EL Build Simulator

Whole Eternal Land map · 8 warzones · 262 terrain captures · live structures + claims · snapshot 2026-07-30

Wall jumps → zone 2

Both sides are drawn: blue = the west tile a PS must sit on, purple = the east tile it reaches, dashed line = the pairing. Only crossings walk-reachable from one of our four Lv.1 Gates are listed; anything cut off by the mountain wall is excluded. West spots are already filtered to tiles where a new PS would be powered by our built network.

Wall jumps → next ring (whole wall)

Wall jumps · other warzones

Warzones · whole map

Objectives

Nothing in the middle of the map is owned yet: every Gate (52), Arsenal / Military Base (16), Military Fortress (4), Research Facility (12) and the Eternal City are unclaimed. Only the starting Expedition Outposts / Bases have owners — 3 + 1 per warzone.
Eternal City geometry, checked two ways: its entity is pt 384;756, rpt 384;762 → body centre 384;759, and the fixed-building square spans y 750–768 (centre 759) — the two agree. The mountain ring around the centre zone is symmetric about ~383;766 (scanned from the blocked mask: 124 rows north vs 120 south, 60 x-units west vs 58 east). So the city really does sit about 7 rows north of the centre of its own walled zone; it is the game’s layout, not a drawing offset.

Live territory · S2864

Dog* claimed tiles-
MSS* claimed tiles-
Cat+ claimed tiles-
Dog* PS active / built-
Dog* under construction-
Forts · Dog* used / cap-
Power Stations / cap-
Your rank vs build right-

Plan · shared

Loading the shared plan…
Checking your rank…
New tiles claimed0
Amethyst cost0
Build time (sum)0h
Pick a tool and click the map. Green ghost = valid & powered, amber = valid but disconnected, red = illegal (reason on hover).
Tap anything you have planned to switch it between Dog* / MSS* / Cat+ or delete it — on the map or from the list below.
Erase is a sweep: drag across ink, notes or planned structures and everything under the red circle goes, as one undoable edit.

Notes on the map

Changelog

Legend

Dog* territory
MSS* territory
Cat+ territory
Other server's alliances
Mountains (unbuildable) — "Blocked mask"
Fixed-building exclusion
Wall jump: west spot (PS goes here)
Wall jump: east landing tile
Planned — Dog*
Planned — MSS*
Planned — Cat+

Rules (from game client)

• PS: 1 tile body, 7×7 zone, 500 Amethyst, 2h. Fort: 2×2 body, 10×10 zone, 10K, 3h, max 3.
• Cannot place on claimed tiles (any alliance incl. ours), mountains, fixed-building zones, or on top of a base/city.
Powered = zone chains edge-to-edge through built structures to a Fort. Under-construction structures claim land but do not conduct. Disconnected placement is legal, it just stays unpowered.
• Wall jumps work because two 7×7 zones only need to touch: centres up to 7 apart in u and v. So a wall up to ~5 tiles thick can be spanned.
• Our 4 Lv.1 Gates are all unowned, so the gate border-ring placement exception is not available to us yet. If we capture one, a PS (but never a Fort) can sit on its 1-tile border ring.
• Caps are alliance-wide and stage-based (not per player): fort cap comes from the server's own count, PS cap from the stage table plus alliance buff. Rank must appear in the building's jurisdiction list.
• Power is a prediction: the server decides connectivity, and the client never computes it. It has matched live status on every structure so far (96/96 today, 71/71 on the previous snapshot).

Where the terrain comes from

The ground is the game's own render, not a reconstruction: the map camera was parked on 262 stops, the unit/territory/label layers were switched off, each stop was captured through a RenderTexture and edge-feathered into one mosaic at 8 world units per pixel — exactly half a display pixel, so it lands on the tile lattice with no fitting.
The client draws terrain as 3D MountainItem{n}_{v} prefabs at node scale 1.4 over a chunked terrain mesh, which is why the earlier sprite-per-footprint version could never line up.
Alignment is checked in code (__st() in the console): rock-coloured pixels land on 68.2% of blocked tiles and only 2.2% of open ones, and every deliberate ±4-tile shift of the mask scores worse on both counts. "Blocked mask" overlays the unbuildable tiles so you can see the data behind the art — the mask is wider than the visible rock in the district border bands, which carry no mountain art in the client either.
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EL Build Simulator

Server 2864 planning tool. Enter the access password to load the live map.

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