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IndustrialCity

derived Established — fromMapTemplate of game build 23882143, read generator by generator; source corpus local reopened 2026-09-07 — 340 archives JSON, archive fingerprint 8cc33f9c7d706e0a6d86cff99152dd6f1f5205e2628c3cb80c104e369837be22

Original artwork for IndustrialCity — ⛔ an illustration made for this site, not a screenshot of the game
Original artwork made for this site — not a screenshot of the game

What it is

The extracted MapTemplate records contain no official description or localised map name. The label above is the internal name read from the build. ⛔ These records alone do not establish how a complete battle plays on the map.

The records describe terrain generators: which object generators are listed, whether each is enabled, their density and their placement caps. They also contain other settings, including fog volumes and placed objects. These are properties of the extracted templates, not an exhaustive description of the final battlefield.

Where it comes from

Four generators running and one switched off. Buildings at 0.58, cars at 0.7, pipes at 0.16 and minerals at 0.5 all run; smalls, at 0.88, does not. Nothing is capped, there is no fog, and nothing is placed by hand. The inactive generator is smalls.

Active generators: buildings at density 0.58, cars at density 0.7, pipes at density 0.16, minerals at density 0.5. Switched off: smalls, which would otherwise run at density 0.88.

For scale, across the 9 templates in the demo: 7 run at least one generator, 2 carry fog volumes, and 5 include a minerals generator at all. Those three counts are the frame for every figure above.

How it is actually used

This template differs from City. Both run pipes and minerals at identical densities, while their buildings densities differ. The industrial city switches off the smalls generator that City runs at 0.88, and adds cars at 0.7 instead.

Small props off, vehicles on: the template trades a scatter of little objects for a scatter of wrecked cars. That may matter in a game where the corpses and wrecks page explains that destroyed vehicles are not just decoration — though ⛔ whether generated cars behave as wrecks or as scenery is not something the template tells us, and we are not going to assume it.

How to beat it

⛔ What we cannot tell you, and will not guess: the size of the playing area, where the starting positions sit, how the mineral fields are distributed, or which map favours which faction. None of it is in the template we can read.

⚠️ One reading is worth stating plainly because it shapes everything above. A maximum count of −1 appears alongside real caps of 5, 8, 45, 65, 100 and 250 in the same field on other maps, so we read −1 as “no limit”. That is our reading of a convention, not a documented value — and if it is wrong, the sentences about uncapped generators above are the ones to distrust.

The template data on this page are extracted from build 23882143 and are tied to that version. Data from another build must be extracted and compared before this description is updated.

Values read from game files · version 23882143

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