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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:

LayerMeaningApproximate Size
RealmWhole playable campaign map30,000-60,000 km2
ProvincePolitical/geographic region2,000-5,000 km2
LocationMain clickable strategic territory250-500 km2
SiteNamed point or sub-area inside a Locationlocal
FeatureNotable generated thing inside a Locationlocal to regional
BuildingAbstract structure or upgrade attached to a core/site/districtlocal

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:

ClassMap MeaningLikely Contents
Open Plainseasy travel, farming, visibilityfarmstead, road, camp, battlefield
Wooded Plainsmixed food/wood landforest stand, hunting trail, old road
Deep Forestcover, timber, danger, poor visibilitygrove, hidden shrine, ruin, camp
River Meadowfertile water-adjacent landford, bridge, mill ruin, farms
Marshslow travel, water, herbs, dangerreed pool, causeway, shrine, taint runoff
Rocky Uplandstone, ore, slope, defensibilityquarry, mine, pass, watchtower
Mountain Passchokepoint and travel gatekeep, road station, old bridge
Lake Countryfishing, docks, sacred/hidden sitesdock, island ruin, reed beds
Coasttrade, fishing, landing, exposureharbor, beacon, coastal fort
Blighted Landtaint, low safety, special resourcesfissure, ash field, ward ruin
Ancient Heartlanddense old-world tracesruins, 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:

SiteTypical Host LocationMap Role
Settlement Corefertile, river, pass, shielded landmain built anchor
Travelling Campany safe or semi-safe landtemporary MC/party position
Ruin Fieldancient, forest, hill, old roadinvestigation and salvage
Mine Outcroprocky upland, mountainresource extraction
Quarry Facerocky upland, cliffsstone extraction
Lumber Campforesttimber outpost
Farmsteadplains, river meadowfood outpost
Watch Postpass, hill, borderwarning and defense
Fordriver meadow, crossingmovement chokepoint
Bridgeroad river crossingroute infrastructure
Docklake/coast/riverwater travel and food
Shrineforest, lake, hill, ancient landmorale, ritual, cleansing
Ward Circleancient, tainted, Nexus-adjacentshield and taint gameplay
Road Stationold road, pass, frontierlogistics and route safety
Beaconhill, coast, passwarning network
Gate Scarcorrupted, high pressurethreat 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:

FamilyExamplesCan Become Site?
Natural Resourceherb meadow, grazing ground, clay banksometimes
Waterspring, stream, pond, reed poolsometimes
Forestforest stand, old-growth grove, hidden copsesometimes
Mineralore vein, quarry stone, collapsed mineyes
Travelford, old bridge, road trace, mountain passyes
Sheltercave, ruined shelter, defensible hollowsometimes
Ruinruined mill, fallen watchtower, standing stonesyes
Threathostile camp, ambush site, demon lairsometimes after cleared
Corruptionblack ash patch, blighted field, fissuresometimes after cleansed
Landmarknamed peak, sacred grove, lake islandsometimes
Nexusdormant Nexus, wardheart, leyline anchoryes, special
Settlement Opportunityfertile basin, sheltered hill, old town moundyes
Storyunique generated or scripted anchoryes/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:

BuildingPurpose
Nexus / Wardheartshield strength, claim range, leyline connection, founding anchor
Central Hallauthority, assignment, administration, settlement identity
Storehousefood, wood, stone, metal, salvage, special materials
Shelter Seedfirst housing, rest safety, exposure protection
Housing Clusterpopulation capacity and survivor stability
Well / Waterworkswater reliability and disease resistance
Camp Kitchenfood efficiency, morale, rest quality
Workshoptools, repairs, simple crafting, construction speed
Forge Seedmetal tools, weapons, repairs, advanced production
Infirmaryinjury recovery, illness resistance, taint treatment support
Training Yardmilitia readiness, drills, party preparation
Watchtowerwarning, local visibility, route safety
Palisade / Wallsettlement defense and raid resistance
Gatehousecontrolled entry, defense, trade route control
Ward Stonestaint suppression, demon weakening, shield reinforcement
Ritual Circlecleansing actions, leyline work, anchor stabilization
Map Tablescouting, route planning, claim planning
Archive / Shrineknowledge, morale, rituals, lore unlocks
Market Yardexchange, storage flow, population services
Caravan Yardlogistics, outpost supply, trade, road network
Messenger Postalerts, 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:

SitePossible Buildings
Mine Outcropmine head, supports, ore store, pump, guard post
Quarry Facequarry yard, stone ramp, crane, tool shed
Lumber Campsawpit, log yard, charcoal pit, forester hut
Farmsteadfields, well, barn, granary, fence, watch post
Dockpier, boat shed, fish store, beacon
Fordmarker posts, patrol hut, later bridge
Bridgebridge structure, toll post, guard house
Shrinerestored shrine, cleansing altar, pilgrim shelter
Ward Circleward stones, ritual focus, shard socket
Watch Posttower, signal fire, barracks hut, supply cache
Road Stationstable, supply shed, messenger post, rest shelter
Ruin Fieldexcavation 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 TypeImprovements
Farmingfield clearing, wells, irrigation, fences, granary, patrol post
Forestrytrails, log yard, sawpits, forester huts, firebreaks
Miningsurvey shafts, mine support, ore road, pumps, guard post
Residentialshelters, wells, sanitation, paths, market access
Militarywatch line, palisade, mustering yard, barracks, beacon
Civichall, records, messenger route, storage rules
Trade / Roadroadbed, bridge, waystation, caravan yard, toll marker
Ward / Cleansingward 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:

RoleMeaning
Breadbasketfertile, safer, settlement growth
Frontier Marchborder pressure, forts, patrols
Highland Resourcemines, stone, passes, hard travel
Deep Foresttimber, hidden Sites, danger
Lake Basinfood, docks, sacred/hidden Sites
Blighted Scartaint, corrupted Features, cleansing
Old Heartlandruins, roads, archives, ward relics
Trade Crossroadsroads, 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 RoleMap Use
Fishing Lakefood and settlement support
Sacred Lakeshrine, ward, story Site
Marsh Lakeslow movement, herbs, corruption risk
Border Lakeprovince boundary and defense
Trade Lakedocks, 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:

OverlayWhat It Shows
Terraindominant land identity
Provincepolitical/admin boundaries
Locationclickable strategic territories
Controlowner, claimed, contested, wild
Taintcorruption intensity and spread
Shieldprotected/warded coverage
Resourcesknown food/wood/stone/ore/rare resources
Roadsroutes, crossings, blockages
Threatpressure, raids, dangerous Sites
Settlementcore, districts, outposts, development
Militaryarmies, patrols, fronts
Knowledgeunknown, 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:

RoleMeaning
Core Candidategood anchor for settlement/core
Food Landfertile, water, easy travel
Timber Landforest, shelter, wood
Mineral Landore/stone and rough terrain
Crossingford, bridge, road control
Passmovement chokepoint
Ruin Landold structures and story clues
Tainted Landpressure, danger, cleansing
Frontier Landborder control and defense
Wildernesslow control, hidden Sites
Lake Shorefishing, docks, water route
Sacred/Ancientshrines, 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:

CategoryMeaningVisible On Map?
Terrainphysical land/water identityalways
Locationmain selectable territoryalways
Provincelarger political/geographic containerzoom/overlay
Sitenamed point/sub-area inside Locationwhen known/selected
Featurenotable generated contentwhen known or hinted
Buildingactive/developed infrastructureabstract icon/list
Districtconnected claimed land roleoverlay
Routeroad, pass, ford, bridge, supply lineyes
Army/Partymoving actor markeryes
Overlaytaint, control, shield, knowledge, resourcesmode-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

  1. The large map is strategic, not real-world simulation.
  2. mapv8/mapv9/mapv10 are technical references, not the design target.
  3. A Location is a large territory, not a tiny cell.
  4. A Province should contain around 5-10 Locations.
  5. A large Location can contain multiple Sites and many Feature records, with only some discovered at first.
  6. Buildings are abstract upgrades attached to cores, Sites, districts, routes, and outposts.
  7. The 3D map shows terrain, borders, roads, rivers, settlement/site icons, armies, and overlays.
  8. The 3D map does not show every house, shed, field, fence, or workshop.
  9. Feature discovery controls what the player sees.
  10. Founding a Core Base is special and anchor-gated, not a generic button.
  11. Rivers and lakes should be readable strategic features.
  12. Roads should connect important places and create meaningful crossings.
  13. Every Province needs a strong identity.
  14. Every important Location should have a map role.
  15. Generation should be graph-first and art-directed.

Open Questions

Questions to settle later:

  1. Is the target Realm fixed around 45,000 km2, or a range?
  2. Should the normal Location target be closer to 250 km2 or 500 km2?
  3. How many Provinces should a normal campaign map have?
  4. Should there be Regions above Provinces, or is Province enough?
  5. Should water bodies become their own Locations, or only map objects inside adjacent land Locations?
  6. How many visible Site icons are allowed in a selected Location?
  7. Can a large city span multiple Locations from the start, or only through growth?
  8. Should Buildings have levels, slots, worker capacity, or all three?
  9. Which Buildings are visible as map icons versus panel-only entries?
  10. How strongly should roads constrain settlement growth?
  11. How much should taint modify terrain visuals?
  12. Should the map use polygon Locations, stylized hex-like cells, or organic province subdivision?
  13. How much of the internal Location layout should be generated versus abstracted?
  14. What is the default zoom and camera angle for readable 3D strategy play?
  15. 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.