A 500ร500 procedurally generated wasteland. 250,000 tiles of terrain, settlements, raider camps, and control points.
The map is generated using layered Perlin noise, producing organic terrain patterns. Each terrain type has distinct visual sprites and gameplay implications.
| Terrain | Coverage | Passable | Notes |
|---|---|---|---|
| Wasteland | ~70% | Yes | Default terrain. Cracked earth, scattered debris. |
| Ruins | ~7% | Yes | Urban areas. Higher raider camp density. Lore hotspots. |
| Dead Forest | ~10% | Yes | Skeletal trees. Visual variety, no gameplay effect. |
| Radiation Zone | ~5% | No | Impassable barriers. Glowing green on map. |
| Mountains | ~4% | No | Impassable. Form natural borders and chokepoints. |
| Craters | ~2% | No | Impact zones. Scattered impassable pockets. |
| River | ~1.6% | No | 2-4 rivers snake across the map. Impassable except at bridges. |
| Bridge | <0.1% | Yes | 3-6 bridges per river. Strategic chokepoints. |
| Distance (tiles) | Scavenger (20) | Militia (12) | War Rig (6) | Enforcer (4) |
|---|---|---|---|---|
| 5 | 15 min | 25 min | 50 min | 1h 15m |
| 10 | 30 min | 50 min | 1h 40m | 2h 30m |
| 25 | 1h 15m | 2h 5m | 4h 10m | 6h 15m |
| 50 | 2h 30m | 4h 10m | 8h 20m | 12h 30m |
| 100 | 5h | 8h 20m | 16h 40m | 25h |
Times shown at 1x world speed. Higher speed worlds reduce travel proportionally. The maximum possible distance on a 500ร500 map is ~707 tiles (corner to corner).
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.
| Type | Count | Points Each | Total Points | % of Victory |
|---|---|---|---|---|
| Outpost | 200 | 1 | 200 | 44% |
| Stronghold | 50 | 3 | 150 | 33% |
| Fortress | 10 | 10 | 100 | 22% |
| Total | 260 | โ | 450 | 100% |
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.
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.