Map Editor – Procedural Landmass and River Generation
Landmass Tool (L)
Generates realistic coastline polygons without hand-drawing every vertex. Two input modes:
- Area — drag a rectangle to fill it with generated coastline.
- Draw — freehand-sketch a rough line; land forms in a band around it, with a Width slider controlling thickness.
Five presets set the coastline character:
- Continental — a major landmass spanning to and past the map edge. Choose 1–3 sides (N/E/S/W); two opposite sides leave a sea strait, three leave a U-shaped enclosed sea.
- Nordic — fjords, drowned inlets, rocky skerries.
- Atlantic — mixed bays, peninsulas, island chains.
- Mediterranean — smooth coast, large gulfs, rocky promontories.
- Archipelago — scattered island clusters, no mainland.
Seven sliders fine-tune any preset: Land amount, Feature size, Coast depth (Continental only), Ruggedness, Fjord strength, Detail, and Island richness, plus a Reset button. A Quality dropdown (Fast/Normal/High/Ultra) trades generation time for finer polygon detail. A Fill Entire Map button skips dragging entirely. Space rerolls a variant, Enter or right-click commits, Escape discards. Full undo support.
River Tool (W)
- Click on land to place a river source; further clicks add waypoints. Rivers always reach the sea and flow with natural bends rather than straight lines.
- Sliders control Width, Meander strength, and tapering toward the source.
- Committing a river also carves the channel into the coastline by default, making it real water on the map rather than an invisible navigation lane. Toggle via the "Carve coastline" checkbox.
- The channel is a single smooth, continuously-tapering cut from source to mouth.
- Space rerolls, Enter or right-click commits.
Engineering Notes
- Generation is anchored to world units, not the drag rectangle. Small and large areas produce coastline at the same feature scale, and non-square rectangles no longer stretch.
- Everything is deterministic per seed and fully undoable in one step per generation, regardless of how many polygons are produced.
Map Editor – Random City Name Generation
- Cities placed with the City tool now receive a randomly generated name and matching ID automatically.
- Names draw from five historical language families (Low German, Dutch/Flemish, Nordic, Slavic/Baltic, Romance coastal), a curated list of historical Hanseatic port names, and a fantasy family of coined or procedurally assembled names.
- A dice button next to the Name field re-rolls the name at any time.
- The city ID is derived from the display name automatically (lowercase, spaces and special characters replaced by underscores). If the ID is already taken, a numeric suffix is appended (grimhold, grimhold_2, etc.).
- Typing in the Name field updates the ID live on every keystroke.
- After placing a city, the city inspector opens immediately without switching away from the City tool.
Ship Panel – Plague Indicator
- The ship panel now shows a red Plague flag in the status row when one of your ships is carrying an active outbreak. The indicator only appears after the first 7 days of infection, consistent with how the simulation tracks it. It sits alongside existing flags such as Pirate and Storm.
Bug Fixes
- Fixed the timescale indicator buttons in the HUD not highlighting the active speed after closing the Esc menu. Time ran at the correct speed but the UI showed no button as selected.
- Map Editor – Route Generation dialog: Fixed window content (warning text, progress bar, buttons) overflowing outside the frame border.
- Map Editor – Map Validation dialog: Fixed window content (status label, findings list) overflowing outside the frame border.
