The shape that works
Simulators want mostly flat terrain with gentle elevation rises (5–15 studs), wide open
zones, and clear visual differentiation between progression tiers — not dramatic vertical
drama.
- Flat-ish floor (≤15° average slope) so pathfinding NPCs and tycoon plots fit anywhere.
- Gentle hills as visual breaks, not gameplay obstacles.
- Distinct color palette per zone so players see "I'm in tier 3" without UI.
- Tile-friendly edges if you plan to chunk-stream.
Prompts that ship
Starter zone
$terrain "rolling green meadow with gentle hills, scattered trees, sunny mood"
Mid-game desert
$terrain "sandy dunes with dry riverbed and rocky outcrops"
Endgame ice biome
$terrain "snow-covered tundra with low ice ridges and frozen ponds"
Common questions
What terrain shape works best for a simulator?
Mostly flat with gentle elevation variety. Players need room to walk, spawn pads to land, and clear sightlines to upgrades. Steep cliffs hurt traversal.
How big should a simulator map be?
Start at 512×512 studs per zone and tile. Bigger feels empty until you have content to fill it.
Can I generate matching biome variants for higher tiers?
Yes. Use the same prompt with biome swaps — "rolling meadow" → "rolling desert" → "rolling tundra" — to keep silhouette consistent and let progression read by color.