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Build tool

The Build tool holds the choices that shape the whole map — its kind, style, and climate — plus the terrain sliders further down, grouped into category cards. Changing anything near the top typically rebuilds the whole map.

The Detail control sets how finely the map is sampled:

  • Low (~12,000 points) — fastest, good while you paint or explore.
  • Medium (~30,000 points) — the default, balanced.
  • High (~60,000 points) — slowest, finest coastline detail.

Higher detail means a slower rebuild on every slider change. Pick low while exploring; bump to high before saving.

Picking a kind re-seeds the shape sliders — water, ruggedness, mountains, rivers, offshore islands and so on — to values that read well for that kind (an archipelago starts wet and islanded, a mountain map rugged and dry, a river valley around one dominant river). Your style, palette, and climate are left alone. Tune from there, or start from a preset for a fuller look.

The eight kinds drive the overall layout:

  • World — multiple continents separated by ocean. The Build tool gains a Continents slider (1–8).
  • Continent — one major landmass.
  • Archipelago — chain or cluster of islands. Adds archipelago-specific knobs to the Build tool (Island layout, Number of islands, Island size, Spread across map, Water level).
  • Region — a more zoomed-in section of land.
  • Coast — half land, half sea, parallel to one canvas edge.
  • Inland — no ocean; rivers terminate in lakes.
  • Mountain — a single range fills the canvas.
  • River valley — one carved river with tributaries. Adds river-valley sliders (River width, River width variation, River edge noise, Branching).

Picks one of seven baked palettes. Each one is a complete look — fonts, line weights, ocean colour, biome tints, hand-drawn textures.

  • Parchment — warm cream paper, ink linework.
  • Antique chart — sepia mariner’s chart.
  • Atlas — high-contrast modern reference.
  • Painterly — soft brush textures.
  • Clean digital — flat colour, no texture.
  • Dark fantasy — moody ink-and-shadow.
  • Cosy hand-drawn — Ghibli-inspired soft pastels.

You can override individual palette channels — see the palette overrides guide.

The Climate bias select shifts biome distribution:

  • Temperate — vibrant inland forests, mixed biomes.
  • Tropical — rainforests near the equator, savannahs at mid-latitude.
  • Arid — desert-heavy; sparse forest cover.
  • Frozen — tundra and snow dominate.
  • Mixed — cycles through all of the above by latitude.

Climate works with the Wind from direction (in the Build tool’s Climate detail card) to drive orographic precipitation — windward slopes get extra rain, leeward sides sit in the rain shadow.

The output canvas shape:

  • Square (1:1)
  • Atlas (4:3) — the default. Reads as a printed-map aspect.
  • Wide (16:9) — fits a 16:9 display without letterboxing.
  • Banner (2:1) — wide enough for a long coastline view.

Aspect ratio + pixel size together determine the resolution. Pixel size is fixed at 1024px for the live preview and 2048px for the save render.

  • Terrain & detail — the slider categories that depend on the kind you picked here.
  • Locks — how to pin parts of the map while you keep rerolling.