{"tab":"other","section":"locationSettings","title":"Location Settings (Advanced)","summary":"Controls the map and travel system parameters: region size, location radii, travel distances, how many `factions` the engine places in AI-generated `regions`, and whether new `regions` and encounters can be created during play.","kind":"schema","uiLocation":"Other → Advanced → Location Settings","uiSubtitle":"\"World generation settings like region size, travel distances, etc.\"","editor":"JSON + ADD ITEM","related":[{"section":"regions","note":"region size parameters defined here"},{"section":"locations","note":"travel distances and visibility settings apply to these"}],"wikiUrl":"/other/locationSettings","schema":{"_type":"intersection","parts":[{"_type":"required","fields":{"regionSize":"number","simpleRadius":"number","complexRadius":"number","regionLocationCount":"number","regionFactionCount":"number","avgTravelDistance":"number","minTravelDistance":"number","newRegionGenerationEnabled":"boolean","encountersEnabled":"boolean"}},{"_type":"partial","fields":{"regionMapBorderFeatheringEnabled":"boolean"}}]},"sizeLimits":[],"blocks":[{"type":"example","lang":"json","code":"{\n  \"regionSize\": 100,\n  \"simpleRadius\": 2,\n  \"complexRadius\": 5,\n  \"regionLocationCount\": 8,\n  \"avgTravelDistance\": 30,\n  \"minTravelDistance\": 5,\n  \"regionFactionCount\": 4,\n  \"newRegionGenerationEnabled\": true,\n  \"encountersEnabled\": false\n}"},{"type":"prose","md":"\"Keep the default values unless you decide you want them to be different.\""},{"type":"fields","fields":[{"name":"regionSize","tooltip":"the width of each region in internal coordinate units.","md":"the width of each region in internal coordinate units. Location `x`/`y` offsets are relative to this; the default of `100` means locations range from −50 to +50 within a region."},{"name":"simpleRadius","tooltip":"the map footprint (in coordinate units) of a complexityType: \"simple\" location.","md":"the map footprint (in coordinate units) of a `complexityType: \"simple\"` location. Determines when the player is considered \"at\" vs \"near\" that location during map travel."},{"name":"complexRadius","tooltip":"same as simpleRadius but for complexityType: \"complex\" locations, which are larger on the map.","md":"same as `simpleRadius` but for `complexityType: \"complex\"` locations, which are larger on the map."},{"name":"regionLocationCount","tooltip":"target density for AI-generated regions: how many points of interest the engine generates to make a region feel populated.","md":"target density for AI-generated regions: how many points of interest the engine generates to make a region feel populated. For authored regions, the narrator uses this as a density reference rather than a hard cap."},{"name":"avgTravelDistance","tooltip":"avgTravelDistance must be ≤ regionSize.","md":"`avgTravelDistance` must be ≤ `regionSize`. Critical note: \"If your region is 10km wide but avgTravelDistance is 20km, the player will overshoot every destination.\"\n\n`avgTravelDistance` default of 20 works for small maps (5–6 regions). For larger maps (10+ regions with a wide coordinate spread), raise it to 25–35 proportionally. If it's set too low relative to your coordinate space, players overshoot every destination."},{"name":"minTravelDistance","tooltip":"minimum distance between locations.","md":"minimum distance between locations. Prevents locations from spawning so close together that travel is instantaneous."},{"name":"regionFactionCount","tooltip":"factions placed in AI-generated regions.","md":"factions placed in AI-generated regions. **Required.**"},{"name":"newRegionGenerationEnabled","tooltip":"whether AI can create new regions during play.","md":"whether AI can create new regions during play. **Required.**"},{"name":"encountersEnabled","tooltip":"enables random encounter system.","md":"enables random encounter system. **Required.**"},{"name":"regionMapBorderFeatheringEnabled","tooltip":"whether region map images fade out around their edges.","md":"whether region map images fade out around their edges. When `true` (the default), the outer area of each region map image is feathered into a soft fade; when `false`, the full image renders edge-to-edge with no fade. Set it to `false` when aligning region images side by side into one continuous map, so the seams between regions don't show a faded border. **Optional.**"}]}],"body":"## Example\n\n```json\n{\n  \"regionSize\": 100,\n  \"simpleRadius\": 2,\n  \"complexRadius\": 5,\n  \"regionLocationCount\": 8,\n  \"avgTravelDistance\": 30,\n  \"minTravelDistance\": 5,\n  \"regionFactionCount\": 4,\n  \"newRegionGenerationEnabled\": true,\n  \"encountersEnabled\": false\n}\n```\n\n\"Keep the default values unless you decide you want them to be different.\"\n\n## Fields\n\n### regionSize\n\nthe width of each region in internal coordinate units. Location `x`/`y` offsets are relative to this; the default of `100` means locations range from −50 to +50 within a region.\n\n### simpleRadius\n\nthe map footprint (in coordinate units) of a `complexityType: \"simple\"` location. Determines when the player is considered \"at\" vs \"near\" that location during map travel.\n\n### complexRadius\n\nsame as `simpleRadius` but for `complexityType: \"complex\"` locations, which are larger on the map.\n\n### regionLocationCount\n\ntarget density for AI-generated regions: how many points of interest the engine generates to make a region feel populated. For authored regions, the narrator uses this as a density reference rather than a hard cap.\n\n### avgTravelDistance\n\n`avgTravelDistance` must be ≤ `regionSize`. Critical note: \"If your region is 10km wide but avgTravelDistance is 20km, the player will overshoot every destination.\"\n\n`avgTravelDistance` default of 20 works for small maps (5–6 regions). For larger maps (10+ regions with a wide coordinate spread), raise it to 25–35 proportionally. If it's set too low relative to your coordinate space, players overshoot every destination.\n\n### minTravelDistance\n\nminimum distance between locations. Prevents locations from spawning so close together that travel is instantaneous.\n\n### regionFactionCount\n\nfactions placed in AI-generated regions. **Required.**\n\n### newRegionGenerationEnabled\n\nwhether AI can create new regions during play. **Required.**\n\n### encountersEnabled\n\nenables random encounter system. **Required.**\n\n### regionMapBorderFeatheringEnabled\n\nwhether region map images fade out around their edges. When `true` (the default), the outer area of each region map image is feathered into a soft fade; when `false`, the full image renders edge-to-edge with no fade. Set it to `false` when aligning region images side by side into one continuous map, so the seams between regions don't show a faded border. **Optional.**"}