About 7 minutes

Map creation parameters

Every creation option changes the same generated world from a different angle: its scale, coastline, relief, vegetation, settlements, administrative divisions or city traffic conventions.

Applies to game version 0.1.13

Parameters at a glance

Basic setupSeed · Total Area · Terrain Type

Defines the repeatable starting pattern, physical scale and broad relationship with the sea.

Land & waterElongation · Islands · Water

Shapes the main landmass and the amount of water surrounding or dividing it.

Mountains & natureRelief · Layout · Elevation · Vegetation · Rivers

Controls the amount, structure and physical character of the terrain.

PopulationDensity · Settlement Distribution

Changes how many people and settlements are generated and where places prefer to form.

AdministrationDivisions · Unit Name · Neighbours

Defines the country’s internal regions and the foreign territory shown around it.

TrafficLeft · Right

Fixes which side vehicles use in the detailed city map.

Basic setup

ParameterAllowed valuesWhat it changes
SeedAny finite number accepted by the formSelects the repeatable random pattern used by world generation. Reusing the same valid parameter set reproduces the same current-version world.
Total Area30,000–3,000,000 km²
Presets: 100k · 500k · 2m
Sets the country’s real-world scale. It affects cell scale, journey distances, construction distances and the scale of generated population and settlements.
Terrain TypeCoastal · Island · InlandChooses the broad land–sea profile and sets the legal water range. It also changes whether islands and neighbours are available.

Terrain Type and water limits

Coastal
Water
20–60%
Neighbours
0–6

A mainland country with access to the sea. Island density remains available.

Island
Water
40–80%
Neighbours
Always 0

A country surrounded by water. The map automatically disables foreign neighbours.

Inland
Water
10–30%
Neighbours
0–6

A landlocked country. Island density is hidden and treated as None.

Coastal
Island
Inland

Terrain Type is a profile rather than a single colour preset. It changes the continental shelf used to form the land, while Water Coverage determines where the sea level cuts through that generated height field.

Land and water

ParameterRangeWhat it changes
Land Elongation0–100Changes the main landform from rounder and more compact toward longer and narrower. The result still follows the chosen Terrain Type and seed.
Island DensityNone · Few · Moderate · ManyControls additional islands in water areas and how aggressively small islands are retained. Available for Coastal and Island profiles; Inland always uses None.
Water Coverage10–80% overall
Profile-specific limits apply
Sets the target fraction of the generated map occupied by sea or lakes. More water can divide the land and reduce continuous buildable territory.

What shape controls change

Compact land
Elongated land
No extra islands
Few islands
Many islands
Lower water
Medium water
Higher water

Water Coverage describes the whole generated map frame, not a promise that the same percentage of your national territory will be navigable water. Ownership, coastline shape, islands and inland water geometry are resolved together.

Mountains and nature

ParameterRangeWhat it changes
Mountainousness0–100Changes how much of the country becomes high or difficult terrain. Higher values also reduce the share of land considered naturally suitable for dense settlement.
Mountain Ranges1–5Controls the number and complexity of independent ridge influences used to structure the relief.
Mountain LayoutMixed · Ranges · Scattered · PlateauChanges the spatial pattern of the added mountain relief.
Max Elevation10–8,000 mSets the real-world height represented by the top of the normalized terrain. It affects displayed elevations and the engineering difficulty derived from height changes.
Vegetation Lushness0–100Applies a country-wide moisture bias: lower values make the terrain drier; higher values make it wetter and support greener vegetation and wetland conditions.
River Density0–100Adjusts how much accumulated drainage is required before a river appears. Higher values produce a denser visible river network.

Mountain Layout options

Mixed

Combines several mountain forms instead of emphasizing one pattern.

Ranges

Favours longer, connected mountain systems.

Scattered

Distributes high ground into more separate groups.

Plateau

Favours a broader elevated interior.

Mixed
Ranges
Scattered
Plateau

Population and settlements

Population Density

Sparse0.3×Low0.6×Moderate1.0×Dense2.0×Very dense2.5×
Sparse
Moderate
Dense

Population Density scales both the population ranges and the number of settlements the generator attempts to place. Area and habitable terrain still matter, so the multiplier is not a guarantee of an exact national population.

Settlement Distribution

Balanced

Uses a broad terrain-aware distribution without strongly favouring one geographic feature.

Coastal

Makes locations near the open coast more attractive.

Inland

Favours locations farther from the coast.

Waterways

Favours access to rivers and inland water as well as suitable land.

Balanced
Coastal
Inland
Waterways

Distribution is a preference, not a command to place every city in one zone. The generator still respects water, terrain suitability, spacing and the available national land.

Administration and traffic

ParameterAllowed valuesWhat it changes
Administrative Divisions2–30Sets the requested number of province-level regions. Their final shapes follow terrain and settlement seeds rather than equal geometric slices.
Province-level UnitProvince · State · Prefecture · Region · County · TerritorySelects one country-wide naming convention for these divisions. It changes generated administrative names, not the simulation rules.
Neighbours0–6
Island: fixed at 0
Controls the foreign regions displayed around the player nation. Neighbours are visual geography and do not operate their own economies or transport networks.
Traffic SideRight · LeftControls lane and marking orientation in the detailed city map. It is fixed when the map is created and does not change demand or macroeconomic simulation.

Parameter dependencies

Terrain Type → Water Coverage
Each profile has its own allowed minimum and maximum.
Island → Neighbours
Island maps always use zero neighbours; the field is disabled.
Inland → Island Density
Inland maps always use None, even if an imported editable state previously contained another value.
Area → Map scale
Area determines grid dimensions and kilometres per cell, influencing distances throughout the game.
Terrain → Settlements
Mountainousness, slopes, water and distribution preferences constrain where settlements can appear.
Seed + every parameter → Result
The complete parameter set is the generation recipe; changing any structural input may change downstream geography.

Importing and exporting parameters

Export Parameters saves the editable creation recipe as a versioned JSON file. Import Parameters validates that file and restores the controls before a map is generated.

The file stores player-facing values such as Terrain Type, area, water, mountains, settlement distribution and traffic side. Derived values—including grid dimensions, coastline strength and the active world-generation version—are rebuilt by the current game rather than trusted from the file.

A neutral starting point

Area500,000 km²TerrainCoastalWater35%Mountains60 · 3 rangesVegetation / rivers50 / 50PopulationModerate · BalancedDivisions / neighbours8 / 2TrafficRight

These defaults produce a varied medium-sized country rather than representing an easier or harder difficulty setting. Map parameters shape the problem you will solve; they do not assign a difficulty label.

Rules status: Parameter names, ranges, presets and dependencies have been checked against game version 0.1.13.

Authority: If the website conflicts with the corresponding game version, the game result is authoritative and this reference must be corrected.