Documentation
Land, Map Geometry, and Expansion
How the map grows, how ownership works, and edge-claiming rules.
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