World Map

A 500ร—500 procedurally generated wasteland. 250,000 tiles of terrain, settlements, raider camps, and control points.

๐ŸŒTerrain Types

The map is generated using layered Perlin noise, producing organic terrain patterns. Each terrain type has distinct visual sprites and gameplay implications.

TerrainCoveragePassableNotes
Wasteland~70%YesDefault terrain. Cracked earth, scattered debris.
Ruins~7%YesUrban areas. Higher raider camp density. Lore hotspots.
Dead Forest~10%YesSkeletal trees. Visual variety, no gameplay effect.
Radiation Zone~5%NoImpassable barriers. Glowing green on map.
Mountains~4%NoImpassable. Form natural borders and chokepoints.
Craters~2%NoImpact zones. Scattered impassable pockets.
River~1.6%No2-4 rivers snake across the map. Impassable except at bridges.
Bridge<0.1%Yes3-6 bridges per river. Strategic chokepoints.
๐Ÿ’ก
Impassable terrain doesn't block marches. Troop movement uses straight-line Euclidean distance, not pathfinding. Mountains and radiation zones are visual and settlement-placement barriers, but armies travel through them abstractly. This keeps the march system simple and predictable.
โฑTravel Time
Travel Time Formula
time = distance / (slowest_unit_speed ร— world_speed)
Distance is Euclidean: sqrt((xโ‚‚-xโ‚)ยฒ + (yโ‚‚-yโ‚)ยฒ). The march travels at the speed of its slowest unit. Time is in hours, converted to seconds for the countdown timer.
Distance (tiles)Scavenger (20)Militia (12)War Rig (6)Enforcer (4)
515 min25 min50 min1h 15m
1030 min50 min1h 40m2h 30m
251h 15m2h 5m4h 10m6h 15m
502h 30m4h 10m8h 20m12h 30m
1005h8h 20m16h 40m25h

Times shown at 1x world speed. Higher speed worlds reduce travel proportionally. The maximum possible distance on a 500ร—500 map is ~707 tiles (corner to corner).

โš ๏ธ
Slow units drag the entire march. If you send 100 Scavengers (speed 20) with 1 War Rig (speed 6), the entire army travels at speed 6. For fast raids, leave slow units behind. For conquest operations with Enforcers (speed 4), expect very long travel times โ€” plan accordingly.
๐ŸControl Points

260 control points are placed across the map at strategic locations โ€” near ruins, at river crossings, and in defensible terrain. They're the key to the domination win condition.

๐Ÿšฉ
Outpost
1 pt
200 on map ยท 100 garrison cap
๐Ÿฐ
Stronghold
3 pts
50 on map ยท 500 garrison cap
๐Ÿฏ
Fortress
10 pts
10 on map ยท 2,000 garrison cap
TypeCountPoints EachTotal Points% of Victory
Outpost200120044%
Stronghold50315033%
Fortress101010022%
Total260โ€”450100%

Win condition: first alliance to hold 225 points (50% of 450) wins the world. Control points are captured by attacking them (single battle, no loyalty system). Multiple alliance members can garrison the same point. Garrisoned troops consume food from their home settlement.

๐Ÿ Spawn Zones

New players spawn in the outer 50-tile band around the map edges, with a minimum of 10 tiles between starting settlements. This ensures new players have room to grow without immediately neighboring veteran players. The center of the map โ€” where Fortresses and high-value control points cluster โ€” is contested endgame territory.

๐Ÿ’ก
Map hotspots are procedurally generated: Ruined Cities, Military Bases, Supply Depots, and Lone Fortresses. These areas have higher raider camp density and control point concentration. They're worth fighting over โ€” but they're also where the most active players gravitate.