Generation settings

Choose a preset in Simple mode, then use Expert mode to refine its options. Inspector tooltips explain the controls available in the installed version.

A setting applies when its corresponding feature is enabled. Map size and available space can limit requested counts. Keep the seed fixed while adjusting settings, then regenerate.

View visual examples. Complete manuals are included with the package.

Settings

Setting Use
Additional Main Bases Extra main-base locations.
Aerial Clearance Clearance of the aerial reference surface.
Altitude Height Map Grayscale texture controlling altitude; leave empty for automatic hills.
Altitude Height Map Origin Top Left Flip the height map’s vertical orientation.
Altitude Max Height Maximum added altitude; local features can extend beyond it.
Altitude Min Height Minimum added altitude; local features can extend beyond it.
Altitude Noise Scale Frequency of automatic hills; lower values give broader hills.
Beach Height Inner Height of the inner shoreline transition.
Beach Height Outer Height of the outer shoreline transition.
Biome Choose a biome with an available compatible setting.
Biome Override Biome setting used for this map.
Bonus Island Radius Max Maximum bonus-island radius.
Bonus Island Radius Min Minimum bonus-island radius.
Cell Size World-space size of a map cell.
Choke Points Requested strategic narrow passages.
Cliff Depth Scale Depth of cliff details.
Cliff Edge Offset Horizontal position of cliff details relative to the terrain edge.
Cliff Height Scale Vertical size of cliff details.
Cliff Rotation Offset Y Horizontal rotation adjustment for cliff prefabs.
Cliff Run Height Tolerance Tolerance for fitting cliff pieces to varying heights.
Cliff Segment Overlap Overlap between neighboring cliff details.
Cliff Tiles Per Prefab Preferred length covered by each cliff piece.
Cliff Vertical Offset Vertical position of cliff details.
Cliff Vertical Overlap Vertical overlap of cliffs with the terrain.
Contested Expansion Count Requested neutral expansion locations.
Contested Island Radius Max Maximum contested-island radius.
Contested Island Radius Min Minimum contested-island radius.
Control Point Count Control the detail of river bends.
Curve Strength Amount of river curvature.
Dirt Forest Material Material for forest ground.
Dirt Path Material Material for paths.
Enable Aerial Generation Enable the optional aerial reference surface.
Enable Grass Details Enable the biome’s grass decoration.
Enable Image Contour Smoothing Soften the outlines of imported terrain areas.
Enable Image Ground Relief Add subtle relief to imported ground.
Enable Image Surface Smoothing Clean up small terrain-type irregularities in an image.
Enable Map Altitude Add regional altitude variations.
Enable Mesh Optimization Optimize the generated terrain while keeping its appearance.
Enable Minimap Generation Enable the optional minimap output.
Enable Mountain Cliff Details Add rocky details to mountains.
Enable Path Smoothing Soften the outline of paths.
Enable Procedural Contour Smoothing Soften the outlines of procedural terrain areas.
Enable Props Generation Place the biome’s decorations.
Enable Vertex Position Noise Add small irregularities to the terrain.
Enable Water Floor Noise Add seabed relief variations.
Expansion Forest Clear Radius Clear space around expansion locations.
Expansions Per Player Requested expansions for each player.
Forest Density Multiplier Requested forest coverage; available space can limit it.
Forest Zone Count Multiplier Few broad woods or more numerous small groves.
Full Map Symmetry Make the procedural map layout symmetric.
Generate Natural Expansion Plateaus Place natural expansions on their own plateaus.
Generation Mode Procedural generation or color-image import.
Gold Mine Max Distance From Anchor Maximum requested distance of gold from its location.
Gold Mine Min Distance From Anchor Minimum requested distance of gold from its location.
Gold Mines Per Player Requested starting gold mines for each player.
Grass Detail Density Amount of grass decoration.
Grass Detail Height Height range of grass decoration.
Grass Detail Material Material for grass decoration.
Grass Material Material for grassy ground.
Has Bridges Enable river bridges where a crossing is possible.
Has Cliffs Enable cliff details where applicable.
Has Forest Zones Enable forest areas in procedural generation.
Has Mountain Zones Enable mountains.
Has Plateaus Enable raised plateaus.
Has Water Enable procedural water areas.
Image Cell Sample Radius Area considered when interpreting image colors.
Image Color Tolerance Allowed difference between image and palette colors.
Image Contour Smoothing Strength Strength of imported contour smoothing.
Image Ground Relief Scale Size of imported ground relief variations.
Image Ground Relief Strength Height of imported ground relief.
Image Layer Set Palette matching image colors to terrain types.
Image Minimum Mountain Vote Ratio Sensitivity to mountain colors in the image.
Image Minimum Surface Vote Ratio Sensitivity to terrain colors in the image.
Image Origin Top Left Orientation of the imported color image.
Image Surface Smoothing Iterations Amount of terrain-type cleanup.
Import Image Resources Use resource markers drawn in the source image.
Imported Mountain Height Height of mountains drawn in the source image.
Island Contour Irregularity Irregularity of island coastlines.
Island Minimum Water Gap Requested water gap between separate islands.
Island Radius Max Maximum main-island radius.
Island Radius Min Minimum main-island radius; keep it no greater than the maximum.
Isolated Expansion Island Radius Max Maximum isolated-expansion island radius.
Isolated Expansion Island Radius Min Minimum isolated-expansion island radius.
Lake Radius Max Maximum lake radius.
Lake Radius Min Minimum lake radius; keep it no greater than the maximum.
Main Base Ramp Count Requested accesses to main plateaus.
Map Name Name used when saving a map or screenshot.
Map Size Size of the square map.
Max Water Depth Deep seabed level.
Min Water Depth Shallow seabed level.
Minimum Rush Distance Requested separation between opposing starting areas.
Mountain Chain Width Width of mountain formations.
Mountain Cliff Detail Scale Size of mountain rock details.
Mountain Cliff Material Material for mountain rock details.
Mountain Density Multiplier Overall amount of mountain formations.
Mountain Falloff Shape of the mountain slopes.
Mountain Material Material for mountain terrain.
Mountain Max Area Maximum mountain footprint.
Mountain Max Height Peak height in procedural generation.
Mountain Path Clearance Open space around important mountain routes.
Mountain Rise Sharpness Sharpness of mountain peaks.
Mountain Zone Count Requested amount of mountain formations.
Natural Expansion Second Access Request an additional exterior access for natural expansions.
Natural Island Radius Max Maximum natural-expansion island radius.
Natural Island Radius Min Minimum natural-expansion island radius.
Naval Zones Additional water areas alongside the main layout.
Neutral Oil Field Count Requested neutral offshore oil fields.
Oil Field Max Distance From Anchor Maximum requested distance of oil from its location.
Oil Field Min Distance From Anchor Minimum requested distance of oil from its location.
Oil Fields Per Player Requested offshore oil fields for each player.
Path Branch Count Additional decorative path branches.
Path Connection Count Requested number of connections between locations.
Plateau Contour Irregularity Irregularity of plateau outlines.
Plateau Edge Thickness Width of the rocky plateau border.
Plateau Footprint Scale Size of plateau building areas.
Plateau Forest Density Multiplier Amount of forest on plateau tops.
Plateau Material Material for plateau tops.
Plateau Ramp Length Ramp length; larger values give a gentler descent.
Plateau Ramp Width Width of plateau ramps.
Plateau Relief Scale Height of plateau relief.
Player Base Forest Clear Radius Clear space around main bases.
Player Count Requested number of player starts.
Player Plateau Border Safety Distance Space between player plateaus and the map boundary.
Procedural Contour Smoothing Strength Strength of procedural contour smoothing.
Ramp Cliff Depth Scale Thickness of rocky ramp borders.
Ramp Cliff Inset Fit of rocky borders along ramp edges.
Ramp Dirt Path Approach Length Length of worn ground at ramp entrances.
Ramp Dirt Path Approach Width Width of worn ground at ramp entrances.
Random Long Path Count Additional long routes across the map.
River Bridge Max Span Maximum bridge crossing length.
River Bridge Width Width of river bridge crossings.
River Width Width of rivers.
Screenshot Background Color Screenshot background color.
Screenshot Isometric Pitch Vertical viewing angle for isometric screenshots.
Screenshot Isometric Yaw Horizontal viewing angle for isometric screenshots.
Screenshot Padding Space around the map in screenshots.
Screenshot Transparent Background Use a transparent screenshot background.
Screenshot View Mode Choose an overhead or isometric screenshot.
Seed Fixed generation seed for repeatable settings.
Simplify Image Layers Simplify small color variations in an imported map.
Source Map Image Color image used in Image generation mode.
Symmetry Arrangement of player starts; full-map symmetry is a separate option.
Underwater Material Material for the seabed.
Use Random Seed Choose a new seed for each generation.
Wandering Path Count Additional meandering trails.
Water Floor Height Reference seabed height.
Water Floor Noise Scale Size of seabed variations.
Water Floor Noise Smoothing Iterations Smoothness of seabed variations.
Water Floor Noise Strength Height of seabed variations.
Water Layout Choose River, Lake, Islands or Random.
Water Material Water appearance; use a compatible supplied style or custom material.
Water Visual Border Visual overlap of water along the shore.