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Järvamaa County Example

Status: concrete example for Valenar large strategic map design.

Assumption: Järvamaa County is the player-facing name for a Province layer object. In Valenar engine/design terms:

Region / Area
-> Province: Järvamaa County
-> Locations: 8 large clickable territories
-> Features: generated content inside Locations
-> Host Anchors: developed/actionable places inside Locations
-> Buildings / Improvements: panel-managed upgrades under hosts
-> Markers: MC, armies, patrols, caravans, camps

This follows the game we actually have:

  • Valenar is an action-idle grand-strategy/incremental game.
  • The map is for scouting, claiming, connecting, designating, defending, and reading spatial state.
  • The MC runs queueable real-time actions.
  • Settlement production and development run in parallel.
  • The player does not manually place every building model on the 3D map.
  • Features are discovered, surveyed, handled, and sometimes developed into host anchors.
  • Claimed Locations become settlement footprint, districts, outposts, routes, wards, and province control.

1. County Snapshot

FieldValue
Player-facing nameJärvamaa County
Game-layer nameProvince
Parent AreaShieldheart Frontier
Areaabout 2,460 km2
Locations8
Main settlementWardheart Capital
Strategic roleShieldheart frontier province
Current controlpartial, about 45-50%
Main pressureeastern taint edge and gate pressure
Main river systemone central river, tributaries, lake basin
Main gameplayexpand from core, secure roads, exploit resources, hold taint edge

2. County Map Structure

Locations

LocationAreaMap RoleTerrainStarting State
Wardheart Capital300 km2Core settlement / Nexusriver meadow, central basincontrolled
Pine Hollow298 km2early forestry / food / scoutingpine forest, wet lowlandsweak control
North Road312 km2route corridor / pass approachforest road, river crossingcontested route
Blackpine March346 km2frontier mixed-use Locationforest and hillspartial control, taint edge
Iron Hill368 km2mineral economyrocky uplandpartial control
Ashfen356 km2marsh threat / corruption routemarsh, stagnant watercontested
Shrine Coast387 km2ward / water / southern defenselake shore, shrine landpartial control
East Gate Trace393 km2demon fronttainted road and fort corridorenemy pressure

Province-Level Objects

ObjectExamplesPurpose
RoutesOld North Road, Iron Haul Road, Shrine Coast Roadtravel, supply, patrols
RiversJärva River, Blackpine Creek, Ashfen Runoffcrossings, water quality, settlement, taint
LakesDeep Lake, Shrine Coast watersfish, docks, ward/shrine play
FrontsEast Gate Trace Front, Ashfen Marsh Frontmilitary pressure and warnings
ArmiesWardheart Garrison, Järva Patrol, Iron Hill Militiadefense and route control
MC markerscurrent MC, travelling camp, expedition routeactive player activity loop
DistrictsFarming, Forestry, Mining, Ward/Cleansing, Militaryclaimed Location development

3. What Appears On The 3D Map

Always / Usually Visible

Map ObjectExample
Province bordergold outline around Järvamaa County
Location borders8 internal territory polygons
Location labelsBlackpine March, Iron Hill, Ashfen
Major terrainforest, hills, marsh, lake, mountains, taint edge
Major rivers/lakesJärva River, Deep Lake
Main routesOld North Road, Iron Haul Road
Major crossingsford, bridge, mountain/pass chokepoint
Core/outpost iconsWardheart Capital, Iron Hill Outpost
Known Feature iconsore vein, shrine, ruin, fissure
Army/MC markersJärva Patrol, MC camp
Overlayscontrol, taint, route safety, army/front

Panel-Only

Panel DetailExample
Building listsStorehouse, Mine Works, Chapel
Worker assignment60 miners, 20 guards
Construction queueUpgrade Watchtower, Build Seal Outpost
Exact formulas+21 metal/day, route safety math
Hidden Featuresunknown slots, clue text
Deep activity listsall MC queue options
Production chainsore -> smelter -> tools

4. Location Details

4.1 Wardheart Capital

Summary

FieldValue
Areaabout 300 km2
RoleCore settlement / Nexus capital
Terrainriver meadow, central basin, defensible old ruins
Control100% controlled
Taintlow, shield-suppressed
Main functionsettlement heart, storage, training, planning, recovery

Features

FeatureStateMeaning
Wardheart Nexusdevelopedcore shield/claim anchor
Old River Terracesurveyedgood settlement and farming land
Buried Ward-Stoneshandled/developedsupports shield and ward infrastructure
Deep Cellar Ruinsdiscoveredpossible storage/old-world salvage
Central Fordsecuredkey crossing and route node

Host Anchors And Buildings

Host AnchorBuildings / Improvements
Wardheart CoreWardheart Nexus, Great Hall, Storehouse Vault, Watch Gate
Core BaseMC Quarters, Infirmary, Training Yard, Camp Workshop
Map / Admin HallMap Room, Messenger Post, Records Table
River FordBridge Works, Guard House, Supply Marker
Ward CircleRitual Circle, Ward Stones, Cleansing Focus

MC Actions

ActionUse
Plan Expeditionchoose route, target, loadout
Rest At MC Quartersrecover fatigue
Treat Injury / Taintuse Infirmary / Ritual Circle
Train At Yardskill/party preparation
Review Survey Reportsconvert returned knowledge into map updates
Prepare Camp Loadoutpack provisions, tools, ward kit

Settlement Track

SystemExample
Core developmentGreat Hall upgrades, storage, shelter, defenses
District seedResidential / Civic / Ward core
Productioncommand, storage, morale, defense, training
Expansionclaims adjacent Locations through control routes

4.2 Pine Hollow

Summary

FieldValue
Area298 km2
Roleearly forestry, food, scouting
Terrainpine forest, wet lowlands, hidden water
Controlweak / expanding
Taintlow to moderate pockets
Main functionwood, camp safety, early outpost candidate

Features

FeatureStateMeaning
Pinewood Standdiscoveredtimber source
Game Trailsclue/discoveredfood and scouting lead
Hidden Springclue -> surveyedsafe water if tested
Old Hunter Campdiscoveredcamp/outpost candidate
Black Ash Under Rootscluetaint warning, needs investigation

Host Anchors And Buildings

Host AnchorBuildings / Improvements
Pinewood CampShelter Yard, Stockpile, Watch Post
Forester CampForester Hut, Log Yard, Firebreak
Hidden SpringWater Shelter, Cleansing Marker

MC Actions

ActionResult
Scout Pine Hollowreveals trails, spring clues, ash warnings
Survey Timber Standunlocks forestry designation value
Test Hidden Springimproves camp/rest safety
Establish Pinewood Campcreates travelling camp or outpost seed
Investigate Black Ashreveals corruption source or safe boundary

Settlement Track

DesignationUse
Forestrywood production, firebreaks, forester huts
Hunting / Food supportgame trails, temporary food
Outpostremote camp if not connected yet
Ward/Cleansing laterif black ash becomes serious

4.3 North Road

Summary

FieldValue
Area312 km2
Rolestrategic route corridor
Terrainold road, forest, river crossing, pass approach
Controlcontested route
Taintlow but rising at patrol gaps
Main functionconnect capital to northern pass and Iron Hill routes

Features

FeatureStateMeaning
Old North Roaddiscoveredmain route Feature
Broken Road Stationdiscoveredroute host anchor
River Forddiscoveredcrossing chokepoint
Mountain Pass Chokepointclue/discoveredfuture military control point
Raider Tracksclueunsafe road warning

Host Anchors And Buildings

Host AnchorBuildings / Improvements
Old Road StationRoad Station, Stable Yard, Supply Depot
River FordMarker Posts, Patrol Hut, Bridge Works
North Road WatchWatchtower, Signal Fire, Guard Hut

MC Actions

ActionResult
Scout Old North Roadreveals route risks
Clear Road Debrisimproves travel and supply
Secure River Fordlowers ambush/flood risk
Reclaim Road Stationunlocks route buildings
Escort Järva Patrolimproves route safety

Settlement Track

SystemUse
Trade / Road designationroute safety, supply reach
Military designationwatch line, patrol coverage
Outpostroad station before full footprint connection

4.4 Blackpine March

Summary

FieldValue
Area346 km2
Rolefrontier mixed-use Location
Terrainmixed forest and hills, creek branches
Controlpartial
Tainteastern edge pressure
Main functionroad security, mining lead, shrine/ward support, MC expeditions

Features

FeatureStateMeaning
Old North Road Branchdiscoveredroute through the Location
Ruined Watchtowerdiscovereddefense/vision anchor
Iron Hill Ore Veinpartly surveyedresource opportunity
Hidden Springdiscovered/surveyedsafe water/camp support
Shrine Wardpartly surveyedward/cleansing opportunity
Ashfall Hollowunknown/cluecorruption danger
Pinewood Campdiscoveredcamp/outpost anchor
Dungeon Mouthclue/discovereddangerous expedition target
Unknown Featureshidden3 remaining, not visible as facts

Host Anchors And Buildings

Host AnchorBuildings / Improvements
Wardheart OutpostStorehouse, Shelter Yard, Palisade
Old Road StationRoad Station, Watchtower, Stable Yard, Supply Depot
Iron Hill Ore VeinMine Works, Timber Supports, Ore Yard, Guard Post
Shrine WardWard Circle, Chapel, Cleansing Post
Pinewood CampShelter, Stockpile, Watch Post

MC Actions

ActionResult
Scout Old Roadroute knowledge, threat clues
Investigate Watchtowerreclaim defense anchor
Survey Ore Veinreveals yield/blockers
Test Hidden Springimproves camp safety
Investigate Shrine Wardreveals ward/taint work
Observe Ashfall Hollowidentifies corruption risk
Scout Dungeon Mouthreveals delve/seal options
Establish Travelling Campcreates local MC base

Settlement Track

SystemUse
Partial controlnot everything safe just because claimed
Mining outpostif Ore Vein secured and route supplied
Ward/Cleansingif Shrine Ward developed
Militaryif Watchtower and Palisade improved
Forestryif safe forest zones are claimed

4.5 Iron Hill

Summary

FieldValue
Area368 km2
Rolemineral economy Location
Terrainrocky upland, exposed slopes, old mine country
Controlpartial
Taintnearby pressure, shaft risk
Main functionore, stone, coal, tools/weapons chain

Features

FeatureStateMeaning
Iron Hill Ore Veinsurveyed/developedmajor ore source
Quarry Facesurveyed/developedstone source
Old Mine Tunnelsexplored/partly handledsalvage and danger
Coal Sinkdiscovered/developedfuel source
Tainted Shaftdiscovered/unstablecorruption blocker

Host Anchors And Buildings

Host AnchorBuildings / Improvements
Iron Hill Ore VeinMine Works, Timber Supports, Ore Yard
Quarry FaceQuarry Works, Stone Depot
Old Mine TunnelsSurvey Camp, Guard Post
Coal SinkCoal Pit
Tainted ShaftSeal Outpost planned
Iron Hill OutpostStorehouse, Palisade, Guard Barracks

MC Actions

ActionResult
Survey Ore Veinconfirms yield and risk
Guard Survey Crewreduces cave-in/demon event risk
Inspect Old Mine Tunnelsreveals salvage/threat
Secure Tainted Shaftunlocks Seal Outpost
Escort Ore Caravanimproves metal delivery

Settlement Track

DesignationUse
Miningore, stone, coal extraction
Militaryguard coverage, outpost defense
Trade / Roadhaulage road back to Wardheart
Processing latersmelter yard, smithing chain

4.6 Ashfen

Summary

FieldValue
Area356 km2
Rolemarsh threat and corruption route
Terrainwetland, stagnant channels, reed pools
Controlcontested
Taintmoderate and spreading
Main functiondangerous route, water/corruption problem, future cleansing work

Features

FeatureStateMeaning
Stagnant Marsh Waterdiscoveredbad camp/rest condition
Old Causewayclue/discoveredroute possibility
Ashfen Runoffdiscoveredcorrupted water path
Sunken Shrineclueward/cleansing lead
Demon Scouts Traildiscoveredraid route
Reed Pool Herbshidden/discoveredresource if safe

Host Anchors And Buildings

Host AnchorBuildings / Improvements
Old CausewayCauseway Works, Watch Post
Marsh CampShelter Platform, Water Cache
Sunken ShrineCleansing Altar, Ward Marker
Ashfen WatchPatrol Hut, Signal Fire

MC Actions

ActionResult
Scout Ashfen Routereveals safe/unsafe approaches
Test Marsh Waterupdates water quality overlay
Investigate Sunken Shrineunlocks cleansing/ward options
Track Demon Scoutsreveals raid route
Repair Causewayimproves movement and supply
Establish Marsh Camprisky temporary camp

Settlement Track

SystemUse
Ward/Cleansingcontain corrupted runoff
Militarywatch posts and patrols
Road/Causewayconnect through marsh
Herbal resourceonly after safety improves

4.7 Shrine Coast

Summary

FieldValue
Area387 km2
Rolesouthern ward/water anchor
Terrainlake shore, mixed forest, sacred ruins
Controlpartial
Taintlow/moderate, water-sensitive
Main functionward support, fish/dock, southern defense

Features

FeatureStateMeaning
Shrine Wardsurveyed/developedward and morale anchor
Deep Lake Shoresurveyedfish/dock potential
Old Pilgrim Roaddiscoveredroute to capital
Lake Island Ruincluestory/ritual lead
Clear Water Inletsurveyedgood water
Southern Beacon Hilldiscoveredwatch/defense anchor

Host Anchors And Buildings

Host AnchorBuildings / Improvements
Shrine WardWard Circle, Chapel, Cleansing Post
Lake DockPier, Fish Store, Boat Shed
Beacon HillBeacon, Watch Post
Pilgrim RoadRest Shelter, Waymarkers

MC Actions

ActionResult
Investigate Shrineward knowledge
Cleanse Shrine Groundstaint reduction
Survey Lake Shorefish/dock unlock
Scout Island Ruinstory/ritual lead
Light Southern Beaconwarning network

Settlement Track

DesignationUse
Ward / Cleansingshield support
Foodfisheries
Militarybeacon/watch line
Trade / Roadpilgrim/lake route

4.8 East Gate Trace

Summary

FieldValue
Area393 km2
Roledemon front and taint source
Terraintainted road corridor, fort ruins, scarred land
Controlenemy pressure / contested
Tainthigh
Main functionactive front, gate/fissure pressure, late objective

Features

FeatureStateMeaning
East Gate Fissurediscovered/activepressure source
East Gate Fort Ruincontestedpossible military anchor
Corrupted Roaddiscoveredunsafe route
Tainted Runoffdiscoveredhydrology threat
Demon Muster Groundscoutedenemy army source
Broken Ward Lineclue/discoveredfuture reclamation work

Host Anchors And Buildings

Host AnchorBuildings / Improvements
East Gate FortFort Repair, Palisade, Barracks if reclaimed
Fissure EdgeSeal Outpost, Ward Markers after containment
Broken Ward LineWard Circle, Cleansing Post
Road ChokepointBarricade, Watchtower, Supply Cache

MC Actions

ActionResult
Probe East Gate Tracescouts front risk
Observe Fissureupdates taint forecast
Support Ward Containmentslows pressure
Escort Shrine Ward Guardsupports front defense
Scout Demon Musterreveals enemy army movement
Reclaim Fort Ruinlater-stage objective

Settlement Track

SystemUse
Militaryfront defense, fallback lines
Ward/Cleansingcontain fissure and runoff
Roadeventually reopen trace route
Province ruleneeds standing forces, not early settlement only

5. County Routes

RouteConnectsStateGameplay
Old North RoadWardheart -> North Road -> Blackpinepartly securemain supply/scouting artery
Iron Haul RoadWardheart -> North Road -> Iron Hillbottleneckedore/stone/coal delivery
Shrine Coast RoadWardheart -> Shrine Coastmostly safeward guard and fish route
Ashfen CausewayPine Hollow / Wardheart -> Ashfenunsafemarsh movement and patrol problem
East Gate Trace RoadBlackpine / Shrine Coast -> East Gatedangerousfront-line military route
Lake Ferry RouteShrine Coast -> lake shore pointsundevelopedfood/supply alternative

6. County Hydrology

Water ObjectTouchesUseThreat
Järva RiverWardheart, North Road, Shrine Coastsettlement, crossings, millsbridge/flood chokepoints
Blackpine CreekBlackpine Marchcamp water, hidden spring cluestaint if Ashfall spreads
Deep LakeShrine Coastfisheries, dock, sacred islandcorruption if runoff reaches lake
Ashfen RunoffAshfen -> lower basinexplains marsh and taint spreadcorrupted water
Iron Hill TributaryIron Hill -> Järva Riverwatermill/processing candidatemine runoff risk

7. County Armies And Threats

MarkerLocationStatePurpose
Wardheart GarrisonWardheart Capitalstationedcore defense
Järva PatrolNorth Road / Blackpinemovingroute safety
Iron Hill MilitiaIron Hillstationedmine/outpost defense
Shrine Ward GuardShrine Coaststationedward defense
Demon ScoutsAshfenmoving/hiddenraid warning
Demon HostEast Gate Tracemoving westfront pressure

Fronts

FrontLocationsCurrent Problem
East Gate Trace FrontEast Gate Trace, Blackpine edge, Shrine Coast edgefissure pressure and demon host
Ashfen Marsh FrontAshfen, Pine Hollow, Shrine Coastcorrupted runoff and raid route
North Road Patrol GapNorth Road, Blackpine Marchroute safety failure

8. Example MC Expeditions

Early Expedition: Secure Water And Camp

Start: Wardheart Capital
Route: Wardheart -> Pine Hollow
Target: Hidden Spring / Pinewood Camp
Actions:
Scout Pine Hollow
Test Hidden Spring
Establish Pinewood Camp
Return With Survey Report
Result:
Pine Hollow gains safe camp anchor and better forestry/outpost value.

Resource Expedition: Iron Hill Survey

Start: Wardheart Capital
Route: Wardheart -> North Road -> Iron Hill
Target: Iron Hill Ore Vein
Actions:
Travel Old North Road
Survey Ore Vein
Guard Survey Crew
Inspect Old Mine Tunnels
Result:
Mine Works and Guard Post become valid development options.

Threat Expedition: Ashfen Runoff

Start: Shrine Coast or Wardheart
Route: Shrine Coast Road -> Ashfen edge
Target: Ashfen Runoff / Sunken Shrine
Actions:
Scout Ashfen Route
Test Marsh Water
Investigate Sunken Shrine
Mark Safe Path
Result:
Corrupted water becomes visible on hydrology/taint overlays.

War Expedition: East Gate Probe

Start: Wardheart Capital
Support: Shrine Ward Guard or Järva Patrol
Route: Shrine Coast -> East Gate Trace edge
Target: East Gate Fissure
Actions:
Probe East Gate Trace
Observe Fissure
Scout Demon Muster
Support Ward Containment
Result:
Front forecast updates and military/ward projects unlock.

9. Settlement And Province Development

Stage 1: Core Base

LocationDevelopment
Wardheart CapitalCore Base, Nexus, storage, shelter, watch gate
Pine Hollowscouting and camp candidate
North Roadroute lead only

Stage 2: First Outposts

LocationDevelopment
Pine HollowPinewood Camp / Forester Outpost
North RoadOld Road Station
Blackpine MarchWardheart Outpost or Watchtower reclaimed
Iron Hillmining outpost after survey

Stage 3: Settlement

District / OutpostLocations
Core Civic / ResidentialWardheart Capital
Forestry DistrictPine Hollow + safe Blackpine forest edge
Mining OutpostIron Hill
Road DistrictNorth Road
Ward DistrictShrine Coast

Stage 5: Province Rule

Province SystemJärvamaa Example
Governor/adminWardheart Capital controls county projects
Tax/resource summaryfood, wood, stone, metal, influence
Route policysecure Old North Road first
Defense zoneEast Gate Trace and Ashfen fronts
Army posturegarrison core, patrol roads, militia mines
Ward networkWardheart -> Shrine Coast -> Blackpine -> East Gate edge

10. Example Data Shape

Province

Province {
id: "province_jarvamaa"
name: "Järvamaa County"
parentAreaId: "area_shieldheart_frontier"
areaKm2: 2460
locationIds: [
"loc_wardheart_capital",
"loc_pine_hollow",
"loc_north_road",
"loc_blackpine_march",
"loc_iron_hill",
"loc_ashfen",
"loc_shrine_coast",
"loc_east_gate_trace"
]
capitalLocationId: "loc_wardheart_capital"
role: "Shieldheart frontier province"
controlPercent: 47
routeSafety: 58
taintPressure: "edge_high"
}

Location Example

Location {
id: "loc_blackpine_march"
name: "Blackpine March"
parentProvinceId: "province_jarvamaa"
areaKm2: 346
terrainIdentity: "Mixed Forest and Hills"
controlState: "partial"
controlPercent: 42
taintState: "edge"
routeSafety: "moderate"
featureIds: [
"feature_old_north_road_branch",
"feature_ruined_watchtower",
"feature_iron_ore_vein",
"feature_hidden_spring",
"feature_shrine_ward",
"feature_ashfall_hollow",
"feature_dungeon_mouth"
]
knownFeatureCount: 7
totalFeatureEstimate: 11
}

Feature Example

Feature {
id: "feature_iron_ore_vein"
locationId: "loc_blackpine_march"
family: "Mineral"
discoveryState: "surveyed"
handledState: "secured_partial"
blockers: ["needs_guard_post", "haulage_route_unsafe"]
possibleHostAnchor: "host_iron_ore_vein"
possibleActions: [
"survey_ore_vein",
"guard_survey_crew",
"build_mine_works"
]
}

Host Anchor / Building Example

HostAnchor {
id: "host_iron_ore_vein"
locationId: "loc_blackpine_march"
sourceFeatureId: "feature_iron_ore_vein"
type: "resource_host"
buildingIds: [
"building_mine_works",
"building_timber_supports",
"building_ore_yard",
"building_guard_post"
]
}

11. Key Takeaway

For the game we have, the clean model is:

Järvamaa County = Province-level grand-strategy region.
Locations = the big clickable land units.
Features = discovered/hidden content inside Locations.
Host Anchors = developed/actionable/buildable Features or places.
Buildings = panel-managed improvements under hosts.
MC / armies / camps = markers and action agents on top of the map.
Districts / outposts = what claimed Locations become through settlement play.