# 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](../index.html). 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. |