## Example ```json { "regionSize": 100, "simpleRadius": 2, "complexRadius": 5, "regionLocationCount": 8, "avgTravelDistance": 30, "minTravelDistance": 5, "regionFactionCount": 4, "newRegionGenerationEnabled": true, "encountersEnabled": false } ``` "Keep the default values unless you decide you want them to be different." ## Fields ### regionSize 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. ### simpleRadius 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. ### complexRadius same as `simpleRadius` but for `complexityType: "complex"` locations, which are larger on the map. ### regionLocationCount 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. ### avgTravelDistance `avgTravelDistance` must be ≤ `regionSize`. Critical note: "If your region is 10km wide but avgTravelDistance is 20km, the player will overshoot every destination." `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. ### minTravelDistance minimum distance between locations. Prevents locations from spawning so close together that travel is instantaneous. ### regionFactionCount factions placed in AI-generated regions. **Required.** ### newRegionGenerationEnabled whether AI can create new regions during play. **Required.** ### encountersEnabled enables random encounter system. **Required.** ### regionMapBorderFeatheringEnabled 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.**