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Knowledge Base
Go to Tools -> Heightmap (read the options that appear) -> use the brushes that appear on the top right
Bigger like covering more distance. Go to Tools -> Units and increase the '1 map pixel' distance scale. Adding more land outside of the map is not possible in FMG, you have to export the image, edit it in an external editor and reimport it back to the FMG via the image importer (Tools -> Heightmap -> Erase -> Image Converter)
Go to Tools -> Heightmap, select any edit mode (Keep, Risk or Erase) and click on Preview. A small monochrome heightmap appears at the bottom left, click on it to download a screen-sized image. For a bigger image exit the customization, set Style preset to Monochrome, keep only the Heightmap layer visible and export the map as .png
Native FMG heightmap resolution is very low, so you'll probably have to add details using external software. You can also try to export the map as an image with the Heightmap layer on
Could be cause you don't have a culture over that area or that the biome on that area its not habitable, most commonly Glacier
For Earth-based maps go to Options -> Heightmap and click on the field to open the heightmap gallery, it contains dozens of precreated real-world heightmaps (Earth, Europe, Africa and so on). For other pre-generated maps go to https://cartographyassets.com/asset-category/specific-assets/azgaars-generator. If nothing is there, you can import your own heightmap using the image converter: Tools -> Heightmap -> Erase -> Image Converter
To get a blank map go Tools -> Heightmap -> Erase and use the brushes on the top right to delete all the land
Labels are shown and hidden based on zoom bounds defined per label group. Open Tools -> Labels and click on the groups configuration button. There you can check 'Show all labels' to ignore zoom bounds completely, or raise the max zoom value for a specific group
Yes, it can be done via the Image Converter. Go to Tools -> Heightmap -> Erase -> Image converter
This its because the border of states or provinces follow the border of the cells while the river flows through the centre of the cell (for making them pretty)
There is an autosave. Go to Options -> Generator settings -> Autosave interval and set the interval in minutes (0 disables it). The map is saved to the browser storage, and browser storage can be cleared accidentally, so also save .map file backups to your machine from time to time
There is no global undo for the whole map, but undo and redo (Ctrl + Z / Ctrl + Y) work in the editors that support it: Heightmap brushes and Template Editor, Paint brushes, Notes Editor, Routes Overview and Transform tool. It's still recommended to save the project as a .map file at least once every 30 minutes of work
Not on an already generated map directly, but you can rebuild the map with a different points number using the Transform tool: Tools -> Create -> Transform. It recreates the map based on the existing one and tries to keep the details. The Submap tool does the same for a part of the map. Alternatively export the image, set a higher points number and import the image back as a heightmap
Map data can be exported, but only a little of it can be imported back. Overview editors (Burgs, Rivers, Routes, Markers, States, Military and others) have a download button that saves their table as a .csv file, and the Export menu offers GeoJSON (cells, routes, rivers, markers, zones) and JSON (full, minimal, pack cells, grid cells). The text data you can upload back is burg names (.txt or .csv), namesbases, notes (legends) and heightmap templates
You can add and remove relief icons on the map with the Relief Editor: turn the Relief icons layer on and click on an icon, or use the bulk add and bulk remove brushes. You can also switch between the bundled icon sets. Uploading your own relief icon graphics is not supported
Rulers are managed by the Measurers Editor: Tools -> Measurers (Shift + =). There you can place a linear ruler, an opisometer (curve length), a route opisometer (a curve that sticks to routes) and a planimeter (polygon area). Remove a single measurer from the list in the editor or use the trash button to remove them all
You should use the Heightmap tool to do 99.9% of the changes of the map, but you can later finesse the shape with this tool
You may have abused the coastline editor in which case regenerate the layer and do the changes of land with the Heightmap tool or you may have a way too complex shape for the generator
There is no a thing as time at the moment on the generator. The era and year thing in Options is just to define time messages on legends of military regiments, battles and similar things with a date on the notes
Zoom out the browser (ctrl and the wheel) to 100%. Or set Interface size to 1 in Options
Go to tools and select the desired option. Click on the brush button on the bottom, click and drag to paint on the map, remember to confirm the changes when done
Habitability is determined by biomes. Go to Tools -> Biomes, here you can change biome habitability percentage
You need to know the dungeon seed. Create a new marker, and edit the notes. Then click the Source code button on the top-left and enter something like this (change YOUR_SEED):
Click here to go to the dungeon
<iframe src="https://watabou.github.io/one-page-dungeon/?seed=YOUR_SEED"></iframe>
Options -> Configure world -> Change the temperature of the poles. After that, Tools -> regenerate ice
Edit the heightmap in Erase or Risk mode. Alternatively go to the Tools -> Units editor, then the altitude subsection and change the exponent a bit
Hover it over, you will see some tips at the bottom on the page
Open Tools -> Heightmap. When you click on it, a popup asks whether to use Keep, Risk or Erase mode. Select Risk if you want to keep the other layers (states, burgs, etc.), Keep mode won't let you change the coastline at all. Sink the land with the brushes and finalize the edit. Burgs that end up on water are moved to the closest available land cell and ordinary burgs with no land nearby are removed, but capitals are always preserved, so deal with them (reassign the capital status or remove the state) before sinking their land
Burg is an internal name used for all settlements in the Fantasy Map Generator. It comes from German 'burg' meaning 'fortified settlement'
Please try to reproduce the issue on your own. If it's reproducible, please log an issue on GitHub or Discord. A lot of issues are caused by browsers, please also try to use incognito mode and/or another browser. We recommend Chrome as the fastest browser in terms of svg rendering
Toggle off unnecessary layers. Be mindful of the Relief Icons layer in particular – it’s the most resource-demanding one. Open the Generator in a separate browser window, make it much smaller (about 900 x 560 pixels) and re-generate the map. Then, zoom in to see the map in detail. It will reduce the rending area and drastically improve the performance. When generating maps, set Points number to 10K. Points (cells) number highly affects performance. Toggle off map and element filters. Close all irrelevant browser tabs and applications. Use a leading edge browser (fresh versions on Chrome or Edge). Firefox is reported to be slower
You. The Generator is licensed under MIT license and derivative works such as maps are free of charge. You can sell them or make them available for free
If there is no version conflict, please raise a defect on GitHub. Compatible maps from v0.70.0 onward are checked and auto-updated when loaded. Older maps are considered ancient and require the matching old version of the Generator, there is no way to update them. The tool is under development and version conflicts are inevitable
Sure, there are a number of available options. Save to machine: .map file that can be directly loaded back to the Generator. Save to Dropbox: the same file stored in your cloud. Save to storage: map data is saved to the browser's internal database and can be loaded on page refresh; bear in mind that saving to the machine is safer since browser storage can be accidentally cleared. Export .svg: save a full map as a scalable vector image, you can open the file in a browser or edit it in a vector graphics editor. Export .png or .jpeg: save the currently displayed map fragment as a raster image, up to 8x resolution. Export to tiles as .zip: split the map into .png chunks and save them as a single archive, it allows to save giant raster images once chunks are combined. Export to GeoJSON: save cells, routes, rivers, markers or zones to be used in GIS software. Export to JSON: save the raw map data (full, minimal, pack cells or grid cells) for your own tooling
Open the generator, click on Load and select the file. Or just drag and drop the file onto the Generator window
.map files are plain text, so it's technically possible, but it's better not to do it as broken formatting makes the file unloadable. The common error is that most text editors automatically split the embedded svg into separate lines. .gz files are gzip-compressed and have to be decompressed first
Yes, you can with some limitations. The easiest way is to install the PWA. Make sure you open the App when you have a connection so that all required files can be cached on your machine, after that the PWA should work offline. Another option is to run the tool locally from the source code, but it requires a build step now: install Node.js, then run npm install and npm run dev, see the Run FMG locally wiki page. Please note that assets loaded from external URLs, like alternative Fonts or Styles, are not available offline
There is no separate desktop application, but the web app can be installed as a PWA and behaves like a desktop application. Chromium-based browsers (Chrome, Edge, etc.) offer an 'Install' button in the address bar, alternatively use Chrome menu -> Cast, save and share -> Install page as app. The installed tool is added to your desktop and can be opened like a normal app. Internet connection is required for the first run, after that it may work offline with some limitations
The Generator targets modern browsers. Chromium-based browsers (Chrome, Edge, Opera, etc.) are the primary tested environment, the tool is developed in Chrome, so it has the best support. Firefox and other browsers work, but may be slower or differ in some features. Outdated browsers like Internet Explorer are not supported. If you find a reproducible problem in a specific browser, please report it
You can, but I doubt you will enjoy the experience. The Generator GUI is not suitable for mobile devices and performance is subpar. In general, I would say mobile devices are not supported
Localization is planned, but not ready from the coding side. Preparation can take a lot of time as it's not a current priority. As for now, open Options and click on the 'Init Google Translate' button in the Language row, then select a language. It's machine translation and it can break some of the page functionality; use the reset icon or refresh the page to get back to English. There is also a community-made Chinese localization at https://www.8desk.top
It's a nickname of the Generator creator, it has no meaning. The full name of the tool is Azgaar's Fantasy Map generator. The short form is FMG
Just use it, log defects and suggest enhancements. Share the Generator link within your community! Post on FB, Twitter etc. We also accept donations on Patreon (https://www.patreon.com/azgaar)
There is no team, but there is a Community. The tool is created by me, Azgaar. The community is based on our Reddit and Discord servers. Thanks for contributors, Community moderators and all our community members
Yes, you can support the project on Patreon. If you don't want to pay monthly, you are able to decline the donation at any moment in time. Other donation platforms are not supported
Yes, we have a dedicated Discord server and Reddit community. Both have a very active and supportive community
You cannot using the UI, but if you are comfortable with dev tools, you can amend the svg part directly. Open the console (F12) and run: d3.select('#labels-capital').style('text-decoration', 'underline'). Use another burg group name instead of capital if needed. The change may be lost when labels are re-rendered
Azgaar's Fantasy Map Generator (FMG) and Roblox Studio are two separate tools that aren't compatible with each other. FMG heightmaps are just an array of values, but you can also set Layer preset to Heightmap and Style to Monochrome in FMG and then export an image in png format. This format should be possible to use in Roblox Studio
Yes, you can use Submap tool for that. Submap is a tool that generates a new map out of a part of the current one. Menu -> Tools -> Submap
Is there a way to generate heightmap based on current one? Basically I want to keep roughly same shape of continents but regenerate details \ add more islands
You can use the Submap tool (for a part of the map) or the Transform tool (for the whole map). Both recreate the map based on the current one and try to keep the shape, but details are regenerated. Both are available in Tools -> Create
Rulers and dynasties are not supported as data. As a workaround describe the ruler in the state's notes (legend); the Notes Editor can also generate the text with AI if you provide your own API key or run a local Ollama model
To make your map cover more distance, go to Tools -> Units and increase the '1 map pixel' distance scale value
Open the States Editor and set the state type to Nomadic: nomads have a huge sea and lake crossing penalty. Then open the regeneration menu (cog button) in the same editor and click on 'Recalculate states'. The type is inherited from the state's culture on generation, so you may want to change the culture type in the Cultures Editor as well
Fantasy Map Generator (FMG) is a free tool that procedurally generates highly customizable fantasy maps. You can use auto-generated maps or create your own world from scratch
You can create and customize your map. Here're the ways you can use the tool: 1. Exploration - click on the "New map!" button to get a random map. Open the "Layers" tab (press Tab) and select a desired layers preset. Zoom in and explore the generated world. 2. Tuning - go to "Options", change the default settings like map template and states number and generate a new map to better fit your needs. 3. Customization - open the "Tools" tab, select one of the available editors and change the map in any desired way. 4. Controlled generation - open the "Tools" tab, then click on Heightmap and select an Erase mode. Click on Template editor and create your own heightmap template. Apply the template to see the result. 5. Conversion - if you already have a map image and want to re-create it in a generator, open the Image converter (the button next to Template editor), load the image and fine-tune the conversion into a heightmap. Then edit the map using the provided tools. 6. Drawing - use the Paint brushes to draw a map from scratch. It may takes a lot of time, so I would recommend you to follow the Controlled generation approach to get a basic landmass and then use Paint brushes for a fine-tuning
Yes, the video tutorial is available. Here is the YouTube link: https://www.youtube.com/playlist?list=PLtgiuDC8iVR2gIG8zMTRn7T_L0arl9h1C
You can ask questions here or go to our Discord server. If you want a basic guide, check out the Quick Start Tutorial: https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Quick-Start-Tutorial
We have a Reddit community on https://www.reddit.com/r/FantasyMapGenerator
You can use Battle Simulator. It allows to simulate battles between two or more regiments. It works based on units power parameter that can be set in the Military units editor. To start a battle select a regiment, click on the Attack foreign regiment button and then click on another regiment to attack it. You cannot attack regiments of the same state as the selected regiment or regiments without any forces. It does not matter where attacked regiment is located and whether it's reachable or not - attacker regiment will be moved straight to the selected one
Custom icons for burgs are not supported. You can set a custom image (an image URL or a data URI) as an icon for Markers and for Military regiments via the Select Icon dialog
To create a new country open the States editor: Go to "Tools" -> "States". Look for a button to add a new state at the bottom of State Editor. Click on it and then click on a map to place a new state there. You can adjust the borders of your country using the States editor brush tool
You could represent an invasion or conquest manually by following these steps: Go to Tools -> States. Use the brush tool to "paint" the territory of the invading country over the invaded country's land. This would effectively expand the borders of the invading nation. You might need to adjust other elements like cultures, religions, or burgs to reflect the changes caused by the invasion. You could use the Markers tool (Tools -> Markers) to add custom markers representing battles or significant events of the invasion
You can create your own namebases in the corresponding tool, and select them when you place custom cultures and states
The map maker works better for country-sized regions. It doesn't have city blocks, buildings or anything for city-sized mapping.
Culture sets themselves are hardcoded and cannot be extended. You can create custom namesbases in Tools -> Namesbase and assign them to individual cultures in the Cultures Editor
You can use custom namesbases: create them one by one in Tools -> Namesbase and then set the namesbase per culture in the Cultures Editor; states and burgs use the namesbase of their culture
There's no 'View Only' mode, but you can share your .map file with them and they can open it in Azgaar's FMG. They'll be able to edit it, so keep a copy for yourself. You can also embed the map into a web page, see the guide: https://sites.google.com/view/fantasy-map-generator-embedded/home
Each culture gets a type assigned on generation. The type defines how the culture will grow and what territories it will get, but also serves world-building needs. Nomadic cultures are generated in hot desert, cold desert or grassland cells with height less than 70 points. Highland cultures are generated in cells where height is over 50 points. Lake cultures are generated in cells around lakes that are over 5 cells in size. Naval cultures have a chance of being generated in coastal cells; the chance is slightly higher if the cell is next to an ocean (as opposed to a lake), and significantly higher if the cell is on an island. River cultures are generated in cells with a river of over 100 flux points. Hunting cultures are generated in cells that are more than two cells away from a coast where the biome is Savanna, Tropical rainforest, Temperate rainforest, Taiga, Tundra or Wetland. A culture is set to be generic when its spawn location is ineligible for any other culture type, or, in the case of the Naval type, failed a random probability check. Culture spread is a competitive system, where each culture tries to get more cells considering the cost of it. Culture type is crucial in defining cell 'cost' and the way the culture will spread
Yes, there is a way to generate a map from an image using the Image Converter. The image should ideally be a heightmap, where lighter areas represent higher elevations and darker areas represent lower elevations. Go to Tools -> Heightmap. Click on Erase. Look for the "Image Converter" option. Once clicked, you'll be prompted to select an image file from your computer. After importing, you may have options to adjust how the image is interpreted: for each color of image you need to assign a height value. It can be done automatically via the converter tool, but ofter requires manual fine-tuning. Once you're satisfied with the settings, confirm the conversion. The generator will create a new map based on your imported image. After generation, you can use the regular FMG tools to adjust terrain, add features, etc.
Is there a way to take a very basic heightmap and apply some template to it in order to achieve better feature placement than I can do by hand?
Not within the tool, I'm afraid. You can import heightmaps, but there's no function to generate more patterns onto it. You could, for example, generate a random map from which you like the features, export it as an image, then use some Photoshop-adjacent tool to mix it with your basic heightmap and then import that
You can manually add as many cultures as you want. Or change the Cultures set to Random, it'll let you move the slider up to 100
Population depends mainly on by area / biome, but there are other factors as well: river or lake nearby, specific featurs like river estuary or if there is a safe sea harbor, cell elevation, burg status, etc.
Not really. Lakes are derived from the heightmap, so a new lake requires a heightmap edit: Tools -> Heightmap -> Risk mode keeps most of the data, but rivers and lakes are recalculated on edit completion, so manual river edits will be lost
I have issues with download. The button disappeared after I clicked it. Even though I didnt download the app
You can also install the tool using Chrome menu. Chome menu -> Cast, save and share -> Install page as app...
There is no native app, it's a browser tool, but you can install it as a PWA (Chrome and other Chromium browsers offer the Install button, or use Chrome menu -> Cast, save and share -> Install page as app). It runs in its own window and works offline once cached
I want to move the point at which the ice caps start further away from the equator, but I don't want to change my biomes. Any ideas?
The Ice layer is generated from temperature with a fixed threshold, so the starting point cannot be moved without changing temperatures, which also affects biomes. What you can do is edit the ice manually: turn the Ice layer on and click on a glacier or iceberg to edit or remove it, and add new icebergs from the same editor
Go to Tools -> edit States. Click the State name, you'll see 2 buttons, a refresh icon and a book icon, click the book icon to re-roll the name using the namesbase of its culture: click the refresh icon if you just want a random name
Open Heightmap editor in Erase or Risk mode and then add the new land using the Brushes
Not without a recalculation. Unit types are edited in Tools -> Military -> Edit Military Units, and applying the changes recalculates forces and regenerates regiments for all states. You can add and edit individual regiments manually in the Regiments Overview, but the unit types list cannot be changed without regenerating the forces
Is there any way I can, after making a map, select a specific state and only work on that state as a seperate map?
No, but you could visually fog the other states by pinning the State you want on the Sates Editor window, or make a submap that mostly encompasses the territory of the desired state (zoom in until your state is occupying most of the screen and then use the Submap tool)
Map size in pixels is irrelevant, the detail is assigned by the points number: the more points, the more detail. If you mean the size of the map in km or miles, go to Tools -> Units and increase the '1 map pixel' distance scale. To change the number of cells on an existing map use the Transform tool
Every state must have a capital, so it cannot be removed. You can only hide capitals visually: toggle off the whole Burg icons or Labels layer, or set the opacity of the capital group to 0 in the Style menu
Is there any way to get the system to automatically number the hexes on the map? I have a grid layer, set to 16 mile hexes on my map. Is there a way to count how many hexes are in the grid, or a way to set the system to automatically number each hex?
No, grid overlay is just visual
No, fog edges cannot be made blurry
Go to Tools -> Units and change the '1 map pixel' distance scale. To change how much of the world the map covers, use Map size in Options -> Configure World
Open the Provinces Editor, filter the list by the state the provinces belong to and click on the 'Merge several provinces into one' button at the dialog bottom. Provinces of different states cannot be merged, reassign them in the States Editor first. Alternatively remove a province and repaint its territory to another one with the Paint brush
You cannot change the colors of individual icons, but you can make them semi-transparent and color what is below. There are also three icon sets to choose from - Simple, Colored and Gray - select the set in Style -> Relief Icons or in the Relief Editor
Edit the heightmap in Risk mode, change some land cells, it should help. Probably your coastline is too complex, the algorithm cannot handle it
How do I make it so whenever I generate a state I get names from a specific language? I wanted to create states with portuguese sounding names
You need to change the namesbase of the culture where you're spawning states and regenerate burg names for this culture. Tools -> edit Cultures
Suggest new featured on our Discord server on #fmg-suggestions channel
You can speak with meatbags on Discord
I'm just an AI bot who can help you with the tool
To create a lake go to Tools -> Heightmap -> Risk or Erase and then depress the rigion to be below the sea level. Then complete the edit and it will create a lake there. There is no other way to do it
Install the tool as a PWA: use the Install button offered by Chromium-based browsers, or Chrome menu -> Cast, save and share -> Install page as app. It's the same web app running in its own window, there is no Electron-based desktop build. Open it once online so the files get cached, then it works offline with some limitations
The tool and created maps are availalbe for free under the MIT license, see the details https://github.com/Azgaar/Fantasy-Map-Generator/blob/master/LICENSE
Using States Editor you can paint with the color of other state in that region. Alternatively in Provinces Editor you can make the province independent and then merge that state into another one in States Editor
State borders can be changed using Tools => States Editor. You can paint with a brush with the state that wins that terrain
There's an Image Converter on the Heightmap Editor, but the tool cannot generate random terrain on top of an imported map.
Is there any way to generate a map without any cultures or population? I like to work on those by hand
You can set States number to 0 in Options and regenerate. Cultures number cannot be set below 1, but you can remove cultures one by one in the Cultures Editor (and burgs in the Burgs Overview) after generation. Population is calculated from cells and burgs, so removing burgs and states leaves you with neutral lands to work on by hand
Follow the steps. 1. Save the map to storage. 2. Go to Options and set 'Onload behavior' to 'Open last saved map'. 3. Add URL parameters to make it look like this: https://azgaar.github.io/Fantasy-Map-Generator/?scale=4&x=800&y=200. 4. Change scale, x and y values as you need and use the link
The map is rendered in SVG by browser. SVG rendering in GPU-supported, but it's not optimized and hence you can observe lags when there are too many elements to render. The rendering depends on browser and can only be controlled by user with 'Rendering' option. We recommend to set it to 'Best performance' in case of significant lag
Press enter when on the seed input in Options
The map is static. Over-time simulation is planned, but not yet implemented
Follow the order the generator itself uses. Heightmap and Configure World in Options first, let that determine the biomes, then Units (height scale), goods, cultures, states, Units again (population and distance scale), burgs and routes, religions, provinces, then the economy (markets, production and taxes), ice, military, and optionally zones and markers
No, only the width at the river mouth is available. Click on the river to see its details, or open Tools -> Rivers to see length, discharge and mouth width for all rivers
Rendering of ocean cells can be set via the checkbox in Style -> Heightmap -> oceanHeights group
Is temperature the averaged temperature across the entire year (all temps added, then divided by 365)? Or is it something else?
Temperature is annual average
Sadly, not in a two-click kind of process. You could use the image converter found in the Heightmap editor in Erase mode, if you have a screenshot of the heightmap you could auto-assign the heights, but if it's political, you'll need to assign a flat height to each and every color on the map to get the distinction between land and sea. Whichever of the two processes you follow, you'll still need to place all other layers manually (burgs, states, cultures, etc.) and adjust the heightmap to recreate rivers, lakes and biomes
Yes. You can put it as Texture. Click on Style -> select element -> Texture. And next to the image dropdown there is a Plus icon. Provide the URL of the image and apply. Make sure the server where the image is hosted allow CORS requests. You can put any image there
Underwater towns and cultures are not supported. However some users suggested a workaround: style your ocean to look like land and land to look like an ocean. Then roleplay like that land is water from an ocean and the outside water has no population
There is no travel time calculator. You can measure distances with the Measurers Editor (Tools -> Measurers): the ruler, opisometer and route opisometer report length in your distance units. For markers there is also a 'Markers in Radius' tool that lists all markers within a given distance. You can set the current year and era name in Options, but time is not simulated
Reduce layers: the program has a lot of steps in height and it may look too crowdy. "Reduce layers" skips each x-th step in heightmap. So the higher the value is, the less steps is rendered
Simplify line defines line simplification level. Heightmap isoline consists of multiple points to draw a curve, simplification defines how many points can be skipped to make the line less detailed and more smooth
These are SVG standard Dash endcaps. Round: The ends of lines taper smoothly into a semicircle. Butt: The ends of lines cut abruptly at the specified length with a straight line. Square: The ends of lines cut with a straight line that overhangs slightly off the limit of the line segment. Inherit: the system will use the settings of the parent elements
There's a Growth rate slider in Options that you can set to a smaller value, it defines how far states expand into neutral lands. The States Editor regeneration menu (cog button) has the same growth rate control plus 'Recalculate states', so you can tune it without regenerating the whole map. You can also lower individual expansion values and/or remove some states
Tools -> Heightmap -> Erase or Risk and make sure that whatever cells you put under sea level are surrounded by land cells. It'll automatically be considered a lake
You can change the layer order on the Layers Tab by draging the toggle button. It can be done for most of layers
It looks that you have a browser extension like Dark Mode that affects the map colors. You need to toggle it off or disable to run on the Generator page
Let's find out. Open Tools -> edit States. Make sure the list of states is sorted by Area. The first state displayed in the list should be the biggest one. If you want, you can change the table sorting
To start a battle ensure the Military layer is on. Then click on any Regiment and press the button to attack. Then select a regiment you want to attack. It will open the Battle Simulation dialog, where you can add more regiments, change battle settings and simulate the battle
To change the fill color of a State, open Tools -> edit State. Then locate the State you want and click on a box with its current color. Select the color you want. Then do the same for all other States
You can either regenerate emblems for all states (via Tools -> regenerate Emblems) or for an individual state, province or burg. For that click on an emblem and click on Regenerate in the Edit Emblem dialog
We recommend to set Precipitation to 100 for a Earth-like world. Obviously, the real climate is different and it depends on multiple factors, but 100 is considered to be default setting for a "pretty wet" world
To make your map more desert-like, adjust the precipitation level in the Options -> Configure World. Setting it to zero will create an unlivable desert across most of the map
Keep wind directions default. The default settings are already similar to Earth
Click on the route or river. In the Editor dialog click on the button to show the Elevation profile. It will display burgs the route/river is passing
Each state must have a capital. So to remove the capital burg, you need to reassign the capital status to another burg first and then remove the initial burg. Alternativelly you can remove the entire state, it will make the old capital a usual neutral burg
Yes, please suggest new features or changes on our Discord server
Please use the Units Editor. It's available in Tools
Go to the "Tools" menu and select "States". There, you can find the specific state you want to rename, click on its name, and use the available options to regenerate the name. If you want to change the culture, do it first using States Editor as well
No, this feature is not supported. You can only adjust borders manually using the States Editor
No. Risk mode tries to keep the data, but rivers, lakes and biomes directly depend on the heightmap and are regenerated on edit completion. Unchecking 'Allow water erosion' in the heightmap customization menu keeps the heights as you drew them, but rivers are still recalculated
Not really. The size mostly depends on the points number and cannot be changed for an existing map; turning off some layers can help a bit. You can gzip the file with an external tool: the Generator loads gzip-compressed files (.gz) directly, so there is no need to unpack it before loading
You can open the website cdn.openwidget.com, then Open the Dev Console (F12) and type localStorage.clear(); there. It will remove the chat history
To hide the Assistant, go to Options -> Generator settings and set Azgaar assistant to Hide
There are two ways to create a new river. Open the Rivers Overview (Tools -> Rivers), click on the Add River button and then click on a map cell to spawn a river from it, the river will be created automatically. Another way is to draw a river manually with the 'Create a new river selecting river cells' button. The same automatic placement is available as Tools -> Add -> River (Shift + 4)
You can Transform the map into a new one with larger amount of cells. The new map will be based on the existing one and the Generator will try to keep the details as they were, but it's still a new map, so some data can be changed. You can find the Transform tool in Tools
You can create a new Regiment using the Regiments Overview. In can open if you click on a button with list icon in the Military Overview (available in Tools). In the Regiments Overview you can select a state and add a Regiment for this state. Then you can click on this new Regiment to edit its name, icon and military forces
To merge states (countries) open the States Editor from Tools and click on the "Merge several states into one" button at the dialog bottom. Then select states you want to merge
The Generator doesn't simulate wars, but you can set a Diplomatic relations between countries to "Enemy", which means a state of war in the Tool. You can also start a Battle between two or more Regiments. The Generator has a simple Battle Simulator
You can create a heightmap of any region of the Earth using the Heightmapper tool available at tangrams.github.io/heightmapper
The Tools tab is one of the main tabs of the Menu. You can open the Menu if you click on the arrow button at the top left corner of the screen
No, dynasties are not currently supported
Rivers and lakes are named automatically (as well as states, provinces, burgs and religions). Mountains, forests, seas and other features are not named, but you can add custom labels for them: Tools -> Add -> Label (Shift + 2), and manage them in the Labels Overview
In Options click on the "Init Google Translate" button. Then select a language of your choise. Please note that it's only a machine translation, it's not that good in terms of quality. You can ask here if you need a better translation
The generator is supposed to work with Earth-like maps, but with some creativily you can use Style to make your map look like a Galactic map. You may find some examples on our Discord server
To start with a Blank Map go to Tools -> Heightmap and select an Erase mode to clear the existing land. Use the brushes available in the Heightmap editor to manually build your landmasses. This will be the foundation of your map. Then you can set the climate basics in the Configure World menu in options. Once your heightmap and climate are set, you can edit rivers and other features. Go to Tools -> Biomes to adjust the biomes associated with your landmasses. Use the States and Cultures editors under the tools to define the political entities and cultures on your map. Customize labels, roads, and other details using different tools available under the Tools tab. Remember to save your map frequently, save .map file to your machine
No. You can create Provinces inside States, but not Provinces inside other Provinces and not States inside other States
Yes, you can add a city. Use the shortcut Shift + 1 (Tools -> Add -> Burg) and click on the map to add a burg. Then open the burg and change its group to 'city'; burg groups and their criteria are configured in the Burg Groups configurator. Alternatively you can add new burgs from the Burgs Overview
A shanty town feature refers to a type of settlement characterized by informal housing and typically lower living conditions. In the context of the Tool, it represents a specific attribute of a burg, indicating that the area may be populated by lower-income individuals or lacks formal infrastructure.
The see the latest changes, please check out the Changelog: https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Changelog
The "growth rate" setting defines how far states and cultures will expand into neutral lands during generation. A lower value will result in more lands remaining politically neutral
The "size variety" setting determines how much the areas of states should differ from each other. A lower value results in more uniform state areas
Yes, the application data is stored in browser cache, so it's important to clear it in case of issues. Cache issues are common after major releases, it's happening because browser is still using the old files instead of the new, updated ones. Cookies are not used by the Tool, so no need to clear them
No, temperature can only be set for the entire world
You cannot import it, but you can set it up using the Biomes Editor in Tools
You can select one of the available heightmap color schemes or create a custom one in Style -> heightmap element
The meridian length and world size can be adjusted in the Configure World section, specifically using the Map Size parameter. After that, you can further refine settings in the Units Editor
If you mean states, you can change them using the State Editor. You can find it in Tools
Reload the page: the version is displayed under the logo on the loading screen and is also appended to the browser tab title. To see what changed check the Changelog: https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Changelog
To see the whole map set the zoom to a minimal level. You can also press the '-' key to zoom out. If it's still not the whole map, try changing the Zoom Extent min value to a fraction of 1, e.g. 0.6. This will help is the map canvas you are working is bigger than your browser window.
Yes. FMG has an economy layer: cells can hold a resource (good), rural population produces raw goods, burgs manufacture goods from recipes, markets collect and price everything, surpluses are traded between markets and states collect taxes from the deals. It's a single calculated cycle, not a running simulation - the numbers change only when you regenerate the economy, not over time. Toggle the Goods, Markets and Trade layers to see it on the map
Goods are resources and products like grain, iron, wood or wine. Raw goods are produced by the rural population depending on the biome, and a cell can also hold a bonus resource that boosts one specific good there. Manufactured goods are produced in burgs from recipes, using ingredients bought on the market. Open Tools -> Goods to see the full list with production and stock numbers, filter goods by tags, add your own good, or click on a good to edit its value, demand and multipliers
A market is a regional economic hub anchored at a burg. Markets are placed on the biggest burgs (capitals and ports get a bonus) and their territories expand over the surrounding cells following routes and avoiding mountains and state borders. Every flow of goods passes through a market: rural cells deliver their production, burgs buy ingredients and sell products, and markets trade surpluses with each other. Toggle the Markets layer to see the territories, click on a territory to open the Market Stock dialog, or open Tools -> Markets for the overview
Rural cells produce raw goods based on population, biome output and multipliers (culture type, culture, state, religion and biome). Burgs produce manufactured goods: for each recipe they buy the ingredients from their market and sell the output back to it. Prices are set per market from supply and demand, so the same good costs differently in different places. Click on a burg plate in the Goods layer or use the production button in the Burg Editor to open the Production Overview for that burg. Tools -> Goods -> production chains shows how goods depend on each other
After production every market compares its prices with other markets and buys where a good is cheap and sells where it's expensive, if the route makes it profitable - distance, land and sea friction and the exporter's sales tax are all taken into account. Each transaction is stored as a deal. The Trade layer animates deals as flows moving between burgs; click on a flow to see the deals behind it. Tools -> Trade opens the Trade Animation editor where you can change the speed and the look of the animation
Open Tools -> States: there is a Treasury column, and clicking on a value opens the taxes dialog for that state. Each state has a Sales tax, applied to deals where the state is the seller, and a Poll tax, a flat fee per population point. Base rates depend on the state form (a Theocracy taxes sales heavily, a Monarchy taxes people more, an Anarchy collects nothing) and are randomized a bit per state. Neutral lands collect nothing
Tools -> Regenerate has the relevant buttons: Goods re-places bonus resources on the cells, Markets rebuilds markets and their territories, Production recalculates production and trade deals, and Economy does all of it at once, including state taxes. The Goods and Markets editors have the same buttons at the bottom of the dialog
Yes. Open Tools -> Goods, click on the brush button and paint the good on the map. A cell can hold only one good. Where a good can appear automatically is defined by its distribution expression, which you can edit in the good's own dialog - see the Goods spread functions wiki page: https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Goods-spread-functions
Open Tools -> Markets and click on the compare button, or open a good in the Goods Editor and use the compare option there. The Compare Prices dialog shows the stock and the price of the selected good in every market, so you can find where it's cheap and where it's expensive
Yes. Open the Layers tab and use the View mode buttons at its bottom: Standard, 3D scene and Globe. The 3D scene shows your heightmap as a 3D landscape. The settings dialog opens with it (press O to toggle it) and lets you change height scale, lighting, sun position, time of day presets, sky and water, 3D labels and more. The 3D view is presentation-only, you cannot edit the map while it's open
Yes, open the Layers tab and switch the View mode to Globe. The map is projected onto a sphere with an equirectangular projection, so maps with a 2:1 aspect ratio look best and distortion is the strongest near the poles. Texture resolution and auto-rotation speed can be set in the 3D settings dialog
There are two options for that in the 3D settings. 'Eroded terrain' bakes a dense detailed mesh with ridges, gullies and carved river valleys (mesh detail, gully strength and river valleys depth are configurable). 'Satellite texture' replaces the map texture with a procedural satellite-like render: biome colors, rock and snow on slopes, and animated water. Both are display-only, they never change your heightmap data
Yes. The 3D settings dialog has a screenshot button that saves the current view as a .jpeg, and an OBJ export button that saves the terrain mesh as an .obj file for Blender and similar tools (the eroded mesh produces large files). OBJ export is not available in Globe mode
Use the Layers preset select at the top of the Layers tab: Political, Cultural, Religions, Provinces, Biomes, Heightmap, Physical, Places of interest, Goods, Trade animation, Military, Emblems and Pure landmass. You can also toggle individual layers and save the current combination as your own preset with the plus button
Yes, Tools -> Show -> Minimap. It displays the whole map with the current viewport marked, click anywhere on the minimap to center the view there
Open Tools -> Cells (Shift + E) and move the pointer over the map. The Cell info panel shows the cell id, coordinates, latitude, longitude, geozone, area, feature type, elevation and depth, temperature, precipitation, river, biome, population, state, province, culture, religion, burg, assigned good, market and production
Yes, Tools -> Show -> Charts (Shift + A). You can plot states, cultures, religions, provinces, biomes and other entities by total, urban or rural population, land area or number of cells, group them by another entity and display the result as a stacked or normalized bar chart
Ctrl + click on a layer button in the Layers tab opens the Style tab with that element already selected. Most editors also have a style button (brush or adjust icon) that opens the Style editor for their layer
Religions are generated on top of cultures. A Folk religion belongs to a single culture and spreads with it, an Organized religion spreads across cultures and states, a Cult is small and local, and a Heresy splits off from an existing organized religion. Open Tools -> Religions to rename and recolor them, change type and expansion, repaint the borders with the brush, add or remove religions, see the hierarchy tree and toggle extinct ones
Zones are arbitrary highlighted areas used for events and world-building: invasions, rebels, proselytism, crusades, diseases, disasters, eruptions, avalanches, faults, floods and tsunamis. They are generated automatically and edited in Tools -> Zones (Shift + Z), where you can add a zone, paint its cells, change its type, color and description, filter zones by type and hide the ones you don't need
Routes are generated between burgs and grouped into roads, trails and sea routes. Open Tools -> Routes to browse them, lock the ones you want to keep and remove the unlocked ones. To add a route use Tools -> Add -> Route (Shift + 5), or the 'create a new route selecting route cells' button in the Routes Overview, and click the cells the route should pass. Click on a route on the map to edit its points, group and name, or to see its elevation profile
Yes, route groups are configurable. Open a route (or the Routes Overview) and go to the route groups editor: there you can add a group, set its style and move routes between groups
Every map object can have a note (legend). Click on the object and use its notes button, or open Tools -> Notes to browse all notes. The notes editor is a rich text editor, so you can add formatting, links, images, and raw HTML through the source code button
Yes. The Notes editor has a 'Generate note with AI' button. You can use OpenAI, Anthropic or a local Ollama model; the model and the API key are entered in the dialog and stored in your browser only. See the Ollama text generation wiki page for a local setup that needs no API key: https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Ollama-text-generation
Emblems are generated for states, provinces and burgs and drawn in the Emblems layer. Click on an emblem or open Tools -> Emblems to regenerate it, change its shape and size, edit it in Armoria (a dedicated heraldry editor), download it as an image or upload your own png, jpg or svg. Tools -> Regenerate -> Emblems re-rolls all of them, and the editor can export the whole gallery as an html document
Markers are icons for points of interest. Generated markers follow placement rules (a bridge needs a river and so on) and get a note attached. Add your own with Tools -> Add -> Marker (Shift + 3) and click on the map, then click the marker to change its type, icon (any emoji or an image URL), size, pin shape and colors - style changes apply to all markers of the same type. Tools -> Markers lists all markers, filters them by state, culture and type and exports them as .csv, and the generation settings dialog sets the number multiplier per type
Use locks. States, provinces, cultures, religions, burgs, routes and markers have a lock icon, and locked elements are skipped by the corresponding Regenerate command. Options rows have lock icons too - a locked option keeps its value when you generate a new map
Burg groups (capital, city, town, village, hamlet, fort, monastery and others) define which icon and label style a burg gets and which preview generator is used for it. Groups are assigned automatically by population and burg features, but you can change the group of a particular burg in the Burg Editor and edit the criteria, order and icons in the Burg Groups configurator
Yes. Click on a burg to open the Burg Editor - it shows a live preview generated by Watabou's generators: the City generator for cities, the Village generator for smaller settlements and Dwellings for the smallest ones. You can zoom and pan the preview, open the full generator in a new tab, or set a custom link for the burg
Open the Style tab and click on the plus button next to the preset select to save the current style as a custom preset. The Style Saver dialog also lets you download the style as a .json file and load a style file back, so styles can be reused and shared between maps
Yes. In the Style editor, next to a font select there is a plus button that opens the Add font dialog. You can add a Google font by name, use a font installed on your machine, or provide a font name together with a direct URL to a font file (woff2). Fonts loaded from external URLs require an internet connection
The Legend box is a text box drawn on the map. The States, Cultures, Religions, Biomes and Zones editors have a 'Toggle Legend box' button that fills it with the list of the corresponding elements. The box can be dragged around the map and restyled in Style -> Legend
Yes, use the focus (pin) icon. Open Tools -> States (or Provinces) and click on the pin icon of the element you want to focus on - everything else gets covered by the fog of war. Click the pin again to remove the fog
Yes, plenty. The full list is on the Hotkeys wiki page: https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Hotkeys (F1 in the app opens the info dialog that links to it). The most used ones are Tab (toggle the menu), F2 (new map), Ctrl + S (save to machine), F6 and F9 (quick save to browser storage and quick load), single letters to toggle layers, and Shift + letter to open editors
The wiki is the main documentation: https://github.com/Azgaar/Fantasy-Map-Generator/wiki. It covers the Quick Start Tutorial, hotkeys, the user interface, heightmap customization and the template editor, culture sets and types, military forces, markers, the battle simulator, scale and distance, URL parameters, GIS data export and more. The About tab in the app links to the key pages
Yes. Open the About tab in the menu and click on 'Take an Interactive Tour'. It walks you through the map, the menu tabs, layers and presets, and the main tools step by step
The seed is the number that defines the random generation, it's shown in Options -> Map seed. The same seed reproduces the same map only if the canvas size, the generation options and the Generator version are the same. Click on the hourglass icon next to the seed to open the seed history and re-apply a previous seed, or use the copy icon to get a URL that reproduces the map. To share the exact map it's still safer to share the .map file
Save the map to Dropbox (Save -> Dropbox, or Ctrl + C), then open the Load dialog and use the Share button to create a sharable link. Anyone who opens the link gets the map loaded into FMG. The file has to be hosted on a server that allows CORS requests - Dropbox does, Google Drive doesn't
Press Ctrl + Q to turn the save reminder off, and press it again to turn it back on. The reminder shows up every 15 minutes and is independent of the autosave
Use Export -> Export to GeoJSON: cells, routes, rivers, markers and zones can be saved as separate GeoJSON files and opened in QGIS, ArcGIS and similar tools. There is a step-by-step guide in the wiki: https://github.com/Azgaar/Fantasy-Map-Generator/wiki/GIS-data-export
Overview dialogs (Burgs, Rivers, Routes, Markers, Labels, States and others) have a search field that filters the table, sortable columns, and pagination for big maps. The sliders button in the dialog header lets you show or hide columns. Click on the target icon in a row to zoom to that element on the map
Yes, the project is open source and pull requests are welcome. Discuss your idea on our Discord first, then follow CONTRIBUTING.md in the repository
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