Region
Endpoints
Grade & paving
Road width is fixed at 1 tile while super-hex planning is being improved.
Fords up to this depth as a last resort. Counts toward length but cannot be paved. Land banks may be lowered to the water surface; the remaining drop onto the bed must still fit the max height delta. 0 is land-only.
Flatten holds one height along the road: it ramps from the start height to the flat height as soon as possible and drops to the end height as late as possible — expect much more terraform than least effort. Start/end height pins the road to a chosen height where it meets existing terrain ("Use existing" keeps the terrain height). Water is never terraformed; banks still meet the water surface.
None follows the Euclidean walking line and can wiggle. 6 hex axes uses 60° corners. 12 dirs also allows the odd-r in-between headings (including north/south F4 roads).
Shortest path is the default and minimizes travel distance. Least effort prefers flatter grades and less terraform, and may take a longer route. The experimental variant starts from the shortest path and re-routes its most expensive digs with a strict cost cap — usually much faster than least effort.
Saved roads
Check roads to show on the map. Only one region at a time. Names stay on this device; geometry is stored on the server. Use Copy link to share a road — others can open it and Import to add it to their network.
Hover
Route
Inspect the planned corridor on the map and in the height profile.
Searches the region around the shortest path for nearby re-routes: the fewest direction changes possible without getting any longer, and the easiest nearby ground (which may run a bit longer). Downloads region terrain on this device (~16 tiles) and may take a minute.
Height profile
Elevation along the selected road, start to finish.
Effort
CSV is one row per super-hex along the selected road, start to end: N/E, xz, current height, planned height, and fill/cut.
Resources to clear
Trees, ore, and clay/sand on terraformed super-hexes (7 tiles + 6 fillers) and on new paving tiles. Expand a row for hex coordinates (large trees and veins occupy several). Click a coordinate to pan the map.
Colored corridors = saved roads in the network · Dashed line = alternate draft route
Hatched area = outside the planned tile window
Existing paving is colored by tile type · Unpaved = vegetation · Blue = water · Teal = unpaved water crossing · Tan = claim tiles
Brick on the planned road = terraform that super-hex · hover shows current → planned height
Red on the planned road = no terraform planned, but live terrain doesn't match the saved height
Zoom in further for per-hex tiles and super-hex outlines
Right-drag or Shift-drag to pan, scroll to zoom · Reset view fits the corridor again.