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Map Architecture

10K+ Players
Hex-Based World Design

Scalable Map for 10,000+ Players

A 50×50 hex grid architecture designed to support massive concurrent player counts from day one, with built-in expansion capability for future seasons.

Zone Layout

OUTER RIM
FRONTIER
WARZONE
CAPITOL RING
1

Outer Rim

Safe starting zones for new players

~800 hexes (32%)
Low
2

Frontier

Contested territory with trade posts

~700 hexes (28%)
Medium
3

Warzone

High-value contested buffer zones

~500 hexes (20%)
High
4

Capitol Ring

Strategic control points for alliances

~400 hexes (16%)
Very High
5

Central Nexus

Ultimate objective - The Grid Core

~100 hexes (4%)
Extreme

Season Scaling

SeasonGrid SizeTotal HexesPlayer CapacityAlliancesCapitols
Launch (S1)
Initial launch map supporting 100 alliances of 100 players each
50×502,50010,0001008
Season 2
Expanded map with new outer territories and additional capitols
65×654,22515,00015012
Season 3+
Full-scale continental map with cross-server merge capability
80×806,40025,00025016
50×50
Launch Grid Size
2,500
Total Hexes
10K+
Player Capacity
8
Sector Capitols

Points of Interest

Player Bases

×10,000+

Individual player settlements

Sector Capitols

×8

Alliance control points

Trade Posts

×64

Economy and trading hubs

Warzone Outposts

×32

Contested military positions

Resource Nodes

×500

Harvestable resource locations

Grid Core

×1

Central season objective

Density Analysis

Player Distribution

Players per hex (avg)4.0
Players per alliance100 max
Alliances per capitol12-15
Hexes per player base1 (expandable)

Resource Distribution

Resource nodes per zone~100
Trade posts per quadrant16
Warzone outposts total32
Respawn rate (nodes)4-8 hours

Performance Architecture

Chunk-Based Loading

Map divided into 10×10 hex chunks, only visible chunks loaded

90% memory reduction

Level of Detail (LOD)

Distant hexes render simplified, nearby hexes full detail

60% GPU savings

Fog of War Culling

Unexplored areas not rendered, only fog texture

40% render reduction

Instance Batching

Similar structures batched into single draw calls

75% draw call reduction

Server Sharding

Map regions handled by dedicated server instances

Linear scalability

Viewport Management

Zoom Levels

Strategic View
Full map overview
50×50
All hexes visible
Regional View
Zone-level detail
20×20
~400 hexes
Tactical View
Combat detail
10×10
~100 hexes
Base View
Structure detail
3×3
~9 hexes

Fog of War Rules

Visible (Full Detail)
Own territory, allied territory, scouted areas (24h decay)
Partial (Icons Only)
Previously explored areas, shows POI markers but no player data
Hidden (Fog)
Never explored, static fog texture, no data rendered

Competitive Comparison

MetricCompetitor S1Competitor S5Gridfall Launch
Grid Size~20×20~40×4050×50
Player Capacity~1,000~10,00010,000+
Capitols188
Zone Tiers645

Key Advantage: Gridfall launches with S5-equivalent scale, eliminating the need for disruptive map expansions that fragment player bases in early seasons.

Map Architecture Summary

A 50×50 hex grid with 5 concentric zones, 8 sector capitols, and chunk-based rendering to support 10,000+ concurrent players from launch day.