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 Layer | Example | Size / Count |
|---|---|---|
| Area | Shieldheart Frontier | about 18,900 km2 |
| Province | Järva March | about 2,460 km2 |
| Location | Blackpine March | 346 km2 |
| Location | Iron Hill | 368 km2 |
| Location | East Gate Trace | 393 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.
| Thing | Plain Meaning | Example | Player Use |
|---|---|---|---|
| Location | Large strategic territory | Blackpine March | Select, govern, scout, defend, develop |
| Feature | Notable content/opportunity/danger | Old Growth Grove | Discover, investigate, survey, handle |
| Site / Host Anchor | A Feature or place once it is actionable/buildable | Wardheart Outpost | Visit, secure, build at, camp at |
| Building | Upgrade attached to a host | Mine Works | Produce, 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 Pattern | Example In Images | Why It Needs A Design Term |
|---|---|---|
| Named map icon inside a Location | Ruined Watchtower, Hidden Spring, Pinewood Camp | The player can point at a concrete place |
| Building host group | Old North Road has Road Station, Watchtower, Stable Yard | Buildings need a host that is smaller than Location |
| MC expedition stop | River Ford Camp, Old Road, Shrine, Ore Vein | MC needs places to travel between |
| Crossing / route node | ford, bridge, road station | Routes need actionable nodes |
| Developed feature anchor | Iron Hill Ore Vein with Mine Works | A discovered Feature can become a buildable place |
| Threat anchor | Dungeon Mouth, Ashfall Hollow, Fissure | Threats 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 hierarchy | 1. Core Scale And Hierarchy |
| What a 346 km2 Location contains | 2. What A Large Location Contains |
| What Sites/Host Anchors are and how they work | 3. Sites / Host Anchors |
| What Features are and how discovery works | 4. Features |
| Where Buildings attach | 5. Buildings And Improvements |
| What the MC does on the large map | 6. MC Side On The Large Map |
| What belongs on the 3D map vs panels | 7. Map Visibility Rules |
| Why rivers/lakes matter | 8. Hydrology And Geography |
| How taint/fronts/armies use the map | 9. Threat, Taint, Armies, Fronts |
| Data shapes for implementation | 10. Output Data Model |
| Unresolved design calls | 11. 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
| Layer | Meaning | Target Scale |
|---|---|---|
| Realm / Area | Campaign-scale map region | tens of thousands km2 |
| Province | Regional management unit | about 2,000-5,000 km2 |
| Location | Main playable land unit | about 250-500 km2 |
| Feature | Generated notable content | local to Location |
| Site / Host Anchor | Actionable/buildable place | local inside Location |
| Building | Abstract upgrade | attached to host |
| Marker | Moving actor or camp | map 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
| Fact | Value |
|---|---|
| Area | about 346 km2 |
| Province | Järva March |
| Terrain | mixed forest and hills |
| Roads | Old North Road, local trails |
| Water | river/creek branches |
| Taint | edge pressure |
| Control | partial |
| Known Features | 7/11 or 8/11 |
| MC travel inside it | hours to days |
What A Normal Location Can Contain
| Category | What It Means |
|---|---|
| Terrain identity | forest, hills, marsh, coast, river meadow, upland |
| Internal terrain patches | ridges, hollows, wetland pockets, clearings |
| Sites | outposts, camps, crossings, shrines, mines, ruins |
| Features | resources, threats, corruption, landmarks, clues |
| Roads/trails | movement, supply, patrols, risk |
| Rivers/lakes/marshes | water, barriers, crossings, fisheries, corruption |
| Resource potential | timber, food, ore, stone, coal, herbs, fish |
| Control state | controlled, partial, contested, wild, enemy-held |
| Taint/threat state | taint edge, raid risk, unsafe roads, corrupted water |
| Settlement/outpost/core | if present |
| Markers | armies, patrols, caravans, MC camp |
| Knowledge state | hidden, clue, discovered, surveyed, secured |
| Overlay values | control, 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 Label | Why It Is A Site |
|---|---|
| Wardheart Outpost | built anchor inside Blackpine March |
| Old North Road / Old Road Station | route place with route Buildings |
| Ruined Watchtower | concrete ruin/defense place |
| Pinewood Camp / River Ford Camp | MC camp place |
| Shrine Ward | sacred/ward place with Buildings |
| Ford / Bridge | crossing place on a route |
| Dungeon Mouth | dangerous 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 Type | Appears In | Map Visible? | Main Actions | Buildings It Can Host | Blockers / Threats | Secured By |
|---|---|---|---|---|---|---|
| Wardheart Outpost | frontier, claimed edge | yes | reinforce, patrol, resupply | Storehouse, Shelter Yard, Palisade | supply gap, taint, raids | garrison, supply, patrols |
| Old North Road | forest, pass, road corridor | road yes | scout, clear, follow | Road Station, Watchtower, Stable Yard | ambush, broken road | patrols, repairs |
| Old Road Station | route node | yes when known | rest, supply, guard | Supply Depot, Stable Yard, Messenger Post | isolation, raids | route security |
| Iron Hill Ore Vein | hills, uplands | after discovery | survey, mine, guard | Mine Works, Timber Supports, Ore Yard | cave-in, demon tracks | survey, guards |
| Ruined Watchtower | ridge, road, border | after discovery | investigate, reclaim | Watchtower, Signal Fire, Guard Hut | collapse, hostile occupants | clear, repair, staff |
| Shrine Ward | sacred/taint edge | after known | cleanse, restore, ward | Ward Circle, Chapel, Cleansing Post | corruption, missing relic | ritual, guards |
| Pinewood Camp | forest/frontier | if active | rest, scout, cache | Shelter, Stockpile, Watch Post | exposure, night attacks | supplies, perimeter |
| Hidden Spring | forest, ravine, hills | after discovery | test water, mark, cleanse | Spring House, Water Shelter | tainted water, ambush | test, protect |
| Ashfall Hollow | taint edge | warning/known | observe, contain, cleanse | Seal Outpost, Ward Marker | taint, demon activity | containment |
| Dungeon Mouth | hills, ruin, mine | after clue/discovery | scout, delve, seal | Guard Post, Seal Gate, Camp | monsters, traps, taint | clear or seal |
| Ford | river crossing | yes on routes | cross, guard, improve | Patrol Hut, Causeway, Bridge Works | flood, ambush | patrol, markers |
| Bridge | road/river crossing | yes | repair, defend | Bridge, Gatehouse, Guard House | sabotage, siege | garrison, repair |
| Dock | lake/coast/river | when useful | ferry, fish, supply | Pier, Boat Shed, Fish Store | storms, raiders | guards, boats |
| Watch Post | hill, border, road | yes if active | scout, warn, signal | Watchtower, Beacon, Supply Cache | isolation | staff, supply |
| Farmstead | fertile land | usually selected/panel | farm, clear, protect | Fields, Well, Barn, Granary | raids, flood, taint | patrols, water |
| Quarry Face | rocky upland | after survey | quarry, stabilize | Quarry Works, Stone Depot | slope collapse | survey, tools |
| Tainted Shaft | old mine/taint | after clue | seal, cleanse, guard | Seal Outpost, Cleansing Post | taint, demons, runoff | seal/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
| Type | Example | Meaning |
|---|---|---|
| Terrain fact | forest coverage | broad physical condition |
| Site | Pinewood Camp | concrete place |
| Feature | Old Growth Grove | notable content |
| Building | Forester Hut | upgrade 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
| Family | Examples | Usually Becomes Site? |
|---|---|---|
| Natural Resource | herb meadow, grazing ground, clay bank | sometimes |
| Water | hidden spring, pond, reed pool | sometimes |
| Forest | old-growth grove, timber stand | sometimes |
| Mineral | ore vein, quarry face, coal sink | yes |
| Travel | ford, bridge ruin, road trace, pass | yes |
| Shelter | cave, defensible hollow, old camp | sometimes |
| Ruin | watchtower, standing stones, fortress | yes |
| Threat | hostile camp, demon lair, ambush site | sometimes after cleared |
| Corruption | black ash patch, fissure, tainted shaft | sometimes after handled |
| Landmark | peak, great tree, lake island | sometimes |
| Nexus / Wardheart / Leyline | dormant nexus, wardheart, leyline node | yes, special |
| Settlement Opportunity | old town mound, sheltered basin | yes |
| Story | unique quest/site anchor | depends |
Feature Discovery States
| State | Player Knows | Map Behavior |
|---|---|---|
| hidden | nothing | no icon |
| clue | partial signal | ambiguous lead |
| discovered | rough identity | visible in panel, maybe map |
| surveyed | useful stats/blockers | actionable |
| secured / handled | blocker resolved | safe/developable |
| developed | Buildings active | host icon/badge |
| contested / corrupted / abandoned | regressed | warning |
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 Type | Examples |
|---|---|
| Core Holding | Wardheart Nexus, Great Hall |
| Settlement Core | town/capital buildings |
| Site | Shrine Ward, Old Road Station |
| Feature | Ore Vein, Quarry Face |
| District | farming, forestry, mining, military |
| Outpost | Wardheart Outpost, Iron Hill Outpost |
| Route / Crossing | road, bridge, ford, causeway |
| Military Position | fort, watch line, siege camp |
| Ward / Leyline Anchor | Ward Circle, Ritual Circle |
Image Examples
| Host | 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 |
| Iron Hill | Quarry Works, Stone Depot, Survey Camp, Coal Pit, Seal Outpost |
Core Buildings
| Core Building | Purpose |
|---|---|
| Wardheart Nexus | claim, shield, founding anchor |
| Great Hall | authority, assignments |
| MC Quarters | rest, recovery |
| Camp Workshop | repairs, expedition prep |
| Training Yard | training, militia |
| Infirmary | injury/taint recovery |
| Storehouse Vault | safe storage |
| Map Room | route planning, scouting |
| Ritual Circle | cleansing, leyline work |
| Forge Seed | tools, weapons, repair |
| Watch Gate | defense, alerts |
Visibility
| Put On 3D Map | Put In Panel |
|---|---|
| host icon | full building list |
| upgraded badge | workers |
| warning marker | construction queue |
| fort/outpost silhouette | inputs/outputs |
| route/crossing icon | formulas/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
| Context | What MC Does | Map Representation |
|---|---|---|
| Core Base / Wardheart Capital | rest, train, plan, prepare, recover | MC at core icon |
| Travelling on route | consumes time/supplies, risks ambush | marker on route segment |
| Camped in Location | rest, scout, launch local actions | camp Site marker |
| Investigating Site | focused action at place | MC on Site/Feature |
| Supporting front | scout, stabilize, deliver orders | attached to army/front |
| Managing Feature | survey, clear blocker, secure | Feature/Site action |
| Returning with knowledge | updates map/panels | reports become visible |
Concrete Blackpine Actions
| Action | Meaning |
|---|---|
| Scout Old Road | reveal route threats and leads |
| Investigate Shrine | identify ward/corruption state |
| Survey Ore Vein | reveal yield, blockers, buildings |
| Camp at River Ford | establish field base |
| Contain Fissure | handle corruption/threat source |
| Clear Old Road | improve route safety |
| Reclaim Watchtower | improve 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
| Category | Examples |
|---|---|
| Terrain | hills, forest, marsh, coast, tainted land |
| Borders | Province border, Location border |
| Routes | roads, trails, supply lines, planned MC route |
| Water | rivers, lakes, marshes, floodplains |
| Crossings | fords, bridges, docks, passes |
| Core icons | Wardheart Capital, Core Base |
| Outpost/Fort icons | Wardheart Outpost, Iron Hill Outpost |
| Major Site icons | Shrine Ward, Ruined Watchtower, Dungeon Mouth |
| Known Feature icons | ore, ruin, water, threat, corruption |
| Army markers | patrols, garrisons, enemy hosts |
| Overlays | control, taint, shield, threat, route safety |
| Labels | Province, Location, selected Sites |
Put In Panels
| Panel Detail | Examples |
|---|---|
| Buildings | full building lists, tiers |
| Workers | assignments, capacity |
| Queues | construction, upgrades |
| Feature details | yields, blockers, survey results |
| Hidden content | unknown slots, clues |
| Formulas | exact production/control math |
| Deep activities | full MC queue, long activity lists |
| Production chains | ore -> smelting -> tools |
| Camp details | supplies, loadout, recovery |
Zoom Rules
| Zoom | Show | Hide |
|---|---|---|
| Realm | Provinces, capitals, major rivers, armies, fronts | most Sites, Buildings |
| Province | Locations, routes, crossings, outposts, armies, overlays | minor Buildings, hidden Features |
| Selected Location | known Sites, known Features, internal routes, camp/MC | full building detail |
8. Hydrology And Geography
Rule
Rivers and lakes are strategic systems, not decoration.
Hydrology Objects
| Object | Strategic Use |
|---|---|
| Major river | boundary, supply, barrier, settlement line |
| Tributary | internal Location structure, clues, camps |
| Lake | fish, docks, sacred Sites, defense |
| Marsh | slow movement, herbs, ambush, corruption |
| Floodplain | fertility plus flood risk |
| Ford | shallow crossing, route chokepoint |
| Bridge | durable crossing, siege/sabotage target |
| Water quality | camp safety, disease, cleansing, fisheries |
| Corrupted runoff | taint 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
| System | Map Form | Ties To |
|---|---|---|
| Taint edge | purple/red border pressure | Locations, water, Features |
| Gate pressure | source/front arrows | East Gate Trace, fronts |
| Corrupted water | runoff paths | rivers, marshes, springs |
| Raid routes | dashed hostile paths | roads, forests, patrol gaps |
| Unsafe roads | route warning | MC, supply, caravans |
| Patrol zones | coverage overlay | outposts, watch posts |
| Supply lines | road/river network | armies, mines, settlements |
| Garrisons | fixed army markers | forts, outposts, cores |
| Militia | local defense marker | claimed Locations |
| Army stacks | moving force marker | routes, fronts |
| Fronts | contested lines/zones | Locations, chokepoints |
| Fallback lines | defensive route/line | bridges, forts, wards |
| Push arrows | planned/offensive direction | roads, passes, weak points |
| Siege progress | Site/fort state | Buildings, armies |
| Choke points | crossing/pass marker | fords, bridges, roads |
Tie-Back
| Object | Threat Role |
|---|---|
| Location | carries control, threat, taint, front state |
| Site | anchor for forts, crossings, camps, fissures |
| Feature | cause/opportunity: lair, fissure, corrupted runoff |
| Building | response: watchtower, ward, seal outpost |
| MC | intervention: 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
- How many Features should a rich Location have?
- How many Site icons can be visible before clutter?
- Which Building hosts are shown as map icons?
- How much internal Location travel is simulated?
- Can one Location have multiple camps/outposts?
- When does a Feature become a Site?
- When does a Site become an Outpost?
- When does an Outpost become a Settlement?
MC / Discovery
- How does MC discovery change overlays?
- Does survey knowledge apply instantly or only after returning to Core?
- How often should MC expeditions be required for development?
- Can camps be attacked, abandoned, hidden, fortified, or made permanent?
- Should secured routes allow fast travel or just lower-risk travel?
Taint / Threat
- How does taint alter Features and Buildings?
- Can taint spread through hydrology automatically?
- What happens when a secured Feature becomes contested again?
- How should front lines interact with Site-scale anchors?
- Can enemy movement reveal or alter hidden Features?
Buildings / Development
- How many Building slots should a Site have?
- Are Feature-hosted Buildings limited by surveyed capacity?
- Do construction queues live on Location, host, Settlement, or Province?
- How does a Route/Crossing host Buildings across multiple Locations?
- Can districts span multiple Locations?
Map / Generator
- Should a campaign use 90-180 Locations, or scale by realm size?
- Should water bodies ever be Locations?
- Should hidden Feature counts be visible?
- How exact should km2 area numbers be in UI?
- What is the visual priority when overlays conflict?
- Should every road-river crossing create a Site?
- First implementation: static Järva sample, full generator, or hybrid?