Documentation

Land, Map Geometry, and Expansion

How the map grows, how ownership works, and edge-claiming rules.

Section #20Updated 29/04/2026

Land, Map Geometry, and Expansion

Hex map model

  • Map is a hex grid with immutable coordinates.
  • Each tile has a unique seed/hash generated on first registration.
  • Tile seeds drive all deterministic properties and resource namespace behavior.

Continuous frontier auction

New tiles are introduced at the edge of current claimed territory.

  • Players can place bids on available frontier slots.
  • Top bidders acquire ownership, paying a weighted clearing price model.
  • We support disconnected frontier claims within a short gap (up to 2 empty slots) so expansion remains possible even through thin corridors.

Tile uniqueness and ownership

A tile can only have one owner at any given time. Owners hold:

  • current self-assessed value
  • tax stream obligation
  • resource production slots
  • current occupant entities (if military layer is enabled)

Design risks to avoid

  • Over-expansion without maintenance economics
  • Edge dead zones that never get reactivated
  • Monopolization by a single bidder in one turn

Mitigation:

  • recurring taxes tied to tile value and context
  • time-based taxes/claims to force turnover
  • local trade dependencies to keep space relevant