Build your own battlegrounds. The Map Editor lets you draw territories, group them into
continents, connect them with borders and shipping lanes, and play your creation against bots
or friends.
Open it from the Main Hub → Map Editor. Maps you make appear under the Custom Maps
tab when you create a Single Player or Casual game. (Ranked
uses official maps only.)
The play area is a fixed 1920×1080 rectangle centered on screen, framed by the game's
border art. You build everything inside that rectangle — the canvas size itself is locked
(you can only adjust a background image's opacity).
A live Territories / Groups counter and an always-available ↩ Undo (last 50 actions)
sit on the toolbar.
The editor works in three modes, selected on the toolbar: ⬡ Borders · ◼ Territories · ↔
Adjacency. A typical workflow goes left to right: draw the land, fill it into territories,
then wire up the connections.
¶ 1. ⬡ Borders — draw the land
Sketch the coastlines and internal dividers. Border tools:
- ⬛ Rigid — click to drop points; Enter or right-click to close the shape; Backspace
removes the last point.
- ✏️ Freehand — click-drag to trace a freeform line; release to finish.
- ✥ Edit Vertices — select and drag points; click a line to select the whole border;
Delete removes a point or line. Here you can also Close/Open a border (polygon ↔ line)
and ⌁ Weld Ends to snap a divider's endpoints so it actually splits a region.
- ➕ Add Node / ➖ Remove Node — insert or delete points on existing borders.
- Clear All Borders (behind a confirm) and 🔲 Snap (snap the cursor to nearby border
points for clean joins).
The editor is anchor-first: a territory exists where you place an anchor.
- Turn on + Add Territory, then click inside an enclosed region to drop an anchor — that
creates a territory and fills the cell around it. Regions you don't anchor stay empty space.
- You'll name the territory and assign it a group as you create it.
- Per-territory tools (left panel): rename, set group, Set Anchor (move the troop
marker), + Add Island (give a territory a second polygon), ↺ Refill (re-run the fill),
✕ Remove Fill.
- There's also + Territory (manual) to pre-create empty territory records if you want to
plan your count before drawing.
Decide what can attack what. Two territories fight only if they're connected here.
- 🟥 Land — click two territories to toggle a land connection (shown solid red in the editor).
- 〜 Shipping — click two territories to toggle a shipping lane (a dashed sea route,
cyan in-game). Lanes let far-apart coastal territories reach each other.
- ◠ Coastal — route a lane neatly around the map edge.
- ✎ Edit Lane — drag a lane's nodes (endpoints snap to the coast), add/remove vertices, and
toggle a Bowed/Straight curve.
- ⟳ Auto-Calc Adjacency — recompute all land connections from the polygon edges. This is
destructive (it resets existing land links; shipping lanes are kept) and is behind a confirm.
Don't run it on generated maps.
- 〜 Recompute Lane Paths — re-route lanes that cross land back to the coast.
The visible gap rule: territories that touch but are not connected get a small
visible gap baked between them — so players can read at a glance that they can't cross there.
- Add a group from the left panel — it auto-picks a color from the game's palette.
- Each group has a bonus spinner (0–20): the reinforcement bonus a player earns for owning
every territory in that group. This is the heart of map balance — bigger/harder-to-hold
continents should pay more.
- Assign a territory to a group via its Group dropdown.
There's no "set capital" tool — capitals are chosen by players during a match's
Capital Selection phase, not baked into the map. You
don't need to do anything in the editor for Capital Conquest to work on your map.
Use Background 🖼 → Load Image… to drop a picture behind your map (from a curated picker).
Only its opacity is adjustable — position and scale are locked to the fixed canvas.
- Validate auto-closes small gaps in your borders (snapping loose endpoints to nearby
nodes) and highlights anything it can't fix in red. It also flags empty/filament
territories.
- On Save, the editor checks for dangling (open) borders. A map is marked playable
only if there are none — and match-setup screens won't launch an unplayable map. So:
validate, fix the red, then save.
- Maps save as encrypted
.popmap files (to user://maps/ by default).
¶ 🎲 Generate a random map
Short on time? 🎲 Generate builds a complete, playable map — territories, continents,
adjacency, bonuses, and the visible gaps — in one click. Options:
- Territories (8–200, default 50)
- Groups (0 = auto, roughly territories ÷ 6)
- Gap px (default 16) — the visual gap between unconnected neighbors
- Wobble % — extra edge jitter (0 = clean edges, recommended)
- Shape — Split / Cross / Rect overall layout
- Seed — leave blank for random, or set one to reproduce a map
Generated maps already include explicit adjacency, so don't run Auto-Calc Adjacency on
them. Great as-is, or as a starting point you then tweak.
- Validate and Save (no dangling endpoints = playable).
- Start a Single Player or Casual game.
- Pick your map from the Custom Maps tab (unplayable maps are filtered out).
See also: Game Rules · Match Settings