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Large-Scale Strategic Map Model

Status: fast-review design exploration, May 2, 2026.

This is the readable version. The long raw notes are preserved in:

model-exploration-full-notes.md

Read This First

Non-Negotiable Scale Decision

The target map is not the old 2.5 km2 / 500 m / 60K Location model.

The target map is a fantasy strategic realm map where each Location is a large playable territory, roughly 250-500 km2.

Concrete scale anchor:

Map LayerExampleSize / Count
AreaShieldheart Frontierabout 18,900 km2
ProvinceJärva Marchabout 2,460 km2
LocationBlackpine March346 km2
LocationIron Hill368 km2
LocationEast Gate Trace393 km2

Core Definitions

Important: Site is not an image label. It is a proposed design term for the concrete named places the images already show as icons, building hosts, camp stops, crossings, or activity targets.

ThingPlain MeaningExamplePlayer Use
LocationLarge strategic territoryBlackpine MarchSelect, govern, scout, defend, develop
FeatureNotable content/opportunity/dangerOld Growth GroveDiscover, investigate, survey, handle
Site / Host AnchorA Feature or place once it is actionable/buildableWardheart OutpostVisit, secure, build at, camp at
BuildingUpgrade attached to a hostMine WorksProduce, defend, store, heal, improve

Short version:

Location = big territory
Feature = notable content inside it
Site / Host Anchor = actionable/buildable place created from or linked to content
Building = upgrade attached to a host

Example:

Blackpine March is a Location.
Old Growth Grove is a Feature.
Pinewood Camp is a Site / Host Anchor.
Forester Hut is a Building attached to a host.

Where "Site" came from in the images:

Image PatternExample In ImagesWhy It Needs A Design Term
Named map icon inside a LocationRuined Watchtower, Hidden Spring, Pinewood CampThe player can point at a concrete place
Building host groupOld North Road has Road Station, Watchtower, Stable YardBuildings need a host that is smaller than Location
MC expedition stopRiver Ford Camp, Old Road, Shrine, Ore VeinMC needs places to travel between
Crossing / route nodeford, bridge, road stationRoutes need actionable nodes
Developed feature anchorIron Hill Ore Vein with Mine WorksA discovered Feature can become a buildable place
Threat anchorDungeon Mouth, Ashfall Hollow, FissureThreats need exact places to secure/avoid

So: the images do not say "Site". The images show Features, camps, route nodes, outposts, and building hosts. This document uses Site / Host Anchor only for the cases where that content becomes a concrete place the player can travel to, secure, or build at.

Review Index

Use this table to jump straight to the decision you care about.

If You Want To Check...Read
The scale and object hierarchy1. Core Scale And Hierarchy
What a 346 km2 Location contains2. What A Large Location Contains
What Sites/Host Anchors are and how they work3. Sites / Host Anchors
What Features are and how discovery works4. Features
Where Buildings attach5. Buildings And Improvements
What the MC does on the large map6. MC Side On The Large Map
What belongs on the 3D map vs panels7. Map Visibility Rules
Why rivers/lakes matter8. Hydrology And Geography
How taint/fronts/armies use the map9. Threat, Taint, Armies, Fronts
Data shapes for implementation10. Output Data Model
Unresolved design calls11. Open Design Questions

Primary references:

design.md
images/large-scale-target/16-blackpine-close-geography.png
images/large-scale-target/18-jarva-hydrology.png
images/large-scale-target/22-jarva-3d-geography.png
images/large-scale-target/23-jarva-administrative-control.png
images/large-scale-target/24-jarva-war-room-threat-army.png
images/large-scale-target/25-jarva-planning-overlay.png
images/large-scale-target/03-blackpine-large-location-features.png
images/large-scale-target/04-blackpine-large-location-building-groups.png
images/large-scale-target/05-blackpine-feature-hosted-buildings.png
images/large-scale-target/09-iron-hill-economy-resource-features.png

1. Core Scale And Hierarchy

Hierarchy

Realm / Area
-> Province
-> Location
-> contents inside the Location:
- Features
- Site / Host Anchors
- Buildings / Improvements
- Army / Party / Caravan / Camp markers

Important: this hierarchy is for scale and gameplay drilldown. It is not strict database ownership.

Grand-strategy reading:

Province / Location are the map units.
Features and Site / Host Anchors are contents of a selected Location.
Buildings live in panels under those hosts.
Armies/MC/camps are markers on top of the strategic map.

Implementation should allow:

  • a Location to contain many Sites and Features,
  • a Feature to become a Site after discovery,
  • a Site to host multiple Features,
  • a Building to attach to a Core, Site, Feature, District, Route, Outpost, Military Position, Ward, or Leyline Anchor.

Layer Meanings

LayerMeaningTarget Scale
Realm / AreaCampaign-scale map regiontens of thousands km2
ProvinceRegional management unitabout 2,000-5,000 km2
LocationMain playable land unitabout 250-500 km2
FeatureGenerated notable contentlocal to Location
Site / Host AnchorActionable/buildable placelocal inside Location
BuildingAbstract upgradeattached to host
MarkerMoving actor or campmap position

Design Rule

The player should manage a readable realm:

8-ish Provinces in Shieldheart Frontier.
8-ish Locations in Järva March.
Several known Sites and Features in a selected Location.
Detailed Buildings in panels, not scattered as tiny map models.

2. What A Large Location Contains

Definition

A Location is a large named territory. It is the main strategic land unit. It can contain terrain variety, roads, rivers, Sites, Features, armies, outposts, camps, and hidden content.

It is much larger than the old 2.5 km2 idea.

Blackpine March Reference

FactValue
Areaabout 346 km2
ProvinceJärva March
Terrainmixed forest and hills
RoadsOld North Road, local trails
Waterriver/creek branches
Taintedge pressure
Controlpartial
Known Features7/11 or 8/11
MC travel inside ithours to days

What A Normal Location Can Contain

CategoryWhat It Means
Terrain identityforest, hills, marsh, coast, river meadow, upland
Internal terrain patchesridges, hollows, wetland pockets, clearings
Sitesoutposts, camps, crossings, shrines, mines, ruins
Featuresresources, threats, corruption, landmarks, clues
Roads/trailsmovement, supply, patrols, risk
Rivers/lakes/marsheswater, barriers, crossings, fisheries, corruption
Resource potentialtimber, food, ore, stone, coal, herbs, fish
Control statecontrolled, partial, contested, wild, enemy-held
Taint/threat statetaint edge, raid risk, unsafe roads, corrupted water
Settlement/outpost/coreif present
Markersarmies, patrols, caravans, MC camp
Knowledge statehidden, clue, discovered, surveyed, secured
Overlay valuescontrol, taint, shield, threat, route safety

Review Decision

For a rich Location like Blackpine March:

Good target:
3-8 known or discoverable Sites
5-12 Feature records
only 1-4 map icons by default when unselected
more detail when selected
full details in panels

3. Sites / Host Anchors

Definition

A Site / Host Anchor is a concrete actionable place inside a Location.

It is not a grand-strategy map tier. It is not equivalent to a Province, County, Barony, state, or tile. It is closer to a point of interest, holding slot, route node, camp, crossing, outpost, or developed Feature inside the selected Location's panel/map detail.

Sites are where the MC travels, camps, investigates, secures, or builds.

The term exists because the images have many named point-like things inside a large Location, but they are not all the same kind of thing. Some are camps, some are route nodes, some are crossings, some are ruins, some are resource anchors, and some are threats. Calling them Sites gives the design one shared word for "place inside a Location".

Examples from the images:

Image LabelWhy It Is A Site
Wardheart Outpostbuilt anchor inside Blackpine March
Old North Road / Old Road Stationroute place with route Buildings
Ruined Watchtowerconcrete ruin/defense place
Pinewood Camp / River Ford CampMC camp place
Shrine Wardsacred/ward place with Buildings
Ford / Bridgecrossing place on a route
Dungeon Mouthdangerous entrance place

The image may call something a Feature, route, camp, or outpost. The Site / Host Anchor layer is the design's generic container for the actual place when the player can travel to it, secure it, or attach Buildings to it.

If this word keeps causing confusion, the safer production term may be Host Anchor rather than Site.

Site Lifecycle

potential
-> clue
-> discovered
-> surveyed
-> secured
-> developed
-> maintained / contested / abandoned / corrupted

Site Catalogue

Site TypeAppears InMap Visible?Main ActionsBuildings It Can HostBlockers / ThreatsSecured By
Wardheart Outpostfrontier, claimed edgeyesreinforce, patrol, resupplyStorehouse, Shelter Yard, Palisadesupply gap, taint, raidsgarrison, supply, patrols
Old North Roadforest, pass, road corridorroad yesscout, clear, followRoad Station, Watchtower, Stable Yardambush, broken roadpatrols, repairs
Old Road Stationroute nodeyes when knownrest, supply, guardSupply Depot, Stable Yard, Messenger Postisolation, raidsroute security
Iron Hill Ore Veinhills, uplandsafter discoverysurvey, mine, guardMine Works, Timber Supports, Ore Yardcave-in, demon trackssurvey, guards
Ruined Watchtowerridge, road, borderafter discoveryinvestigate, reclaimWatchtower, Signal Fire, Guard Hutcollapse, hostile occupantsclear, repair, staff
Shrine Wardsacred/taint edgeafter knowncleanse, restore, wardWard Circle, Chapel, Cleansing Postcorruption, missing relicritual, guards
Pinewood Campforest/frontierif activerest, scout, cacheShelter, Stockpile, Watch Postexposure, night attackssupplies, perimeter
Hidden Springforest, ravine, hillsafter discoverytest water, mark, cleanseSpring House, Water Sheltertainted water, ambushtest, protect
Ashfall Hollowtaint edgewarning/knownobserve, contain, cleanseSeal Outpost, Ward Markertaint, demon activitycontainment
Dungeon Mouthhills, ruin, mineafter clue/discoveryscout, delve, sealGuard Post, Seal Gate, Campmonsters, traps, taintclear or seal
Fordriver crossingyes on routescross, guard, improvePatrol Hut, Causeway, Bridge Worksflood, ambushpatrol, markers
Bridgeroad/river crossingyesrepair, defendBridge, Gatehouse, Guard Housesabotage, siegegarrison, repair
Docklake/coast/riverwhen usefulferry, fish, supplyPier, Boat Shed, Fish Storestorms, raidersguards, boats
Watch Posthill, border, roadyes if activescout, warn, signalWatchtower, Beacon, Supply Cacheisolationstaff, supply
Farmsteadfertile landusually selected/panelfarm, clear, protectFields, Well, Barn, Granaryraids, flood, taintpatrols, water
Quarry Facerocky uplandafter surveyquarry, stabilizeQuarry Works, Stone Depotslope collapsesurvey, tools
Tainted Shaftold mine/taintafter clueseal, cleanse, guardSeal Outpost, Cleansing Posttaint, demons, runoffseal/cleanse

Site Rule

Sites are places. They can host Buildings. They can be secured or lost.

4. Features

Definition

A Feature is notable generated content inside a Location.

It can be a resource, danger, clue, ancient thing, travel opportunity, corruption source, sacred anchor, or story object.

Difference Between Terrain, Site, Feature, Building

TypeExampleMeaning
Terrain factforest coveragebroad physical condition
SitePinewood Campconcrete place
FeatureOld Growth Grovenotable content
BuildingForester Hutupgrade attached to host

More examples:

Rocky upland = terrain fact
Iron Hill Ore Vein = Feature
Ore Vein work site = Site after survey/development
Mine Works = Building

Feature Families

FamilyExamplesUsually Becomes Site?
Natural Resourceherb meadow, grazing ground, clay banksometimes
Waterhidden spring, pond, reed poolsometimes
Forestold-growth grove, timber standsometimes
Mineralore vein, quarry face, coal sinkyes
Travelford, bridge ruin, road trace, passyes
Sheltercave, defensible hollow, old campsometimes
Ruinwatchtower, standing stones, fortressyes
Threathostile camp, demon lair, ambush sitesometimes after cleared
Corruptionblack ash patch, fissure, tainted shaftsometimes after handled
Landmarkpeak, great tree, lake islandsometimes
Nexus / Wardheart / Leylinedormant nexus, wardheart, leyline nodeyes, special
Settlement Opportunityold town mound, sheltered basinyes
Storyunique quest/site anchordepends

Feature Discovery States

StatePlayer KnowsMap Behavior
hiddennothingno icon
cluepartial signalambiguous lead
discoveredrough identityvisible in panel, maybe map
surveyeduseful stats/blockersactionable
secured / handledblocker resolvedsafe/developable
developedBuildings activehost icon/badge
contested / corrupted / abandonedregressedwarning

Blackpine Model

Blackpine March can show:

Known Features: 7/11 or 8/11
Unknown Features: hidden or clue-only

This is the desired pattern. The player sees enough to act, but not everything the Location contains.

5. Buildings And Improvements

Rule

Buildings are abstract upgrades attached to hosts. They are not tiny individual models placed across a 346 km2 Location.

Building Hosts

Host TypeExamples
Core HoldingWardheart Nexus, Great Hall
Settlement Coretown/capital buildings
SiteShrine Ward, Old Road Station
FeatureOre Vein, Quarry Face
Districtfarming, forestry, mining, military
OutpostWardheart Outpost, Iron Hill Outpost
Route / Crossingroad, bridge, ford, causeway
Military Positionfort, watch line, siege camp
Ward / Leyline AnchorWard Circle, Ritual Circle

Image Examples

HostBuildings
Wardheart OutpostStorehouse, Shelter Yard, Palisade
Old North RoadRoad Station, Watchtower, Stable Yard, Supply Depot
Iron Hill Ore VeinMine Works, Timber Supports, Ore Yard, Smithy, Guard Post
Shrine WardWard Circle, Chapel, Cleansing Post
Iron HillQuarry Works, Stone Depot, Survey Camp, Coal Pit, Seal Outpost

Core Buildings

Core BuildingPurpose
Wardheart Nexusclaim, shield, founding anchor
Great Hallauthority, assignments
MC Quartersrest, recovery
Camp Workshoprepairs, expedition prep
Training Yardtraining, militia
Infirmaryinjury/taint recovery
Storehouse Vaultsafe storage
Map Roomroute planning, scouting
Ritual Circlecleansing, leyline work
Forge Seedtools, weapons, repair
Watch Gatedefense, alerts

Visibility

Put On 3D MapPut In Panel
host iconfull building list
upgraded badgeworkers
warning markerconstruction queue
fort/outpost silhouetteinputs/outputs
route/crossing iconformulas/details

6. MC Side On The Large Map

Core Idea

The MC is a strategic actor moving through large Locations, not a token hopping between tiny cells.

The MC:

  • travels between Locations,
  • travels inside a large Location,
  • sets temporary camps,
  • scouts,
  • surveys,
  • investigates Features,
  • clears blockers,
  • secures Sites,
  • supports construction,
  • escorts patrols/armies/caravans,
  • responds to threats,
  • returns with knowledge.

Expedition Loop

Plan route at Core / Map Room
-> choose loadout and supplies
-> travel along route
-> camp in or near target Location
-> scout / investigate / survey
-> secure or handle blocker
-> return or push deeper
-> report knowledge back to Core / Outpost

MC Context Matrix

ContextWhat MC DoesMap Representation
Core Base / Wardheart Capitalrest, train, plan, prepare, recoverMC at core icon
Travelling on routeconsumes time/supplies, risks ambushmarker on route segment
Camped in Locationrest, scout, launch local actionscamp Site marker
Investigating Sitefocused action at placeMC on Site/Feature
Supporting frontscout, stabilize, deliver ordersattached to army/front
Managing Featuresurvey, clear blocker, secureFeature/Site action
Returning with knowledgeupdates map/panelsreports become visible

Concrete Blackpine Actions

ActionMeaning
Scout Old Roadreveal route threats and leads
Investigate Shrineidentify ward/corruption state
Survey Ore Veinreveal yield, blockers, buildings
Camp at River Fordestablish field base
Contain Fissurehandle corruption/threat source
Clear Old Roadimprove route safety
Reclaim Watchtowerimprove vision/security

Internal Travel Assumption

Use Site-to-Site and camp-to-Feature travel times.

Do not simulate every meter of a 346 km2 Location.

7. Map Visibility Rules

Show Directly On The 3D Map

CategoryExamples
Terrainhills, forest, marsh, coast, tainted land
BordersProvince border, Location border
Routesroads, trails, supply lines, planned MC route
Waterrivers, lakes, marshes, floodplains
Crossingsfords, bridges, docks, passes
Core iconsWardheart Capital, Core Base
Outpost/Fort iconsWardheart Outpost, Iron Hill Outpost
Major Site iconsShrine Ward, Ruined Watchtower, Dungeon Mouth
Known Feature iconsore, ruin, water, threat, corruption
Army markerspatrols, garrisons, enemy hosts
Overlayscontrol, taint, shield, threat, route safety
LabelsProvince, Location, selected Sites

Put In Panels

Panel DetailExamples
Buildingsfull building lists, tiers
Workersassignments, capacity
Queuesconstruction, upgrades
Feature detailsyields, blockers, survey results
Hidden contentunknown slots, clues
Formulasexact production/control math
Deep activitiesfull MC queue, long activity lists
Production chainsore -> smelting -> tools
Camp detailssupplies, loadout, recovery

Zoom Rules

ZoomShowHide
RealmProvinces, capitals, major rivers, armies, frontsmost Sites, Buildings
ProvinceLocations, routes, crossings, outposts, armies, overlaysminor Buildings, hidden Features
Selected Locationknown Sites, known Features, internal routes, camp/MCfull building detail

8. Hydrology And Geography

Rule

Rivers and lakes are strategic systems, not decoration.

Hydrology Objects

ObjectStrategic Use
Major riverboundary, supply, barrier, settlement line
Tributaryinternal Location structure, clues, camps
Lakefish, docks, sacred Sites, defense
Marshslow movement, herbs, ambush, corruption
Floodplainfertility plus flood risk
Fordshallow crossing, route chokepoint
Bridgedurable crossing, siege/sabotage target
Water qualitycamp safety, disease, cleansing, fisheries
Corrupted runofftaint spread, downstream threat

Järva Hydrology Anchor

The hydrology image implies:

2 river basins
1 major river
7 tributaries
3 lakes
5 fords
mixed water quality
floodplains
fisheries
watermill candidates
corrupted runoff

Gameplay Consequences

Water should affect:

  • settlement placement,
  • route chokepoints,
  • bridge/ford Sites,
  • MC camps,
  • fisheries,
  • mills,
  • marsh hazards,
  • corrupted runoff,
  • taint containment,
  • army movement,
  • supply lines.

9. Threat, Taint, Armies, Fronts

Map Threat Systems

SystemMap FormTies To
Taint edgepurple/red border pressureLocations, water, Features
Gate pressuresource/front arrowsEast Gate Trace, fronts
Corrupted waterrunoff pathsrivers, marshes, springs
Raid routesdashed hostile pathsroads, forests, patrol gaps
Unsafe roadsroute warningMC, supply, caravans
Patrol zonescoverage overlayoutposts, watch posts
Supply linesroad/river networkarmies, mines, settlements
Garrisonsfixed army markersforts, outposts, cores
Militialocal defense markerclaimed Locations
Army stacksmoving force markerroutes, fronts
Frontscontested lines/zonesLocations, chokepoints
Fallback linesdefensive route/linebridges, forts, wards
Push arrowsplanned/offensive directionroads, passes, weak points
Siege progressSite/fort stateBuildings, armies
Choke pointscrossing/pass markerfords, bridges, roads

Tie-Back

ObjectThreat Role
Locationcarries control, threat, taint, front state
Siteanchor for forts, crossings, camps, fissures
Featurecause/opportunity: lair, fissure, corrupted runoff
Buildingresponse: watchtower, ward, seal outpost
MCintervention: scout, secure, contain, escort

10. Output Data Model

Keep this conceptual for now. This is enough to guide implementation shape.

Province

Province
id, name, areaKm2
polygon, centroid, labelAnchor
locationIds
capitalLocationId
provinceRole
riverIds, lakeIds, routeIds
controlSummary
taintSummary
threatSummary
routeSafety
supplyReach
armyIds, frontIds
overlayStates

Location

Location
id, name, parentProvinceId, areaKm2
polygon, centroid, labelAnchor
terrainIdentity
terrainComposition
resourcePotentials
riverIds, lakeIds, crossingSiteIds
routeIds, neighborLocationIds
siteIds, featureIds, buildingIds
controlState, controlPercent
taintState, taintPressure
shieldCoverage
threatLevel
routeSafety
patrolCoverage
campSafety
discoveryState
overlayStates

Site

Site
id, name, parentLocationId
siteType
position / footprint
mapIcon
discoveryState
securityState
developmentState
routeIds
riverOrLakeIds
featureIds
buildingIds
blockers
availableActions

Feature

Feature
id, name, parentLocationId
optionalSiteId
featureFamily, featureType
discoveryState
clueText
knownSummary
surveyData
blockers
actions
possibleBuildingIds
currentCondition

Building

Building
id, name, buildingType
hostType, hostId
parentLocationId
level, state
constructionProgress
workersAssigned
inputNeeds
outputEffects
requirements
blockers
mapPresentation

Route

Route
id, name, routeType
centerline
locationPath
endpointSiteIds
crossingSiteIds
quality, safety
supplyCapacity
patrolCoverage
blockedBy
activeThreats

River / Lake

River
id, name, basinId
rank, centerline, widthClass
sourceLocationId, mouthLocationOrLakeId
crossingSiteIds
waterQualityBySegment
corruptionSources

Lake
id, name, polygon
shoreLocationIds
inletRiverIds, outletRiverIds
islandSiteIds, dockSiteIds
waterQuality
fisheryPotential

Army

Army
id, name, factionId
strength
currentLocationId
currentSiteId / currentRouteId
order
routePlan
destinationId
eta
supplyState
frontId

MC Expedition

MCExpedition
id, mcEntityId
state
currentLocationId
currentSiteId
currentRouteId
campSiteId
plannedRoute
loadout
companions
campSupplies
fatigue, injury, taintExposure
activeActionId
queuedActionIds
surveyReportsCarried

Overlay State

OverlayState
targetType, targetId
overlayType
value
confidence
visibleToPlayer
estimated
lastUpdatedTurn
source

11. Open Design Questions

Highest Priority

  1. How many Features should a rich Location have?
  2. How many Site icons can be visible before clutter?
  3. Which Building hosts are shown as map icons?
  4. How much internal Location travel is simulated?
  5. Can one Location have multiple camps/outposts?
  6. When does a Feature become a Site?
  7. When does a Site become an Outpost?
  8. When does an Outpost become a Settlement?

MC / Discovery

  1. How does MC discovery change overlays?
  2. Does survey knowledge apply instantly or only after returning to Core?
  3. How often should MC expeditions be required for development?
  4. Can camps be attacked, abandoned, hidden, fortified, or made permanent?
  5. Should secured routes allow fast travel or just lower-risk travel?

Taint / Threat

  1. How does taint alter Features and Buildings?
  2. Can taint spread through hydrology automatically?
  3. What happens when a secured Feature becomes contested again?
  4. How should front lines interact with Site-scale anchors?
  5. Can enemy movement reveal or alter hidden Features?

Buildings / Development

  1. How many Building slots should a Site have?
  2. Are Feature-hosted Buildings limited by surveyed capacity?
  3. Do construction queues live on Location, host, Settlement, or Province?
  4. How does a Route/Crossing host Buildings across multiple Locations?
  5. Can districts span multiple Locations?

Map / Generator

  1. Should a campaign use 90-180 Locations, or scale by realm size?
  2. Should water bodies ever be Locations?
  3. Should hidden Feature counts be visible?
  4. How exact should km2 area numbers be in UI?
  5. What is the visual priority when overlays conflict?
  6. Should every road-river crossing create a Site?
  7. First implementation: static Järva sample, full generator, or hybrid?