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
| Field | Value |
|---|---|
| Player-facing name | Järvamaa County |
| Game-layer name | Province |
| Parent Area | Shieldheart Frontier |
| Area | about 2,460 km2 |
| Locations | 8 |
| Main settlement | Wardheart Capital |
| Strategic role | Shieldheart frontier province |
| Current control | partial, about 45-50% |
| Main pressure | eastern taint edge and gate pressure |
| Main river system | one central river, tributaries, lake basin |
| Main gameplay | expand from core, secure roads, exploit resources, hold taint edge |
2. County Map Structure
Locations
| Location | Area | Map Role | Terrain | Starting State |
|---|---|---|---|---|
| Wardheart Capital | 300 km2 | Core settlement / Nexus | river meadow, central basin | controlled |
| Pine Hollow | 298 km2 | early forestry / food / scouting | pine forest, wet lowlands | weak control |
| North Road | 312 km2 | route corridor / pass approach | forest road, river crossing | contested route |
| Blackpine March | 346 km2 | frontier mixed-use Location | forest and hills | partial control, taint edge |
| Iron Hill | 368 km2 | mineral economy | rocky upland | partial control |
| Ashfen | 356 km2 | marsh threat / corruption route | marsh, stagnant water | contested |
| Shrine Coast | 387 km2 | ward / water / southern defense | lake shore, shrine land | partial control |
| East Gate Trace | 393 km2 | demon front | tainted road and fort corridor | enemy pressure |
Province-Level Objects
| Object | Examples | Purpose |
|---|---|---|
| Routes | Old North Road, Iron Haul Road, Shrine Coast Road | travel, supply, patrols |
| Rivers | Järva River, Blackpine Creek, Ashfen Runoff | crossings, water quality, settlement, taint |
| Lakes | Deep Lake, Shrine Coast waters | fish, docks, ward/shrine play |
| Fronts | East Gate Trace Front, Ashfen Marsh Front | military pressure and warnings |
| Armies | Wardheart Garrison, Järva Patrol, Iron Hill Militia | defense and route control |
| MC markers | current MC, travelling camp, expedition route | active player activity loop |
| Districts | Farming, Forestry, Mining, Ward/Cleansing, Military | claimed Location development |
3. What Appears On The 3D Map
Always / Usually Visible
| Map Object | Example |
|---|---|
| Province border | gold outline around Järvamaa County |
| Location borders | 8 internal territory polygons |
| Location labels | Blackpine March, Iron Hill, Ashfen |
| Major terrain | forest, hills, marsh, lake, mountains, taint edge |
| Major rivers/lakes | Järva River, Deep Lake |
| Main routes | Old North Road, Iron Haul Road |
| Major crossings | ford, bridge, mountain/pass chokepoint |
| Core/outpost icons | Wardheart Capital, Iron Hill Outpost |
| Known Feature icons | ore vein, shrine, ruin, fissure |
| Army/MC markers | Järva Patrol, MC camp |
| Overlays | control, taint, route safety, army/front |
Panel-Only
| Panel Detail | Example |
|---|---|
| Building lists | Storehouse, Mine Works, Chapel |
| Worker assignment | 60 miners, 20 guards |
| Construction queue | Upgrade Watchtower, Build Seal Outpost |
| Exact formulas | +21 metal/day, route safety math |
| Hidden Features | unknown slots, clue text |
| Deep activity lists | all MC queue options |
| Production chains | ore -> smelter -> tools |
4. Location Details
4.1 Wardheart Capital
Summary
| Field | Value |
|---|---|
| Area | about 300 km2 |
| Role | Core settlement / Nexus capital |
| Terrain | river meadow, central basin, defensible old ruins |
| Control | 100% controlled |
| Taint | low, shield-suppressed |
| Main function | settlement heart, storage, training, planning, recovery |
Features
| Feature | State | Meaning |
|---|---|---|
| Wardheart Nexus | developed | core shield/claim anchor |
| Old River Terrace | surveyed | good settlement and farming land |
| Buried Ward-Stones | handled/developed | supports shield and ward infrastructure |
| Deep Cellar Ruins | discovered | possible storage/old-world salvage |
| Central Ford | secured | key crossing and route node |
Host Anchors And Buildings
| Host Anchor | Buildings / Improvements |
|---|---|
| Wardheart Core | Wardheart Nexus, Great Hall, Storehouse Vault, Watch Gate |
| Core Base | MC Quarters, Infirmary, Training Yard, Camp Workshop |
| Map / Admin Hall | Map Room, Messenger Post, Records Table |
| River Ford | Bridge Works, Guard House, Supply Marker |
| Ward Circle | Ritual Circle, Ward Stones, Cleansing Focus |
MC Actions
| Action | Use |
|---|---|
| Plan Expedition | choose route, target, loadout |
| Rest At MC Quarters | recover fatigue |
| Treat Injury / Taint | use Infirmary / Ritual Circle |
| Train At Yard | skill/party preparation |
| Review Survey Reports | convert returned knowledge into map updates |
| Prepare Camp Loadout | pack provisions, tools, ward kit |
Settlement Track
| System | Example |
|---|---|
| Core development | Great Hall upgrades, storage, shelter, defenses |
| District seed | Residential / Civic / Ward core |
| Production | command, storage, morale, defense, training |
| Expansion | claims adjacent Locations through control routes |
4.2 Pine Hollow
Summary
| Field | Value |
|---|---|
| Area | 298 km2 |
| Role | early forestry, food, scouting |
| Terrain | pine forest, wet lowlands, hidden water |
| Control | weak / expanding |
| Taint | low to moderate pockets |
| Main function | wood, camp safety, early outpost candidate |
Features
| Feature | State | Meaning |
|---|---|---|
| Pinewood Stand | discovered | timber source |
| Game Trails | clue/discovered | food and scouting lead |
| Hidden Spring | clue -> surveyed | safe water if tested |
| Old Hunter Camp | discovered | camp/outpost candidate |
| Black Ash Under Roots | clue | taint warning, needs investigation |
Host Anchors And Buildings
| Host Anchor | Buildings / Improvements |
|---|---|
| Pinewood Camp | Shelter Yard, Stockpile, Watch Post |
| Forester Camp | Forester Hut, Log Yard, Firebreak |
| Hidden Spring | Water Shelter, Cleansing Marker |
MC Actions
| Action | Result |
|---|---|
| Scout Pine Hollow | reveals trails, spring clues, ash warnings |
| Survey Timber Stand | unlocks forestry designation value |
| Test Hidden Spring | improves camp/rest safety |
| Establish Pinewood Camp | creates travelling camp or outpost seed |
| Investigate Black Ash | reveals corruption source or safe boundary |
Settlement Track
| Designation | Use |
|---|---|
| Forestry | wood production, firebreaks, forester huts |
| Hunting / Food support | game trails, temporary food |
| Outpost | remote camp if not connected yet |
| Ward/Cleansing later | if black ash becomes serious |
4.3 North Road
Summary
| Field | Value |
|---|---|
| Area | 312 km2 |
| Role | strategic route corridor |
| Terrain | old road, forest, river crossing, pass approach |
| Control | contested route |
| Taint | low but rising at patrol gaps |
| Main function | connect capital to northern pass and Iron Hill routes |
Features
| Feature | State | Meaning |
|---|---|---|
| Old North Road | discovered | main route Feature |
| Broken Road Station | discovered | route host anchor |
| River Ford | discovered | crossing chokepoint |
| Mountain Pass Chokepoint | clue/discovered | future military control point |
| Raider Tracks | clue | unsafe road warning |
Host Anchors And Buildings
| Host Anchor | Buildings / Improvements |
|---|---|
| Old Road Station | Road Station, Stable Yard, Supply Depot |
| River Ford | Marker Posts, Patrol Hut, Bridge Works |
| North Road Watch | Watchtower, Signal Fire, Guard Hut |
MC Actions
| Action | Result |
|---|---|
| Scout Old North Road | reveals route risks |
| Clear Road Debris | improves travel and supply |
| Secure River Ford | lowers ambush/flood risk |
| Reclaim Road Station | unlocks route buildings |
| Escort Järva Patrol | improves route safety |
Settlement Track
| System | Use |
|---|---|
| Trade / Road designation | route safety, supply reach |
| Military designation | watch line, patrol coverage |
| Outpost | road station before full footprint connection |
4.4 Blackpine March
Summary
| Field | Value |
|---|---|
| Area | 346 km2 |
| Role | frontier mixed-use Location |
| Terrain | mixed forest and hills, creek branches |
| Control | partial |
| Taint | eastern edge pressure |
| Main function | road security, mining lead, shrine/ward support, MC expeditions |
Features
| Feature | State | Meaning |
|---|---|---|
| Old North Road Branch | discovered | route through the Location |
| Ruined Watchtower | discovered | defense/vision anchor |
| Iron Hill Ore Vein | partly surveyed | resource opportunity |
| Hidden Spring | discovered/surveyed | safe water/camp support |
| Shrine Ward | partly surveyed | ward/cleansing opportunity |
| Ashfall Hollow | unknown/clue | corruption danger |
| Pinewood Camp | discovered | camp/outpost anchor |
| Dungeon Mouth | clue/discovered | dangerous expedition target |
| Unknown Features | hidden | 3 remaining, not visible as facts |
Host Anchors And Buildings
| Host Anchor | Buildings / Improvements |
|---|---|
| Wardheart Outpost | Storehouse, Shelter Yard, Palisade |
| Old Road Station | Road Station, Watchtower, Stable Yard, Supply Depot |
| Iron Hill Ore Vein | Mine Works, Timber Supports, Ore Yard, Guard Post |
| Shrine Ward | Ward Circle, Chapel, Cleansing Post |
| Pinewood Camp | Shelter, Stockpile, Watch Post |
MC Actions
| Action | Result |
|---|---|
| Scout Old Road | route knowledge, threat clues |
| Investigate Watchtower | reclaim defense anchor |
| Survey Ore Vein | reveals yield/blockers |
| Test Hidden Spring | improves camp safety |
| Investigate Shrine Ward | reveals ward/taint work |
| Observe Ashfall Hollow | identifies corruption risk |
| Scout Dungeon Mouth | reveals delve/seal options |
| Establish Travelling Camp | creates local MC base |
Settlement Track
| System | Use |
|---|---|
| Partial control | not everything safe just because claimed |
| Mining outpost | if Ore Vein secured and route supplied |
| Ward/Cleansing | if Shrine Ward developed |
| Military | if Watchtower and Palisade improved |
| Forestry | if safe forest zones are claimed |
4.5 Iron Hill
Summary
| Field | Value |
|---|---|
| Area | 368 km2 |
| Role | mineral economy Location |
| Terrain | rocky upland, exposed slopes, old mine country |
| Control | partial |
| Taint | nearby pressure, shaft risk |
| Main function | ore, stone, coal, tools/weapons chain |
Features
| Feature | State | Meaning |
|---|---|---|
| Iron Hill Ore Vein | surveyed/developed | major ore source |
| Quarry Face | surveyed/developed | stone source |
| Old Mine Tunnels | explored/partly handled | salvage and danger |
| Coal Sink | discovered/developed | fuel source |
| Tainted Shaft | discovered/unstable | corruption blocker |
Host Anchors And Buildings
| Host Anchor | Buildings / Improvements |
|---|---|
| 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 planned |
| Iron Hill Outpost | Storehouse, Palisade, Guard Barracks |
MC Actions
| Action | Result |
|---|---|
| Survey Ore Vein | confirms yield and risk |
| Guard Survey Crew | reduces cave-in/demon event risk |
| Inspect Old Mine Tunnels | reveals salvage/threat |
| Secure Tainted Shaft | unlocks Seal Outpost |
| Escort Ore Caravan | improves metal delivery |
Settlement Track
| Designation | Use |
|---|---|
| Mining | ore, stone, coal extraction |
| Military | guard coverage, outpost defense |
| Trade / Road | haulage road back to Wardheart |
| Processing later | smelter yard, smithing chain |
4.6 Ashfen
Summary
| Field | Value |
|---|---|
| Area | 356 km2 |
| Role | marsh threat and corruption route |
| Terrain | wetland, stagnant channels, reed pools |
| Control | contested |
| Taint | moderate and spreading |
| Main function | dangerous route, water/corruption problem, future cleansing work |
Features
| Feature | State | Meaning |
|---|---|---|
| Stagnant Marsh Water | discovered | bad camp/rest condition |
| Old Causeway | clue/discovered | route possibility |
| Ashfen Runoff | discovered | corrupted water path |
| Sunken Shrine | clue | ward/cleansing lead |
| Demon Scouts Trail | discovered | raid route |
| Reed Pool Herbs | hidden/discovered | resource if safe |
Host Anchors And Buildings
| Host Anchor | Buildings / Improvements |
|---|---|
| Old Causeway | Causeway Works, Watch Post |
| Marsh Camp | Shelter Platform, Water Cache |
| Sunken Shrine | Cleansing Altar, Ward Marker |
| Ashfen Watch | Patrol Hut, Signal Fire |
MC Actions
| Action | Result |
|---|---|
| Scout Ashfen Route | reveals safe/unsafe approaches |
| Test Marsh Water | updates water quality overlay |
| Investigate Sunken Shrine | unlocks cleansing/ward options |
| Track Demon Scouts | reveals raid route |
| Repair Causeway | improves movement and supply |
| Establish Marsh Camp | risky temporary camp |
Settlement Track
| System | Use |
|---|---|
| Ward/Cleansing | contain corrupted runoff |
| Military | watch posts and patrols |
| Road/Causeway | connect through marsh |
| Herbal resource | only after safety improves |
4.7 Shrine Coast
Summary
| Field | Value |
|---|---|
| Area | 387 km2 |
| Role | southern ward/water anchor |
| Terrain | lake shore, mixed forest, sacred ruins |
| Control | partial |
| Taint | low/moderate, water-sensitive |
| Main function | ward support, fish/dock, southern defense |
Features
| Feature | State | Meaning |
|---|---|---|
| Shrine Ward | surveyed/developed | ward and morale anchor |
| Deep Lake Shore | surveyed | fish/dock potential |
| Old Pilgrim Road | discovered | route to capital |
| Lake Island Ruin | clue | story/ritual lead |
| Clear Water Inlet | surveyed | good water |
| Southern Beacon Hill | discovered | watch/defense anchor |
Host Anchors And Buildings
| Host Anchor | Buildings / Improvements |
|---|---|
| Shrine Ward | Ward Circle, Chapel, Cleansing Post |
| Lake Dock | Pier, Fish Store, Boat Shed |
| Beacon Hill | Beacon, Watch Post |
| Pilgrim Road | Rest Shelter, Waymarkers |
MC Actions
| Action | Result |
|---|---|
| Investigate Shrine | ward knowledge |
| Cleanse Shrine Grounds | taint reduction |
| Survey Lake Shore | fish/dock unlock |
| Scout Island Ruin | story/ritual lead |
| Light Southern Beacon | warning network |
Settlement Track
| Designation | Use |
|---|---|
| Ward / Cleansing | shield support |
| Food | fisheries |
| Military | beacon/watch line |
| Trade / Road | pilgrim/lake route |
4.8 East Gate Trace
Summary
| Field | Value |
|---|---|
| Area | 393 km2 |
| Role | demon front and taint source |
| Terrain | tainted road corridor, fort ruins, scarred land |
| Control | enemy pressure / contested |
| Taint | high |
| Main function | active front, gate/fissure pressure, late objective |
Features
| Feature | State | Meaning |
|---|---|---|
| East Gate Fissure | discovered/active | pressure source |
| East Gate Fort Ruin | contested | possible military anchor |
| Corrupted Road | discovered | unsafe route |
| Tainted Runoff | discovered | hydrology threat |
| Demon Muster Ground | scouted | enemy army source |
| Broken Ward Line | clue/discovered | future reclamation work |
Host Anchors And Buildings
| Host Anchor | Buildings / Improvements |
|---|---|
| East Gate Fort | Fort Repair, Palisade, Barracks if reclaimed |
| Fissure Edge | Seal Outpost, Ward Markers after containment |
| Broken Ward Line | Ward Circle, Cleansing Post |
| Road Chokepoint | Barricade, Watchtower, Supply Cache |
MC Actions
| Action | Result |
|---|---|
| Probe East Gate Trace | scouts front risk |
| Observe Fissure | updates taint forecast |
| Support Ward Containment | slows pressure |
| Escort Shrine Ward Guard | supports front defense |
| Scout Demon Muster | reveals enemy army movement |
| Reclaim Fort Ruin | later-stage objective |
Settlement Track
| System | Use |
|---|---|
| Military | front defense, fallback lines |
| Ward/Cleansing | contain fissure and runoff |
| Road | eventually reopen trace route |
| Province rule | needs standing forces, not early settlement only |
5. County Routes
| Route | Connects | State | Gameplay |
|---|---|---|---|
| Old North Road | Wardheart -> North Road -> Blackpine | partly secure | main supply/scouting artery |
| Iron Haul Road | Wardheart -> North Road -> Iron Hill | bottlenecked | ore/stone/coal delivery |
| Shrine Coast Road | Wardheart -> Shrine Coast | mostly safe | ward guard and fish route |
| Ashfen Causeway | Pine Hollow / Wardheart -> Ashfen | unsafe | marsh movement and patrol problem |
| East Gate Trace Road | Blackpine / Shrine Coast -> East Gate | dangerous | front-line military route |
| Lake Ferry Route | Shrine Coast -> lake shore points | undeveloped | food/supply alternative |
6. County Hydrology
| Water Object | Touches | Use | Threat |
|---|---|---|---|
| Järva River | Wardheart, North Road, Shrine Coast | settlement, crossings, mills | bridge/flood chokepoints |
| Blackpine Creek | Blackpine March | camp water, hidden spring clues | taint if Ashfall spreads |
| Deep Lake | Shrine Coast | fisheries, dock, sacred island | corruption if runoff reaches lake |
| Ashfen Runoff | Ashfen -> lower basin | explains marsh and taint spread | corrupted water |
| Iron Hill Tributary | Iron Hill -> Järva River | watermill/processing candidate | mine runoff risk |
7. County Armies And Threats
| Marker | Location | State | Purpose |
|---|---|---|---|
| Wardheart Garrison | Wardheart Capital | stationed | core defense |
| Järva Patrol | North Road / Blackpine | moving | route safety |
| Iron Hill Militia | Iron Hill | stationed | mine/outpost defense |
| Shrine Ward Guard | Shrine Coast | stationed | ward defense |
| Demon Scouts | Ashfen | moving/hidden | raid warning |
| Demon Host | East Gate Trace | moving west | front pressure |
Fronts
| Front | Locations | Current Problem |
|---|---|---|
| East Gate Trace Front | East Gate Trace, Blackpine edge, Shrine Coast edge | fissure pressure and demon host |
| Ashfen Marsh Front | Ashfen, Pine Hollow, Shrine Coast | corrupted runoff and raid route |
| North Road Patrol Gap | North Road, Blackpine March | route 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
| Location | Development |
|---|---|
| Wardheart Capital | Core Base, Nexus, storage, shelter, watch gate |
| Pine Hollow | scouting and camp candidate |
| North Road | route lead only |
Stage 2: First Outposts
| Location | Development |
|---|---|
| Pine Hollow | Pinewood Camp / Forester Outpost |
| North Road | Old Road Station |
| Blackpine March | Wardheart Outpost or Watchtower reclaimed |
| Iron Hill | mining outpost after survey |
Stage 3: Settlement
| District / Outpost | Locations |
|---|---|
| Core Civic / Residential | Wardheart Capital |
| Forestry District | Pine Hollow + safe Blackpine forest edge |
| Mining Outpost | Iron Hill |
| Road District | North Road |
| Ward District | Shrine Coast |
Stage 5: Province Rule
| Province System | Järvamaa Example |
|---|---|
| Governor/admin | Wardheart Capital controls county projects |
| Tax/resource summary | food, wood, stone, metal, influence |
| Route policy | secure Old North Road first |
| Defense zone | East Gate Trace and Ashfen fronts |
| Army posture | garrison core, patrol roads, militia mines |
| Ward network | Wardheart -> 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.