
causeway works
watch post
ward marker
cleansing post
marsh camp
map role:
dangerous wetland, raid route, corruption pressure, movement-control problem
Cold Pinewood
area:
320-430 km2
terrain:
deep pine forest, low ridge, cold stream valley, buried stone clearing
map visuals:
dark forest patch, ridge shading, thin stream, ruin icon after discovery,
taint hint near black ash
Sites:
Pine Hollow Camp
East Stream Ford
Buried Stone Circle
Black Ash Hollow
Features:
Forest Stand
Ruined Stonework
Stream Sound
Black Ash Patch
possible Dormant Nexus after investigation
possible Buildings if developed:
temporary shelter
ward stones
storehouse
watch post
ritual circle
forester camp
map role:
starting wilderness/core candidate, survival, wood, hidden anchor, taint clue
Keep Of The Pass
area:
350-500 km2
terrain:
highland pass, defensible ridge, road chokepoint, sparse fertile pockets
map visuals:
raised pass terrain, road ribbon through mountains, keep icon, border emphasis
Sites:
Keep Core
Upper Road Gate
Old Watchtower
Iron Vein
Ashford Approach
Features:
mountain pass
old road
iron trace
damaged walls
raid warning
Core Buildings:
keep hall
granary
walls
messenger post
watchtower
gatehouse
possible Districts/Outposts:
quarry outpost
military district
road station
mining outpost
map role:
military/logistics choke, settlement anchor, road control, defense pressure
Northfields River Meadow
area:
250-380 km2
terrain:
river meadow, open fields, wet lowlands, small forest strips
map visuals:
brighter field material, river edge, farmstead icon, road/bridge marker
Sites:
Farmstead
River Ford
Mill Ruin
Meadow Shrine
Features:
fertile soil
reliable water
old mill foundation
seasonal flood risk
possible Buildings:
fields
well
barn
granary
irrigation channels
bridge
watch post
map role:
food production, road crossing, early expansion land
Iron Vein Uplands
area:
300-480 km2
terrain:
rocky hills, exposed slopes, sparse woods, difficult roads
map visuals:
rocky material, height ridges, mine icon after survey, rough trail
Sites:
Iron Vein
Old Quarry Face
Ridge Watch
Broken Cart Road
Features:
ore vein
quarry stone
unstable slope
old tool cache
possible Buildings:
mine head
mine supports
ore store
quarry yard
road station
guard post
map role:
metal/stone source, slower travel, outpost target
Blackfen Crossing
area:
260-420 km2
terrain:
marsh, river split, reed pools, causeway remnants, taint pockets
map visuals:
wetland material, braided water, causeway line, warning overlay
Sites:
Reed Pool
Old Causeway
Sunken Shrine
Tainted Runoff
Features:
marsh crossing
corrupted water trace
hidden shrine
difficult travel
possible Buildings:
causeway repair
watch post
cleansing altar
dock
ward marker
map role:
movement obstacle, cleansing target, hidden Site land
Map Object Categories
The map should distinguish these categories clearly:
| Category | Meaning | Visible On Map? |
|---|---|---|
| Terrain | physical land/water identity | always |
| Location | main selectable territory | always |
| Province | larger political/geographic container | zoom/overlay |
| Site | named point/sub-area inside Location | when known/selected |
| Feature | notable generated content | when known or hinted |
| Building | active/developed infrastructure | abstract icon/list |
| District | connected claimed land role | overlay |
| Route | road, pass, ford, bridge, supply line | yes |
| Army/Party | moving actor marker | yes |
| Overlay | taint, control, shield, knowledge, resources | mode-dependent |
This distinction matters because otherwise the map becomes cluttered and systems blur together.
Hover And Selection
The tooltip mockup suggests the right behavior.
Hovering a Location should show:
Location name
Province
terrain class
control state
knowledge state
travel time from selected actor/core
known Sites
known Features
known resources
warnings
hidden/gated traces if the player has clues
main click action
Example:
Hollowspring
Province: Blackfen
Terrain: Marsh / River Crossing
Control: unclaimed
Known:
Reed Pool
Old Causeway
Tainted Runoff clue
Actions:
Scout crossing
Survey water
Click:
Open Location panel
Selecting a Location should open the full Location panel:
Overview
Survey
Actions
Features
Sites
Threats
Routes
Development if claimed
The checked Stage 0 screenshots already follow this direction.
Strategic Data Outputs
A larger strategic map generator should output data records like:
RealmMapFacts
seed
generationVersion
realmBounds
provinceRecords
locationRecords
siteRecords
featureRecords
buildingSeedRecords
riverRecords
lakeRecords
routeRecords
borderRecords
labelAnchors
overlayProducts
renderProducts
validationReport
Render products:
terrain meshes
water meshes
road ribbons
border ribbons
icon anchors
label anchors
selection masks
overlay textures
hover/picking ids
Gameplay products:
Location graph
Province graph
Route graph
River graph
Site graph
Feature placement list
Building seed list
start/core candidate list
resource summaries
threat summaries
control defaults
knowledge defaults
Validation
Validation should be part of generation, not an afterthought.
Required validation:
Realm area is within configured range.
Location count is within configured range.
Each Province has 5-10 Locations unless explicitly exempt.
Each Location area is within 250-500 km2 target band unless allowed by config.
Every Location has a parent Province.
Every Location has neighbours unless it is a deliberate island/water exception.
Every Province has a readable role.
Major rivers flow from higher to lower terrain.
Rivers connect to lake/coast/basin endpoints.
River crossings exist where roads cross rivers.
Roads connect meaningful places.
Site counts stay within visual budget.
Feature counts respect rarity and spacing.
Buildings have valid host Sites/settlements/districts.
Core founding candidates are special and gated.
No Location shows hidden Features as known.
Labels have anchors and do not all overlap at default zoom.
Overlay values are bounded.
Visual validation:
terrain is nonblank
water is visible and correctly aligned
borders are readable
selected Location is obvious
province boundaries are readable at realm zoom
icons do not overcrowd ordinary Locations
roads and rivers are visually distinct
taint/control/resource overlays remain readable
Main Design Rules
- The large map is strategic, not real-world simulation.
- mapv8/mapv9/mapv10 are technical references, not the design target.
- A Location is a large territory, not a tiny cell.
- A Province should contain around 5-10 Locations.
- A large Location can contain multiple Sites and many Feature records, with only some discovered at first.
- Buildings are abstract upgrades attached to cores, Sites, districts, routes, and outposts.
- The 3D map shows terrain, borders, roads, rivers, settlement/site icons, armies, and overlays.
- The 3D map does not show every house, shed, field, fence, or workshop.
- Feature discovery controls what the player sees.
- Founding a Core Base is special and anchor-gated, not a generic button.
- Rivers and lakes should be readable strategic features.
- Roads should connect important places and create meaningful crossings.
- Every Province needs a strong identity.
- Every important Location should have a map role.
- Generation should be graph-first and art-directed.
Open Questions
Questions to settle later:
- Is the target Realm fixed around 45,000 km2, or a range?
- Should the normal Location target be closer to 250 km2 or 500 km2?
- How many Provinces should a normal campaign map have?
- Should there be Regions above Provinces, or is Province enough?
- Should water bodies become their own Locations, or only map objects inside adjacent land Locations?
- How many visible Site icons are allowed in a selected Location?
- Can a large city span multiple Locations from the start, or only through growth?
- Should Buildings have levels, slots, worker capacity, or all three?
- Which Buildings are visible as map icons versus panel-only entries?
- How strongly should roads constrain settlement growth?
- How much should taint modify terrain visuals?
- Should the map use polygon Locations, stylized hex-like cells, or organic province subdivision?
- How much of the internal Location layout should be generated versus abstracted?
- What is the default zoom and camera angle for readable 3D strategy play?
- Should the first implementation be a static generated sample map or a full configurable generator?
Short Implementation Direction
If this becomes implementation work, do not modify mapv8/mapv9 directly.
Build a new strategic map generator:
examples/map/strategic-map/
generator/
viewer/
docs/
sample-runs/
Start with:
1. Generate a 45,000 km2 realm outline.
2. Generate 10-14 Provinces.
3. Generate 90-140 large Locations.
4. Generate macro terrain, rivers, lakes, roads, and borders.
5. Generate 2-6 Sites per interesting Location, with higher caps for capitals,
landmarks, and major frontier Locations.
6. Generate 3-12 Feature records per rich Location by suitability and budgets,
with discovery state hiding most of the detail at first.
7. Seed settlement/core/building candidates under core, Site, Feature,
district, route, and outpost hosts.
8. Render terrain/water/borders/icons in 3D.
9. Add hover/selection and debug overlays.
10. Validate counts, graph connectivity, water, labels, and visual density.
That gives the right first target: a real larger-scale fantasy strategic map, not another fine-grained Estonia-style terrain experiment.