Wiki / mechanics / map-and-territory
Map & territory
Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.
The map is your home screen, and it's North America: real towns in the USA and Canada, with fictional outfits and people. In the sandbox you start with one town. About fifty outfits are spread across the map, as far apart as it allows. Nearly everything between you is unclaimed, so you can take it without a fight. Roaming crews move across the land. Clicking any town opens its card.
How you use it
- Look around. Pan and zoom. FIT (or the HOME key) shows the whole continent again.
- Switch map modes on the camera plate: who holds what, who is fighting whom, how firmly ground is held, and whose police desk covers it.
- Click a town to open its card on the left.
- Unclaimed town next to yours: the card shows what it would make and an ACQUIRE button.
- Your town: read what it makes, UPGRADE it from the BUILDINGS header, and see who stands there.
- Someone else's town: the card shows whose it is. The crest and the boss's face are doors to the outfit and the man.
How it works
The board
| Rule |
Live |
| Your start |
One town, picked in the creator or dealt at random. A random start always has at least three neighbours |
| Other outfits |
About fifty seats, spread as far apart as the map allows. Each seat has at least two free neighbours, and its closest neighbours are left weak |
| Between them |
Unclaimed towns. Expansion only takes unclaimed land, never another outfit's |
| Civic towns |
Police ground. They can't be claimed |
| Roaming crews |
Crews with no town that move across the land, raid nearby forces and can be hunted. More appear as time goes on |
| Ownership |
Changes in one way only, and it's logged. A taken town starts at 0 grip |
Reading the map
| Rule |
Live |
| Zoom |
Four tiers: CONTINENT, REGION, STATE, TOWN. Labels and tokens fill in as you push closer |
| Crests |
One coat of arms per connected stretch of an outfit's land, not one per town. They appear from STATE zoom in, and can be turned off |
| Map modes |
Faction (who holds what, the default), War (who is fighting whom), Grip (how firmly ground is held), Police (whose desk polices it) |
| Unclaimed towns |
A ? marks the unclaimed towns next to your turf |
The town card
| Part |
Live |
| Banner |
Art for the town's kind, its name and its state |
| Ownership bar |
YOUR TURF (· ★ HQ on your seat), the outfit's short name in its colour, or UNCLAIMED. On your own towns, the town level shows at the right end as TOWN LV n |
| Boss medallion |
The face of the boss behind this ground, with the soldiers following him. Clicking it opens his card |
| Stats |
Population, Cash/day, Grip, Influence/day, Defense, Soldier limit. On anyone else's town, only Population and Defense show; the rest read — |
| Buildings |
The town's fixed set, each with its level. On your own town, UPGRADE TO LV n · $ · nD sits in the header. There is no BUILD button |
| Unclaimed |
The fixed buildings, what the town WOULD MAKE, and ACQUIRE with its price and days |
Grip
| Rule |
Live |
| What it is |
How firmly you hold a town, from 0 to 100 |
| Effect |
A town at low grip pays only part of its cash, rising to full at 100 |
| Gain |
Grip climbs every day. It climbs faster while one of your people stands in the town with his following |
Numbers (all TEMP)
| Number |
Value |
Where |
| Outfit seats on the map |
About 50, yours included |
frontier.gang_count |
| Weak neighbours left around each seat |
3 |
frontier.easy_neighbors |
| Neighbours a random start needs |
At least 3 |
world generation |
| Grip after a claim |
0 |
control_on_capture |
| Grip gain |
1.5 a day; 4 a day with one of your people standing there |
foundation.control_gain_per_day, control_gain_anchor |
| Cash at 0 grip |
35%, rising to 100% at full grip |
control_income_floor |
| Zoom tiers |
4 |
map |
| Crests shown from |
STATE zoom |
map |
See also
Locked vs leftover
| Locked (document this) |
Leftover / do not claim |
| Start with one town; most land is unclaimed |
Every town dealt to an owner at the start |
| Land grows by ACQUIRE (unclaimed) and by UPGRADE |
A BUILD button, a build catalogue or slot counts on the card |
| Cash/day, Grip, Influence/day, Defense, Soldier limit on the card |
A Supply/Day row |
| One crest per connected stretch of land, from STATE zoom |
A crest on every town at continent zoom |
| Rival cards hide what the town makes |
Declaring war from the town card |
|
Fog of war (tried and reverted) |
Sources
src/ui/tabs/map_tab.gd, src/systems/frontier.gd (the world deal), src/systems/expeditions.gd (roaming crews), src/systems/economy.gd (grip), src/systems/frontier_council.gd (town totals), data/campaigns/sandbox.json, data/config.json (frontier, foundation)