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The player will decide Oldwell's future.
This Hub Level include unique areas, 16 special npcs, 4 factions and 8 possible endings.

MECHANICS | READABILITY | NARRATIVE | FEEDBACK | TEAMWORK
Level
Designer

FOREWORD
Realistic biomes!
100% realism isn't necessary to create a believable map.
Weird maps spark curiosity. We aim for balance.
I enjoy the process of creating a reasonably realistic base.
Understanding the building blocks that make up our strange and awe-inspiring world will help any cartographer break realism in all the right places.

Minerals make people settle at strange locations, and swing the balance of power.

Ocean currents and Wind Patterns affect sea travel and trade.
CONTENTS
PART 1: Plate Tectonics and Continents
Creating mountains and islands.
PART 2: Biomes, Wind , Ocean Currents
All about climate. How rivers flow, where rain falls and fish thrive.
PART 3: Settlements, Regions, Relations
Capitals, cities, towns, produce bonuses, borders and hostility.
PART 4: Population, Reputation, Trade
Requirements, surplus and trade with workflow examples.
PART 5/4: New Maps
Step 1-4, with small iterations to the formula.
PART 1/4: PLATE TECTONICS AND CONTINENTS
Earth's crust is broken up into 7-15 major Tectonic Plates, draw these at random but avoid 4-way crosses.
Continental Plates (with large landmass) are heavier than Oceanic Plates, mark these with a dot.
(Orange) Converging Plates form volcanic mountains. When Oceanic+Oceanic converge (no example) the mountains form under the sea creating volcanic islands. When Continental+Continental coverge (Red) they create extremely tall mountains.
(Green) Diverging Plates form volcanic islands, or if on land create rift valleys.
(Yellow) Passing plates cause earthquakes along it's boundaries. That's important for later.
(Purple) Oceanic Plates may become so thin they tear, creating volcanic islands.
Part 1/4
PART 2/4: WIND PATTERNS, OCEAN CURRENTS
Wind Patterns. Divide your map into 6 horizonal zones. The middle line will be the equator.
30 latitude north and south of the equator will be "Hot Zones"(Red). Here cold winds fall towards the equator.
Between 30 and 60 latitude, north and south, will be "Tempered Zones"(Green). Here warm winds fall poleward.
Between 60 and 90 latitude, north and south, will be "Cold Zones"(Blue). Here cold winds fall towards the equator.
Ocean Currents. Draw two major currents (black) close to the Equator moving west. When any current hit landmass it splits into minor currents north and south.
Equatorward the two major currents (black) form a major counter current moving east.
Currents moving toward the equator bring cold water (blue), and those moving poleward bring warm water (red). Black currents are neutral.
At 40 latitude, north and south, two new major currents (black) pull other currents eastward.
At 70 latitude, north and south, two new major currents (black) pull minor currents westward.
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Warm currents meets Cold currents = Fish Hotspots (purple)
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Warm currents + on shore winds = Heavy Rainfall (blue)
BIOMES
00-20
latitude
Tropical
Very Wet
30-45
latitude
Mediterranean
Dry Coast
00-20
latitude
Savannah
Dry/Wet
40-60
latitude
Oceanic
Wet
00-20
latitude
Desert
Very Dry
50-70
latitude
Subarctic
(also tall mountains)
20-40
latitude
Subtropical
Wet
60-70
latitude
Tundra
(also very tall mountains)
20-60
latitude
Continental
Dry
70+
latitude
Ice Caps
1. Latitude: 0-30 latitude (hot), 30-60 latitude (tempered), 60+ latitude (cold).
2. Rainfall: Wet or Dry.
(Tall mountains hinder rain, causing unusually heavy rainfall on one side and unusually dry climate on the other.)
3. Coast or Inland.
RIVERS
Mark out mountain ridges to create basins.

Wet Climate = Many permanent rivers
Dry Climate = Few seasonal rivers
Every single basin will have one primary river, and x amount of secondary rivers
Rivers converge, but never split
In mountain regions rivers are narrower/faster/straighter
(boats can't travel here)
Below mountain regions rivers are wider/slower/less straight
(boats can travel here)
Deltas form when a river meets a slow ocean current
Cuspate Deltas form when an ocean current meets a river head-on

Lakes can have many rivers flowing in, but only one river flowing out.
Glacial Lakes are common in/near mountains around 50+ latitude.
Lakes can be surrounded by mountains.
(Instead of an outlet leading to the sea, they slowly evaporate.)
Part 2/4
PART 3/4: SETTLEMENTS, REGIONS, RELATIONS

CAPITALS. Roughly based on Earth's population 9th - 14th Century:
320k in Subtropical biomes, divided into 10 Capitals.
240k in Mediterranean biomes, divided into 5 Capitals,
(NOT along a prominent river in Desert biome, as shown above).
120k in Tropical biomes, divided into 3 Capitals.
40k in Oceanic biomes, usually in 1 single Capital.
Avoid areas afflicted with natural disasters.
Produce Bonus (updated!)
Boost population growth
-
Mediterranean Agriculture x2
-
Mediterranean Agriculture by prominent river x3
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Subtropical Agriculture x2
-
Tropical Agriculture x2
-
Continental Hunting x2
-
Savannah Hunting x2
-
Fish Hotspot x2
-
Oceanic Lumber x2
-
Subarctic Lumber x2
-
Minerals are worth x2 all other produce
-
Diamond mining produce x50 value (but can only be a town)
Desert/Icecaps yield no Agriculture/Lumber/Hunting
Tundra yield no Agriculture/Lumber

New Mountain Minerals. Recently formed by tectonic plate convergence and/or volcanic activity, these are filled with valuable minerals.
33% Copper Deposits (Orange), including small amounts of Tin, Gold, Silver
33% Iron Deposits (Purple), including small amounts of Copper, Gold
33% Gold Deposits (Yellow), including small amounts of Copper, Silver

Old Mountain Minerals. Formed by tectonic plate convergence and/or volcanic activity long ago, these still have some minerals.
33% Copper Deposits (Yellow), including small amounts of Tin, Gold, Silver
33% Iron Deposits (Purple)
33% Nothing
Diamonds. Formed in stable continent regions far from tectonic plate boundaries.
Extremely rare.

Cities and Towns. Settlements come in various types: Agriculture(A), Fishing(F), Hunting(H), Lumber(L), Mining(M), Diamond Mining(DM), Defence(D).
They are often located near rivers, lakes or coast.
Regions. Often contained within one biome. (Since environment mastery is crucial.)
Above are Region 01 and Region 02. Natural borders have formed along mountain ridges and rivers. To the south Region 01 has a trade agreement with Region 76, offering Region 76 agriculture produce (of which Region 01 have plenty) in exchange for large amounts of minerals.
Both Region 01 and Region 02 trade for lumber with northern regions (subarctic regions receive a lumber bonus). Trade routes by land and sea.
Region 01 and Region 02 benefit from one another... for now.

Hostility. It's costly to strive with neighbouring regions. Most common cause is produce rivalry. Above Region 09 and Region 48 are mining the same mountain. Region 05 and Region 04 both have lumber export as their primary livelihood.
Produce isn't the only cause. Above Region 11 are hostile with Region 10 and 08. This is caused by cultural disagreements. Region 10 and 09 are Mediterranean, while C11 are fundamentally Savannah.
Part 3/4
PART 4/4: POPULATION, REPUTATION, REQUIREMENTS

Gathering the Data. A satisfying activity with proper rules lined up.
Produce Rules & Requirements
Regional Requirements
1. Agriculture/Fish/Hunt must reach 0.01% per K of total pop.
-
Example: 610k total pop. must reach 6.1
-
"Defence Settlements" require double the amount of food
2. Lumber must reach 0.001% per K of total pop.
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Example: 610k total pop. must reach 0.61
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Regions with "Navy Status" require 0.005% lumber
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Example: 610k total pop. of Navy Status region must reach 3.05
Settlement Type
-
Towns (10k pop.) produce 0.1
-
Cities (100k pop.) produce 1.0
-
Capitals produce 0.01% per K of total pop.
-
Example: 610k Capitals produce 6.1
-
Workflow Examples

Region 79.
1. Population: (left to right) No Capital + 3 Cities + 0 Towns = 300k total population.
2. Produce: (left to right) 0 Agriculture, 1 Fish City with x2 "Fish Hotspot Bonus", 0 Hunting, 1 Lumber City with x2 "Oceanic Lumber Bonus", 1 Mining City, 0 Defence.
3. Requirements:
-
Food: 300k population x 0.01 requirement = 3.0
-
2.0 Fish leaves Region 79 with 1.0 food needed from Trade
-
-
Lumber: 300k population x 0.005 requirement (Region 79 wants Navy Status) = 1.5
-
2.0 Lumber leaves Region 79 with 0.5 lumber left to Trade
-
4. Local Trade Agreements with: (left to right)
Region 79 give up 0.2 minerals in exchange for 1.0 fish with Region 77.
(since 1.0 fish should be worth 0.5 minerals, it's fair to say Region 79 is taking advantage of Region 77)
Region 79 give up 0.2 lumber and 0.2 minerals in exchange for 2.0 fish with Region 78.
(again Region 79 comes out 1.4 produce units ahead of Region 78, but this content fishing region may have themselves suggested this to boost the strongest nearby region, feeling thankful for a piece of the pie and fulfilling their lumber requirement)
Region 79 give up 1.2 fish in exchange for 1.9 lumber with Region 80.
(again Region 79 comes out 0.7 trade units ahead of Region 80, but this content lumber region meet their food requirement, sell their lumber surplus with ease and are allowed to keep their 0.2 minerals without hostility from Region 79)
5. Global Trade: Region 79 now has a surplus of 2.2 lumber, 1.8 fish, 0.4 minerals
Region 79 give up 0.3 lumber in exchange for 0.3 minerals with Region 41.
(again, since 0.3 minerals should be worth 0.6 lumber, Region 79 comes out 0.3 produce units ahead. Region 41 are trying to keep their Diamond Mining a secret, perhaps this notion found its way into the deal)
Region 79 give up 1.2 lumber in exchange for 1.2 minerals with Region 64.
(again, since 1.2 minerals should be worth 2.4 lumber, Region 79 comes out 1.2 produce units ahead. Region 64 must have desperately wanted that lumber surplus...)
Region 79 give up 0.5 lumber in exchange for 0.5 minerals with Region 54.
(again, since 0.5 minerals should be worth 1.0 lumber, Region 79 comes out 0.5 produce units ahead. Region 54 must have desperately wanted that lumber surplus...)
6. Reputation: Region 79 have no enemies. Their reputation comes from Navy Status and a willingness for global trade.
7. Conclusion: Region 79 has a relatively tiny population count, and yet they're the 4th richest Region. As the world become more and more global, Region 79 should use their money, influence and surplus to either; A. grow population and expand the region (or) B. construct Defence settlements.

Region 71.
1. Population: (left to right) Capital with a population of 360k + 3 Cities + 4 Towns = 700k total population.
2. Produce: (left to right) 2 Agriculture Cities and 2 Agriculture Towns with x2 "Mediterranean Agriculture Bonus", 3.6 Fish Capital with x2 "Fish Hotspot Bonus", 0 Hunting, 1 Lumber City and 2 Lumber towns, 0 Mining, 0 Defence.
3. Requirements:
-
Food: 700k population x 0.01 requirement = 7.0
-
4.4 Agriculture + 7.2 Fish leaves Region 71 with 4.6 fish left to Trade
-
-
Lumber: 700k population x 0.005 requirement (Region 71 wants Navy Status) = 3.5
-
1.2 Lumber leaves Region 71 with 2.3 lumber needed from Trade
-
4. Local Trade Agreements with: (left to right)
Region 71 give up 0.3 fish and 0.1 lumber in exchange for 0.2 minerals with Region 73.
(a fair trade where Region 71 provide Region 73 with their requirements in exchange for minerals)
Region 71 give up 0.2 lumber in exchange for 0.7 agriculture with Region 72.
(Region 72, with 4 times less population, are loosing out on 0.5 produce units and have taken upon themselves the title "Defenders in the North". Strange folk some might say)
Region 71 gain 1.0 agriculture and 0.1 lumber in exchange for defence with Region 70.
(instead of growing, Region 70 are content to remain a 1-city-region and simply rely on Region 71 for long-term protection)
5. Global Trade: Region 71 now has a surplus of 6.0 fish and 0.2 minerals to trade, but need 2.5 lumber.
Region 71 give up 3.2 fish in exchange for 3.0 lumber with Region 67.
(due to high demand Region 67 have specialized in Lumber, and now have a crucial trade agreement with Region 71. Thanks to this lumber, Region 71 have been able to achieve Navy Status)
Region 71 give up 2.0 fish in exchange for 1.0 minerals with Region 62.
(a fair trade, but since Region 62 is the most hostile Region of all one may question if it's wholly ethical to take this money)
6. Reputation: Region 71 have no enemies, but their recent affiliation with Region 62 have not gone unnoticed by Region 64. Region 71's reputation comes from Navy Status and trading food with Regions in need.
7. Conclusion: Region 71 grow steadily and may one day have major vassals (regions such as 68 and 67), but their affiliation with Region 62 have been widely questioned. Will they continue this dangerous game?

Region 38.
1. Population: (left to right) Capital with a population of 220k + 1 City + 3 Towns = 350k total population.
2. Produce: (left to right) 2 Agriculture Cities and 3 Agriculture Towns, 0 Fish, 0 Hunting, 1 Lumber City and 2 Lumber towns, 0 Mining, 0 Defence.
3. Requirements:
-
Food: 350k population x 0.01 requirement = 3.5
-
2.3 Agriculture leaves Region 71 with 1.2 food needed from Trade
-
-
Lumber: 350k population x 0.001 requirement = 0.35
-
1.2 Lumber leaves Region 71 with 0.85 lumber left to Trade
-
4. Local Trade Agreements with: (left to right)
Region 38 give up 0.8 lumber in exchange for 1.4 agriculture with Region 36.
(Region 38 are loosing 0.2 produce units in this trade. Just enough for Region 36 to hint at their superiority?)
Region 38 give up 0.2 agriculture in exchange for 0.1 minerals with Region 37.
(Thanks to trade with Region 36, Region 38 are able to gain a grain of minerals from Region 37)
5. Global Trade: Region 38 doesn't have much left to trade.
6. Reputation: Region 38 have no enemies.
7. Conclusion: Region 38's location have caused them to grow slower than their neighbours. In a desperate move they've taken upon themselves to specialize in lumber. Barely scraping by, question stand if Region 38 can think of another miracle move to pull off. Perhaps reaching west towards Region 01 and Region 02 could prove fruitful?
Sea Travel and Trade

Ocean Currents(grey) and Wind Patterns(white) dictate the most efficient routes(purple).
Part 4/4
PART 5/4: NEW MAPS
Part 5/4


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