# Full-map symmetry English | [French version](MapSymmetry.fr.md) **Full Map Symmetry** (`MapDefinition.FullMapSymetry`) is **false by default**. Find it beside **Symmetry** in **Simple > Players and strategy** or **Expert > Map, players and biome**. When disabled, the original generator is used: **Symmetry** controls player-start placement, while terrain, rivers, mountains, paths, forests and decoration retain their natural layout. The requested start count is not rounded up to complete symmetry groups. Select **None** for free player-start placement as well. When enabled in procedural generation, **Symmetry** applies to terrain and water, mountains, plateaus and ramps, roads, forest patches, resources, strategic zones and prop placement. Corresponding terrain surfaces and their mesh colliders use the same geometry, including contour smoothing and vertex noise. | Mode | Relationship | Start group size | | --- | --- | --- | | None | Free generation | 1 | | Horizontal | Reflect across the horizontal centre line | 2 | | Vertical | Reflect across the vertical centre line | 2 | | Diagonal | Exchange the two map axes | 2 | | Rotational | Turn 180 degrees around the map centre | 2 | | Quadrant | Reflect across both centre lines | 4 | With **Full Map Symmetry** enabled, choose the mode in **Map, players and biome**. The Inspector displays the number of generated start locations. When the requested player/base count does not fill complete groups, the generator adds empty start locations while keeping the selected symmetry. For example, three players with Quadrant produce four starts; five players produce eight. The Player Count and Additional Main Bases settings are not rewritten. `MapDefinition.ResolvePlayerStartCount()` predicts this total. The generated `MainBaseCells` and `PlayerSpawnWorldPositions` lists include the extra locations; the game can leave them unused. All start locations receive the corresponding terrain, expansions and resources. Player expansions follow the same transformation as their base. Neutral zones are completed in symmetric groups, so a requested count can be rounded up. Rivers and mountain features are repeated as complete features to preserve their continuity across symmetry boundaries. Roads and protected passages retain their corresponding accesses; generated bridges keep water below their decks. Altitude is also symmetric. The generated altitude field, or the samples of a custom heightmap, are combined across the selected symmetry. The source texture is not edited. Standing water stays level and river altitude constraints remain active. Prop instances reuse the same prefab variant, scale and matching orientation at corresponding locations. Prefab art and materials remain shared. Pack Content retains these instances and their collider settings, and GPU instancing remains available. Shader lighting, wind and texture variation continue to animate normally; symmetry describes the map layout and terrain geometry. Imported image maps keep their authored layout regardless of this switch. Existing recipes without `FullMapSymetry` use its default value, false. Enable it explicitly to retain complete symmetry when regenerating those recipes. Regenerate after changing the switch or mode; an existing mesh is not modified by changing the setting alone. The setting is saved with generation recipes.