Valid chunks are called 'candidate chunks' and assigned a score from 0 to 1.0 indicating their relative suitability. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Enemy expansion is evaluated on a per-chunk basis.The pollution model is based on chunks, and pollution spreads to neighboring chunks.nothing has moved except fish) the chunk is not computed in the next tick. If nothing important happens in a chunk (e.g. Chunks are "switched off" to save CPU cycles.When the player moves, has a radar explore the map via sectors, or has artillery shells fired across long distances, the map is revealed in chunks. Using this data, it can be proven that 57.777 m/s ÷ (250 tiles / 4.333 s) ≈ 1 m/tile.Ī chunk is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) or a distance of 32 tiles. A test conducted via car will reveal that covering 250 tiles at 208.0 km/h (57.777 m/s) will take 260 game ticks (4.333 s). This measurement is proven to be technically true, and can be verified in-game. One tile is generally assumed to be one square meter in size. It takes about 1 minutes and 52 seconds for a player to run 1000 tiles without being given a speed boost (such as via an exoskeleton).Area covered by Radar: about 100 tiles diameter (100 tiles in each direction, bounded to the matching chunk).Non-placeable entities that do not align to the grid include enemies, trees and decoratives.Ī few entities can be placed without aligning to the tile grid this example shows cars, tanks and landmines. Exceptions include the land mine and vehicles such as the car, tank, locomotive and wagons. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.Īlmost all placeable entities are aligned to the tile grid when placed in the game. The maximum size of the map is a square 2 million tiles on each side, a total of 4 trillion tiles. Examples of 1×1 entities include transport belts and chests. The smallest possible entity size is therefore one tile, 1×1. Entity sizes are defined in terms of tiles for example the rocket silo - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9×9. The tile is the basis for all area and distance measurement. Click to see at higher resolution.Ī tile is a square which defines the smallest possible piece of the game world the map is built on a grid of tiles. The tile grid shown in-game chunks (32×32 tiles) are indicated by the thicker black lines.