Early Access launch 28 October 2026 · every page read against the launch build
Fantasy World Manager

Zone editor fields

Quick answer

Colour and category colour are editor labels. Type, owner, faction and conquerable are simulation rules. Atmosphere, glow, weather, fog and spawn settings decide what a zone looks and feels like.

The zone panel is the densest form in the launch build. It is split into four groups - colour, ownership, atmosphere and spawning - and the labels below are the ones printed on the panel.

Colour and labels

FieldWhat it setsAffects simulation?
Zone ColorThe zone's fill colour in the editorNo - editor readability only
Category ColorColour for the zone's categoryNo

These two exist so that a map with twenty zones stays legible while you work. Nothing in the simulation reads them, which is worth knowing before you spend ten minutes picking exactly the right green.

Ownership and politics

FieldWhat it setsNotes
TypeThe zone's categoryDrives how the panel groups and filters zones
OwnerWho holds the zoneWithout an owner, nothing political happens
FactionThe faction the zone belongs toQuest generation and diplomacy key on this
ConquerableWhether the zone can change handsThe single most consequential checkbox in the panel

A zone that is owned and conquerable is a border. Owned and not conquerable is a capital. Unowned is scenery. That is the whole political model in three fields.

Atmosphere

FieldWhat it sets
AtmosphereThe zone's atmosphere preset
Glow ColorThe colour of ambient glow
DensityHow strong the glow is
WeatherThe weather type
Weather ColorThe colour of the weather effect
IntensityHow strong the weather is
FogThe fog preset
Fog ColorColour of the fog
Fog DensityHow thick the fog is

Atmosphere, weather and fog are all per zone, which is what lets one valley look different from the next hill. They change what a player sees while watching the simulation, and heavy fog genuinely hides events - a design tool and a readability cost at the same time.

Spawning

FieldWhat it setsNotes
Creature SpawnsWhich creatures may spawn in this zoneTemplates must exist in the monster library
Respawn secSeconds between respawnsShorter means a zone refills faster after a fight
Zone Drawing: BrushThe brush used to draw the zoneDrawing tool, not a rule
Zone Drawing: SizeBrush radiusSame

A monster template that no zone references will never appear in the world. That makes this pair of fields the gate between your bestiary and your map.

Field-by-field workflow

  1. Draw the zone with the brush at a size you can see on screen.
  2. Set Type, then Owner and Faction.
  3. Decide Conquerable - and be deliberate, because it changes whether the zone can ever be a war objective.
  4. Set Creature Spawns and Respawn sec if the zone should be dangerous.
  5. Set atmosphere, weather and fog last, once the zone behaves correctly.
  6. Save, then check the zone inspector to confirm the values applied.

Values the panel does not publish

QuestionAnswer
What units is Respawn sec in?Seconds - the label says so
What is the default respawn value?No data
How many zone types exist?No data - the type list is not published as a count
Does weather affect combat?No data
Does fog affect detection?No data
Can zones overlap?Zones are drawn shapes; treat overlaps as ambiguous rather than supported

The atmosphere and spawning fields are the ones most likely to grow during Early Access, so treat any specific value here as launch-build behaviour rather than a permanent rule.

The workflow context is in the region and zone guide, the systems that read these fields are in the simulation table, and the panels that report the results are in the editor reference.