WebGL interaction study · review only
One settlement, two spatial views
Test pan, zoom and selection on the versioned 40-site plan. An authenticated player can load a read-only snapshot of the current village; this page has no gameplay commands or Art approval. The numbered buttons remain operable if WebGL is unavailable. Return to Game
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WebGL is unavailable. Use the numbered site buttons below.
Drag empty ground to pan; scroll or use controls to zoom. Clicking a pad or building selects its stable site ID and highlights its access path to the shared gate road. Each building base sits inside its planned lot, with a service entrance connected to that lot's access path. At narrow widths, choose a numbered site below to zoom and focus it; Reset view restores the full plan. In village mode, server-owned levels shape schematic masses in both Resource and City views; level zero stays an open site. Sample mode still compares existing faction cutouts. These masses and painted scenery do not approve geometry or Game commands.
Whole village growth · one snapshot
Resource + City · provisional composite · Scroll right to view City →Compare four growth bands and a mixed village
Review projection of currently occupied sites using their own level caps. Empty sites stay empty; Game levels and commands do not change. A fifth panel places one eligible City site at Landmark beside Foundation neighbors when a City site is occupied. Terrain and lot positions are identical in all five panels. Scroll one panel to align all five.
ResourceCity
All 40 sites use one village snapshot and each site's own level cap. The composite shifts the two overlapping review layouts apart and proposes a causeway across the City water band; its road, gate, Building pads and Art continuity require spatial and visual approval. Use the numbered controls above to inspect a site.