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<title>The Atlas dev blog</title>
<subtitle>The making of Atlas, a game set on one composed island: its rivers, roads, towns, trades and peoples, measured and explained.</subtitle>
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<updated>2026-10-23T14:16:22+02:00</updated>
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<entry>
<title>The Island&#x27;s People Settled. Its Trade Never Has.</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/</id>
<published>2026-10-20T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>atlas-econ</name></author>
<summary>Teluk Tinggi buys 596 tonnes of rice a year, most of it for its hens. Each of the island&#x27;s 900 ledgers closes, yet the trade between them has never settled.</summary>
<category term="settlement.stilt"/><category term="realm.fertile-plains-west"/><category term="realm.temperate"/><category term="realm.rainforest-east"/><category term="realm.sandstone-desert"/><category term="realm.snowbound-north"/><category term="poi.settlement.alderheim"/><category term="poi.settlement.ardbach"/><category term="bird.domestic.poultry"/><category term="camp.work.woodcutter"/><category term="camp.work.hunting"/><category term="person.peasant"/><category term="person.traveller"/><category term="game economy"/><category term="economy simulation"/><category term="world-building"/><category term="procedural world"/><category term="medieval trade"/><category term="village ledger"/>
<content type="html">&lt;p&gt;&lt;strong&gt;Teluk Tinggi, a stilt town on the island&#x27;s east coast, buys 596 tonnes of
rice a year and feeds most of it to its hens. Each of the island&#x27;s 900
settlements keeps a ledger like Teluk Tinggi&#x27;s, and every ledger closes, yet
the trade between them has never once settled: whenever it stops, scores of villages, lately hundreds, are still taking
orders for more.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/island-economy-map.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/w/island-economy-map-8dcf2c51-1280.webp&quot; alt=&quot;Map of a mountainous island with its 900 settlements as dots, orange where fewer people live than planned and teal where more do, and gold lines for the grain the villages trade&quot; width=&quot;1280&quot; height=&quot;1305&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The island&#x27;s economy after trade run 17 (2026-10-19). Every dot is a
settlement, sized by the people who live there. &lt;/em&gt;&lt;em&gt;Orange&lt;/em&gt;&lt;em&gt;: fewer than the
world&#x27;s design asked for, because the land could not feed them. &lt;/em&gt;&lt;em&gt;Teal&lt;/em&gt;&lt;em&gt;:
more, because the land had room. &lt;/em&gt;&lt;em&gt;Grey&lt;/em&gt;&lt;em&gt;: exactly as planned, as every
city of 10,000 or more is. Gold lines are grain, pulses and chestnuts
moving between two places, wider for more tonnes a year, drawn straight
whatever road, river or sea lane they really take. Look at the west coast,
where the plains&#x27; grain fans out from
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.ardbach&quot; title=&quot;Ardbach&quot;&gt;Ardbach&lt;/a&gt; and
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.alderheim&quot; title=&quot;Alderheim&quot;&gt;Alderheim&lt;/a&gt;, and at the
teal crowd in the east. Underneath is Atlas&#x27;s
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-paper&quot;&gt;paper map&lt;/a&gt;, the island&#x27;s official
relief, of the terrain on 2026-10-20.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;why-every-village-keeps-books&quot;&gt;Why every village keeps books&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#why-every-village-keeps-books&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;We have stopped that trade thirteen times, each after its eighth round, with
between 85 and 478 villages still ordering. So we are changing what the
economy is. It stops being a sum we redo from scratch and becomes a record
that the world edits, one village at a time.&lt;/p&gt;
&lt;p&gt;Atlas is a game set on one island, about a hundred kilometres across. Its settlements were
placed by hand and by rule long before anyone asked what they eat. The
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/&quot;&gt;last post&lt;/a&gt; followed their
cargo down the rivers. This one goes back to where the cargo starts.&lt;/p&gt;
&lt;p&gt;Each settlement has people, and the people have lifestyles: a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/person.peasant&quot; title=&quot;Peasants (people): Peasants&quot;&gt;peasant&lt;/a&gt; of the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.rainforest-east&quot; title=&quot;The Rain-Forest East&quot;&gt;rainforest east&lt;/a&gt; needs 170 kg of rice a year and 100 litres of rice wine; a
townsman needs a pair of boots, a hundred eggs and twelve baths. Needs
call for makers: fields, yards, workshops, each with its recipe of inputs
and outputs. The makers need hands, and the hands are more people with
more needs. A settlement&#x27;s ledger is that loop, closed. Every kind of thing
it makes, uses, buys and sells, in kilograms, litres, head of cattle and
pairs of boots.&lt;/p&gt;
&lt;p&gt;The ledgers matter because a second program builds the world from them.
Our town builder reads each one and lays the settlement out: so many
houses, so many poultry yards, a woodcutters&#x27; camp, a market. If the ledger
says 166 poultry yards, the town builder has to find room for 166 poultry
yards. A wrong number is a wrong village.&lt;/p&gt;
&lt;h2 id=&quot;teluk-tinggi-by-the-numbers&quot;&gt;Teluk Tinggi, by the numbers&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#teluk-tinggi-by-the-numbers&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Take one ledger. Teluk Tinggi is a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.stilt&quot; title=&quot;Stilt and lake-dwelling villages&quot;&gt;stilt town&lt;/a&gt; at a
river mouth on the east coast: 542 people in 112 households, and 62 of
those households live on piles over the water.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/teluk-tinggi-ledger.svg&quot; alt=&quot;Teluk Tinggi&amp;#x27;s ledger: what it keeps, sells and buys in a year&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Teluk Tinggi&#x27;s ledger after run 17. What it keeps is counted in
establishments: a fishing ground worked is one crew&#x27;s water. &quot;Places&quot; are
the other settlements it trades with.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Walk its boardwalks and the ledger becomes a smell. 166 poultry yards make
it a town of hens, geese and ducks. Every year 2,541 chickens leave it
alive for seven places that keep fewer
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/bird.domestic.poultry&quot; title=&quot;Poultry&quot;&gt;birds&lt;/a&gt;, and
1,351 geese and 1,260 ducks for two. Its
fruit goes to 15 neighbours and its vegetables to 17. It has no fields to
speak of, 20 hectares of gardens and orchards, and buys 141 cows a year
from seven villages.&lt;/p&gt;
&lt;p&gt;Its 596 tonnes of rice a year are more than a tonne for each of its
people. We took that for a bug until we traced it. 465 tonnes of it is
feed: a poultry yard keeps 100 hens, 20 geese and 20 ducks, so Teluk
Tinggi&#x27;s yards keep 23,240 birds, and in the rainforest east the only
grain there is to give a hen is rice. The stilt town is a poultry town,
fed by four rice villages.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/teluk-tinggi-trade-flower.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/w/teluk-tinggi-trade-flower-b41d9dee-1280.webp&quot; alt=&quot;Teluk Tinggi&amp;#x27;s trade flower: a ring round the town split by goods category, a wide yellow petal of grain reaching east along the coast to Danau Makmur, a green petal of cattle south-west to Muara Putih and a thin orange one of beans north-east to Soc Hai, on a pale relief map of the coast&quot; width=&quot;1280&quot; height=&quot;1693&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Teluk Tinggi&#x27;s trade flower: the 709 tonnes a year the island trade brings
it. The ring is split by goods category, each by its share of the tonnes.
Every category of 2 % or more grows a petal to the place that sends it most,
as wide as its tonnes. Grain is 85 %, all but 5 tonnes of it rice, from the
four rice villages; the petal points at the largest, Danau Makmur, with 196
tonnes. The cattle come from eight places, the most from Muara Putih.
Underneath is Atlas&#x27;s paper map of the terrain on 2026-10-20.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Then the odd ones. Teluk Tinggi sells 832 tonnes of firewood a year, all of
it to a single buyer: Labuhan Harjo, the city next door on its sea wall, where a thousand
people are to live over the water. Most of the
wood is cut by four crews of farmers in the slack weeks between rice
harvests. In
the rest of the island those crews are
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/camp.work.woodcutter&quot; title=&quot;Woodcutters&amp;#x27; lean-tos&quot;&gt;winter woodcutters&lt;/a&gt;; the town builder
asked us, quite reasonably, what a winter crew is doing in a rain forest.
And it sells 24 tonnes of stockfish to four fjord villages in the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.snowbound-north&quot; title=&quot;The Snowbound North&quot;&gt;Snowbound North&lt;/a&gt;, at the other end of the island. Nobody wrote &quot;tropical
fishing town feeds the Vikings&quot; into a design document. The trade found it
the cheapest way to fill a Nordic larder.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/labuhan-harjo-trade-flower.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/w/labuhan-harjo-trade-flower-294a3c8c-1280.webp&quot; alt=&quot;Labuhan Harjo&amp;#x27;s trade flower: a large ring round the city, a wide red petal of firewood reaching east along the coast to Bukit Sari, a yellow petal of grain curving north-east to Hanh Vuong, a lime petal of straw and manure south-west to Muara Putih and a teal petal of timber east to Mentari Jati&quot; width=&quot;1280&quot; height=&quot;1626&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Labuhan Harjo&#x27;s trade flower: 11,886 tonnes a year. More than half is
firewood, 6,619 tonnes from 15 places. Its petal points at the largest,
Bukit Sari, with 1,679 tonnes; Teluk Tinggi&#x27;s 832 tonnes come fourth. Its
grain comes from 14 villages, the most from Hanh Vuong.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;matching-900-ledgers&quot;&gt;Matching 900 ledgers&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#matching-900-ledgers&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;No ledger balances alone. Teluk Tinggi has too much fruit and not enough
cows, and so does everyone, in their own way. The island trade matches them.&lt;/p&gt;
&lt;p&gt;It works in rounds:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;From stock.&lt;/strong&gt; Every settlement&#x27;s surplus is matched to every deficit
   of the same kind, the cheapest pair first. The cost is the real journey:
   ox carts and mule trains on the roads, boats where the rivers allow,
   coastal ships between harbours.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;By order.&lt;/strong&gt; What is still short is ordered from villages with spare
   hands: a village with idle land grows rice for a neighbour, a village
   with woods sends a crew to cut for the town. Land comes first, then the
   farmers&#x27; slack-season crews, then anyone&#x27;s spare hands, then the towns&#x27;
   crafts.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Again.&lt;/strong&gt; Every village that took an order, or whose carts and boats
   changed, has its ledger balanced again with its new work. Its new work
   has new needs: the woodcutters want axes, the axes want iron.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Run 17&#x27;s result is the map at the top: 73,942 flows of 288 kinds of
goods, and not one of the 900 ledgers out of balance. On the way it also
reckons the island&#x27;s shadow side: 304 pilferers, 36 fences and 23 thieves&#x27;
dens steal 506,063 hours of work a year, and the watch, raised against them,
protects 313,535 more people a year.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/ardbach-trade-flower.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/w/ardbach-trade-flower-a1d94e4e-1280.webp&quot; alt=&quot;Ardbach&amp;#x27;s trade flower: a ring round the town at the top left, almost all of it red, with a wide red petal of firewood reaching east across the island to Padang Putih, a thin yellow petal of grain south-east to Sogutliova and a short lime one to Claircourt next door&quot; width=&quot;1280&quot; height=&quot;925&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Ardbach&#x27;s trade flower: 34,905 tonnes a year, 84 % of it firewood. The
firewood comes from 16 places, every one of them 48 to 92 km away as the
crow flies; the petal points at the largest, Padang Putih, with 3,801
tonnes. Ardbach&#x27;s grain comes from 47 places, its straw and manure from 80.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;the-land-said-no&quot;&gt;The land said no&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-land-said-no&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;A ledger can ask for anything. The island cannot give it.&lt;/p&gt;
&lt;p&gt;When we first added up what the ledgers asked of the land, the forests
alone were asked for 314,826 hectares. More than half of that was
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/camp.work.hunting&quot; title=&quot;Hunters&amp;#x27; camps in the forest: A hut and a meat rack&quot;&gt;hunting grounds&lt;/a&gt;,
which had been claiming forest as their own: 162,637 hectares, 60,000 of
them in the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.sandstone-desert&quot; title=&quot;The Sandstone Desert&quot;&gt;desert&lt;/a&gt;. Game now runs on any wild land, shared with the woods
and the herds, and the desert&#x27;s households burn brush.&lt;/p&gt;
&lt;p&gt;The fields were worse. The world&#x27;s design asked for 517,532 people. Their
bread needed far more field land than the island&#x27;s slopes hold, even with
contour strips to 21 percent, terraces where the culture terraces, and the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.fertile-plains-west&quot; title=&quot;The Fertile Plains&quot;&gt;plains&#x27;&lt;/a&gt; fertile soil.&lt;/p&gt;
&lt;p&gt;So the people moved, on paper. The design keeps its target for every
settlement and never changes it. Beside it, the economy now keeps the
&lt;strong&gt;settled&lt;/strong&gt; people: those the land can feed. Every settlement under 10,000
lost the same share, the cities kept theirs, and villages with idle land
gained the hands to farm it.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/realms-target-and-settled.svg&quot; alt=&quot;Each realm&amp;#x27;s people: the record&amp;#x27;s target, and those its land settles&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Each realm&#x27;s people, as designed and as settled. The plains and the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.temperate&quot; title=&quot;The Temperate Middle&quot;&gt;temperate&lt;/a&gt; middle lose most, the rain forest east gains a third.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The island now holds 480,809 settled people. 82,577 are missing from
settlements below their target, and 45,854 have arrived at others above it.
The extremes are small villages. Hanh Vuong, a stilt village in the east,
was designed for 81 people and settles 281; the town builder&#x27;s own site
critics spotted the mismatch before we did.&lt;/p&gt;
&lt;p&gt;Two numbers from this part surprised us most:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Chestnuts carry 44 percent of what the grain realms eat.&lt;/strong&gt; Chestnut
  groves on the slopes too steep to plough, measured in the grain they
  replace, as in the Cévennes, where the chestnut was the &lt;em&gt;arbre à pain&lt;/em&gt;,
  the bread tree.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;19,808 hectares of field land lie idle while 13,343 tonnes of grain come
  from abroad.&lt;/strong&gt; If a coastal ship carries 15 tonnes, that is about 890
  shiploads a year. The fields are given and not farmed, because no buyer&#x27;s
  order reaches them.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;We costed what more land could still do: chestnut groves up to 40 percent
slopes, the idle fields, terraces in every culture, irrigation, sheep and
goats on the rough ground, ships. The land could settle about 48,800 of the
missing people. Then we chose to keep things as they are for now. It is a
good enough island to build on, and the next part explains why &quot;for now&quot; is
the important phrase.&lt;/p&gt;
&lt;h2 id=&quot;eight-rounds-336-villages&quot;&gt;Eight rounds, 336 villages&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#eight-rounds-336-villages&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/run-17-rounds.svg&quot; alt=&quot;Run 17, round by round: settlements balanced again, and villages taking new orders&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Trade run 17, 2026-10-19. Grey: settlements whose ledger was balanced
again in that round. Orange: villages that took new orders. Round 1 touches
nearly everyone; round 8 still touches half the island.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Each round, fewer villages take new orders, but the decline flattens. Round
8 still ordered 17.4 million units of goods (kilograms, litres and pieces,
counted together) from 336 villages, and balanced 459 settlements again.
Then the run stopped, because eight rounds is where we told it to stop.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/runs-that-never-settled.svg&quot; alt=&quot;Villages still taking new orders when each run stopped, after its eighth round&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Every trade run whose log we kept and that went all eight rounds. The
early runs had a simpler economy and fewer orders; from run 11 to run 17,
more than a third of the island&#x27;s villages are still ordering when the run
ends. Run 18, whose rounds stop ordering from villages that cannot make
more, ends with about a quarter.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Two words need telling apart here. A ledger &lt;strong&gt;closes&lt;/strong&gt; when what its
settlement makes, buys and sells covers what it needs, at the journeys and
orders of that round; after every round, all 900 do. The trade &lt;strong&gt;settles&lt;/strong&gt;
when another round would change nothing: no village takes a new order, no
cart or boat moves, and no ledger has to close again. That has never
happened. In the last round of each run:&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Run&lt;/th&gt;
&lt;th style=&quot;text-align: right;&quot;&gt;Villages still taking orders&lt;/th&gt;
&lt;th style=&quot;text-align: right;&quot;&gt;Ordered in the last round, against the first&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;3&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;85&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;0.25 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;4&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;90&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;4.1 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;5&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;100&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;0.02 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;7&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;215&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;6.1 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;8&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;247&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;2.6 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;11&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;478&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;9.6 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;12&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;352&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;8.3 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;13&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;336&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;4.1 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;14&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;333&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;5.1 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;15&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;348&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;4.9 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;16&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;336&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;5.4 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;17&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;336&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;4.6 %&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;18&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;212&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;0.52 %&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;&lt;em&gt;Each full run&#x27;s eighth round. The orders are kilograms, litres and pieces
counted together, so the share says how far from still the trade was, not
what it weighed. Run 5&#x27;s last round was nearly quiet, and still a hundred
villages took orders.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Not one of them settled. Three things keep it moving:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Orders only grow.&lt;/strong&gt; A round adds orders and never takes one back. If
  round 2 asked a village for too much rice, the village grows too much rice
  forever, and the surplus becomes someone else&#x27;s cheap supply.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;New work makes new needs.&lt;/strong&gt; A crew cut for a buyer wants tools, the
  tools want a smith, the smith wants charcoal.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Each round is expensive.&lt;/strong&gt; A ledger takes 0.3 to 7 seconds to balance,
  2.6 on average. Run 17 balanced about 6,000 of them. A run takes hours.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;For a sum we do once a week, that was fine. It stopped being fine when the
world started changing one village at a time.&lt;/p&gt;
&lt;h2 id=&quot;what-changes-when-one-village-moves&quot;&gt;What changes when one village moves?&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-changes-when-one-village-moves&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Say the town builder lays out a settlement and finds room for 240 people
where the ledger asked for 300, or for two fewer farms. That is a new fact about
the world. It changes that village&#x27;s ledger, which changes what it buys,
which changes its suppliers&#x27; orders, which changes their ledgers.&lt;/p&gt;
&lt;p&gt;Rerunning the whole island for that takes hours, and it gives a slightly
different island each time, because the path matters. So we asked: what
would it take to rebalance only what moved? We weighed five ways:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;One village at a time&lt;/strong&gt;, its change rippling along its trade partners
  until it fades. Cheap, but the result depends on the order things
  happened in.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A cheap island-wide step&lt;/strong&gt;, run many times from where the last one
  stopped, able to take orders back as well as give them.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;An island-wide check for imbalance, then spot rebalancing only where a
  threshold is passed.&lt;/strong&gt; This one came from the team.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Regional markets&lt;/strong&gt;: market towns hold the island&#x27;s trade between them,
  and a village only deals with its market&#x27;s books.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Prices&lt;/strong&gt;, or the living world doing it over game time: stocks run low,
  prices rise, people move.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;We chose the third, built on the second&#x27;s machinery. The last two are for
when the world runs.&lt;/p&gt;
&lt;h2 id=&quot;a-record-not-a-recalculation&quot;&gt;A record, not a recalculation&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-record-not-a-recalculation&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-20-economy-never-settles/images/economy-record-loop.svg&quot; alt=&quot;The economy as a record: the full run writes the first version, the check reads it, the step writes the next&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;How the economy now works. The full run still exists, as the reset and
the audit. Everything after it is a version with a parent.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The record.&lt;/strong&gt; The trade&#x27;s whole state goes into one database: every
settlement&#x27;s ledger as the trade sees it, every order, every flow, the
carts and boats each ledger was balanced with, the errands neighbours run
for each other, and the cost of the cheapest journey between every pair of
settlements (about 810,000 of them). Its version is the fingerprint of its
content, so two identical economies have the same version on any machine.
Every version is kept in our storage, so any program can read the economy
as it was at any point. That includes the town builder, the website that
shows every settlement, and one day the game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The check.&lt;/strong&gt; It reads the record and today&#x27;s world, and changes nothing.
It flags a settlement whose own inputs changed (each has a fingerprint of
everything the economy reads about it), anything a round would still order
or should take back, ledgers out of balance, and carriers that moved. A
change smaller than half a year of one workshop&#x27;s work is not worth
flagging.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The step.&lt;/strong&gt; It balances again only what the check flagged, and runs
rounds over those alone. It can take orders back now. Where the island has
a kind unsold, the step withdraws ordered work, at most half of the excess
at a time, from the most expensive delivery first. The damping is there so
the economy settles instead of swinging. Every step writes a new version
with its parent and the reason it was made: &lt;em&gt;the town builder laid Teluk
Tinggi&lt;/em&gt;, say, or &lt;em&gt;someone built a glassworks&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The events.&lt;/strong&gt; When the town builder lays a settlement, what it built
becomes a fixed fact: the people its houses hold and the fields it placed.
The economy settles around those facts and never asks the town builder to
change them. A settlement is built once per design, and the loop stops.&lt;/p&gt;
&lt;h2 id=&quot;the-first-step-and-what-it-broke&quot;&gt;The first step, and what it broke&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-first-step-and-what-it-broke&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;We tried it on 20 October. First the record: run 17, rebuilt from the tables
it left behind. All 900 ledgers came back as they were: the same 73,942
flows, the same 40,013,394 units bought abroad. Two flows came back a
hundredth of a tonne apart. That was the first good news. It also showed
something we had not known: no run could ever have reproduced run 17 from
scratch. Theft is reckoned from the counts the previous run left, so every
run carries a little of the one before it. The worker processes also each
drew their own random hash seed, so two runs on the same inputs could
break a tie differently. We fixed that.&lt;/p&gt;
&lt;p&gt;Then the check. One pass over the whole island takes 51 seconds. On a full
run&#x27;s record it flagged 602 settlements: 217 that a round would still order
from, 423 holding ordered work that nobody buys, 205 whose carts and boats
had moved. This is the never-settling, finally on a list.&lt;/p&gt;
&lt;p&gt;Then the step, asked to polish that record without any change in the
world. It did not settle. Over four rounds and 80 minutes it balanced 764
settlements again. Every round it ordered more from 217 to 463 villages
and took work back from 205 to 423. And it made the island slightly worse:
grain bought abroad rose from 13,435 to 14,677 tonnes a year, firewood
from 15,906 to 17,632.&lt;/p&gt;
&lt;p&gt;The reason is a rule we wrote too simply. The step took back ordered work
wherever the island as a whole had a kind left unsold. But a surplus in
the far west does not help a village in the east that loses its supplier.
That village falls short and is ordered for again, from somewhere else.
The fix is to take work back only where the buyer can be supplied from a
surplus that actually reaches it. Before that, the rounds themselves must
learn to settle.&lt;/p&gt;
&lt;h2 id=&quot;where-this-stands&quot;&gt;Where this stands&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#where-this-stands&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Running today:&lt;/strong&gt; the ledgers, the island trade, the land budget with
  its settled people, and run 18 as the economy the town builder lays out.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The rounds, as of run 18:&lt;/strong&gt; they now learn which villages cannot make
  more. A village whose woods, grazing, land or hands held it below its
  order is ordered no more that way, and its buyers&#x27; want goes elsewhere.
  Orders are contracts, delivered to the buyer they were made for. Run 18&#x27;s
  eighth round ordered 2.0 million units, against run 17&#x27;s 17.4 million, but
  212 villages still took orders: closer to still, not still. The herds
  still move, because a village&#x27;s grazing is shared among its herds by what
  each is asked. Two earlier runs that day stopped with 49 and 47 villages
  ordering, and bought twice the milk from abroad. Run 18 buys less from
  abroad than run 17, 121,169 tonnes a year against 124,331, but more
  grain, 11,947 tonnes against 9,885, and we are finding out why.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Being built:&lt;/strong&gt; the versioned record and its check, both working: run
  18&#x27;s record is the economy&#x27;s second version. And the step that closes
  again only the villages out of balance. It no longer swings: on its sixth
  trial, polishing run 17&#x27;s record, it ordered from 38 villages in its first
  round and from one in its sixth, and the island bought 121,646 tonnes from
  abroad instead of 124,331. It takes work back now only where no buyer
  takes it at the village that made it. It stays an experiment until a
  change in the world, the town builder laying a village, runs through it.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Planned:&lt;/strong&gt; the town builder&#x27;s layouts flowing in by themselves as
  events; regional markets; prices; and a living world that rebalances as
  it goes.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The hardest part is not the code. It is deciding what is true. Until now,
&quot;the economy&quot; was whatever the last full run printed, and any run could be
repeated from its inputs. From here on, the economy is a chain of versions,
each repeatable from its parent and its reason. The full run becomes the
audit: if a fresh run and the stepped record ever disagree by more than the
check&#x27;s thresholds, one of them is wrong, and we will want to know which.&lt;/p&gt;
&lt;h2 id=&quot;the-question-we-cant-answer-yet&quot;&gt;The question we can&#x27;t answer yet&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-question-we-cant-answer-yet&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Labuhan Harjo burns 832 tonnes of Teluk Tinggi&#x27;s firewood a year, most of
it cut by four crews of rice farmers between harvests. That is fine until
Teluk Tinggi has a bad year. A harvest fails, a road washes out, a bridge
collapses: the island changes for reasons no builder decides. When the
world runs, imbalance stops being an error in a sum and becomes weather.&lt;/p&gt;
&lt;p&gt;Then who rebalances Labuhan Harjo? The economy, or the people who live
there?&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;&lt;em&gt;For close readers.&lt;/em&gt; Theft is reckoned once, before the trade starts,
from the counts as the last run left them, and held fixed for the run. The
thieves of this year&#x27;s island steal from last year&#x27;s.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Another.&lt;/em&gt; 2,212 travellers sleep in the island&#x27;s inns, almshouses, barns
and hospitals on any given night: pedlars, tinkers, minstrels, pilgrims and
beggars. They are in the ledgers as
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/person.traveller&quot; title=&quot;Travellers and wanderers&quot;&gt;travellers&lt;/a&gt; whose
round passes through, eating where they sleep, with no house of their own.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;And one the economy found on its own.&lt;/em&gt; Nobody made Teluk Tinggi a
poultry town. About 137 of its 166 yards keep birds for the neighbours:
the households of every village within a day&#x27;s walk fetch their eggs and
hens from the nearest place that keeps a poultry yard, and for many of them
that is Teluk Tinggi. The rice to feed the birds followed.&lt;/p&gt;</content>
</entry><entry>
<title>1.9 km of Road Ran Inside a Lake. Now It Keeps to the Shore</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/</id>
<published>2026-10-19T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>the road works&#x27; lakes lane</name></author>
<summary>Five cart tracks round Girpilio ezeras ran 1.9 km inside the lake, on ground below its water level that the map shows as dry land. Now they keep to the shore.</summary>
<category term="land.water.lake"/><category term="road.cart-track"/><category term="road.path"/><category term="road.roman"/><category term="road.causeway"/><category term="crossing.ferry"/><category term="settlement.stilt"/><category term="poi.artefact.hundred-arches"/><category term="realm.great-forest"/><category term="realm.snowbound-north"/><category term="realm.temperate"/><category term="realm.lava-tip"/><category term="procedural roads"/><category term="lakes"/><category term="world-building"/><category term="procedural world"/><category term="game map"/><category term="ferries"/>
<content type="html">&lt;p&gt;&lt;strong&gt;On the east shore of Girpilio ezeras, a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/land.water.lake&quot; title=&quot;Lakes of all origins&quot;&gt;lake&lt;/a&gt;
of 22 km² in the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.great-forest&quot; title=&quot;The Great Forest&quot;&gt;Great Forest&lt;/a&gt;, a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/road.cart-track&quot; title=&quot;Cart track&quot;&gt;cart track&lt;/a&gt; ran 43 metres inside the
water&#x27;s outline, on ground 1.2 metres below the level of the lake beside it. All five tracks round
the lake strayed in like that: 1,902 metres of road inside a lake, and only 38 of them over open
water.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Now the eight stretches that strayed have been laid again on the shore behind, and every other
point of the five tracks lies where it lay. On this island the roads give way to the
lakes: where a shore is known exactly, the roads keep back from it. Across the same water a ferry now crosses, and in the north a path goes
down to a lake that never thaws.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/girpilio-ezeras-shore-tracks-before-after.png&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/w/girpilio-ezeras-shore-tracks-before-after-18f2da45-1280.webp&quot; alt=&quot;Two maps of a large lake side by side: on the left five cart tracks hug its shore with red stretches where they run inside the lake&amp;#x27;s outline, on the right the same tracks re-laid in green a little inland&quot; width=&quot;1280&quot; height=&quot;862&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Girpilio ezeras, its water milky jade with clay. &lt;/em&gt;&lt;em&gt;Left&lt;/em&gt;&lt;em&gt;: the road record before (version 38), with the
stretches that run inside the lake&#x27;s outline, or within 20 m of it, drawn red. &lt;/em&gt;&lt;em&gt;Right&lt;/em&gt;&lt;em&gt;: those
stretches as laid in version 39 (green); the old line is dashed. The picture was drawn while
version 39 was still a proposal, and its own label says so. The pale blue that spreads up the river
mouths is the lake at its April high water. Look at the south-east corner, by Alksniai: the old
track ran along the water&#x27;s edge for 2 km. A plan view at true scale on the game&#x27;s terrain; the lit
render is not made yet.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;why-the-lake-gets-the-last-word&quot;&gt;Why the lake gets the last word&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#why-the-lake-gets-the-last-word&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Atlas is a game set on one composed island, about 99 by 101 km, with 900 settlements. Their roads
are not painted: they were grown, settlement by settlement, by a router that prices every metre of
climb, every bridge and every ferry. The result is a network of 2,965 stretches of road between
junctions, from paved highways to footpaths, and it is canonical. Nothing regenerates it. When
something is wrong, it is corrected forward with a new, recorded step, as at
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/&quot;&gt;Mavigol&lt;/a&gt;, and settlements never move.&lt;/p&gt;
&lt;p&gt;Lakes were the vague part. The old terrain knew where its lakes were only to the nearest 32 metres.
This week the terrain gained a &lt;strong&gt;lake store&lt;/strong&gt;: every lake on the island traced as a polygon at 4 to
8 metres, with its level, its high water, its name and what kind of water it is. It holds 294
outlines: the three lakes the game already has; 22 planned ones, fourteen of them lakes, two more
that join a neighbouring lake, and the rest salt flats or dry floors; the 18 lakes and pools of Saat Sar, a
spring-fed chain on the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.lava-tip&quot; title=&quot;The Lava Tip&quot;&gt;Lava Tip&lt;/a&gt;; and 251
other hollows that could hold water. The store has its own story, in the companion post
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/&quot;&gt;&lt;em&gt;2,585 Hollows and Three Lakes&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;A lake with an exact shore is a promise to the player: this is where the water stops. A road that
ignores it walks you into the reeds. The team&#x27;s whole instruction was one line: &lt;strong&gt;&quot;Roads should
adapt to lakes, not vice versa.&quot;&lt;/strong&gt; The lakes are fixed, and the roads move.&lt;/p&gt;
&lt;h2 id=&quot;1902-metres&quot;&gt;1,902 metres&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#1902-metres&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;We measured every road on the island against every outline in the store, every 2 metres.&lt;/p&gt;
&lt;p&gt;At two of the three lakes the game already has, nothing needed to move. No road comes near
&lt;a href=&quot;#a-path-down-to-the-heaven-lake&quot;&gt;Himinvatn&lt;/a&gt;, high in the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.snowbound-north&quot; title=&quot;The Snowbound North&quot;&gt;Snowbound North&lt;/a&gt;. On Breitmeer, the
broad mere of the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.temperate&quot; title=&quot;The Temperate Middle&quot;&gt;Temperate Middle&lt;/a&gt;, the only
road inside the outline is the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.ferry&quot; title=&quot;Ferries&quot;&gt;ferry&lt;/a&gt; from
Grunwald: 9,015 m of open water, its landings 11 m and 27 m inside the shore, where a ferry&#x27;s stone
mole and jetty belong.&lt;/p&gt;
&lt;p&gt;Girpilio ezeras was different. Five cart tracks ring it, and all five strayed into it: 1,902 m in
eight stretches, as far as 43 m from the shore. The road record&#x27;s own line ran as much as 2.5 m
below the lake&#x27;s surface. No village depended on those metres alone, but every village on the lake
used them.&lt;/p&gt;
&lt;p&gt;The planned lakes are a bigger job and a later one. On the store&#x27;s first outlines, which are being
redrawn as this is written, they would drown 21 km of road on 44 stretches, and five villages would
lose their only way out. Those roads wait until the terrain actually holds the water. A road that
swerves round a lake that isn&#x27;t there yet is its own kind of nonsense.&lt;/p&gt;
&lt;h2 id=&quot;dry-land-below-the-waterline&quot;&gt;Dry land below the waterline&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#dry-land-below-the-waterline&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Here is the odd part. On today&#x27;s map, only 38 of those 1,902 m are over water the game draws. The
rest run on dry ground. How can a track be inside a lake and on dry land at once?&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/girpilio-ezeras-shore-profile.svg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/w/girpilio-ezeras-shore-profile-2e2e7129-1280.webp&quot; alt=&quot;Cross-section of a lake shore to scale, heights exaggerated ten times: dark blue lake water on the left, then a strip of ground below the lake&amp;#x27;s level shaded pale blue where the old track runs, then a rise to a hill where the re-laid track stands above the dotted high-water line&quot; width=&quot;1280&quot; height=&quot;442&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;A cut across the east shore of Girpilio ezeras where the old track ran deepest, 43 m inside the
outline. The lake the game draws stops at the dark blue. Behind it the ground dips as much as 1.9 m
below the lake&#x27;s level and stays below it for 96 m. The store counts that strip as lake, and so does
physics: water at 12.35 m would pour straight in. The old track (red, version 38) ran down there, on
ground 1.2 m below the lake. The re-laid one (green, as laid in version 39) stands 160 m from it,
inland, 1.7 m above the April high water. The lake bed under the dark blue is not measured; its
depth is drawn nominal. A profile cut from the game&#x27;s terrain, not a render.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The store traces each lake at its true level over the finished ground. The game&#x27;s water was drawn
from coarser data. At Girpilio ezeras the two agree on 98 percent of the water, at Himinvatn on 95.
The rest are low strips like this one, below the lake&#x27;s level but drawn dry. At Alksniai one of
them is about 130 m wide, a flat at 10.5 to 11.8 m beside a lake at 12.35 m. The old tracks ran on
those strips because, on the router&#x27;s coarser map, they were flat dry shore.&lt;/p&gt;
&lt;p&gt;Wait, does that mean the game&#x27;s lakes are too small? Slightly, yes. That goes back to the terrain
session, with numbers attached. For the roads it settles the question of which shore to obey. We
obey the store&#x27;s.&lt;/p&gt;
&lt;h2 id=&quot;twenty-metres-back&quot;&gt;Twenty metres back&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#twenty-metres-back&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The whole fix fits in one sentence. &lt;strong&gt;A way keeps its distance from a lake&#x27;s outline: 25 m for a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/road.roman&quot; title=&quot;Surviving Roman road&quot;&gt;stone road&lt;/a&gt;, 20 m for a cart track, 12 m for a
footpath.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;On the five tracks, every stretch that came inside that distance was cut out and laid again. The
new line starts and ends on the old one, where the old one is clear of the setback by 10 m, and it
joins it smoothly, without a kink. Between those points the new line is found the way the router
finds any road: it pays for length, for climb, and for any grade steeper than 6 percent, and it is
never steeper than the class allows. Every metre within 12 m of another road costs it six times
over, so it never runs along one. Everything outside the re-laid stretches stays exactly as it was:
12,099 of the five tracks&#x27; 18,121 points did not move.&lt;/p&gt;
&lt;p&gt;The rule bends a little where the ground is tight. The planner accepts a line that keeps nine
tenths of the setback, and one stretch, north-west of Laukenai, comes within 18.6 m of the outline. The
other seven keep their 20.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/girpilio-ezeras-east-shore-track-relaid.png&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/w/girpilio-ezeras-east-shore-track-relaid-bece8a4d-1280.webp&quot; alt=&quot;Before and after of a cart track on a lake&amp;#x27;s east shore: the old line wriggles along the water&amp;#x27;s edge inside the outline, the new one swings inland in a long smooth curve over higher ground&quot; width=&quot;1280&quot; height=&quot;740&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The longest re-lay, as laid in version 39: 2 km of the east shore track, which ran 686 m inside
the lake. Now it keeps at least 21.8 m off the shore and crosses the river a little upstream of its
mouth. The pale blue tongue up the river is the April flood. A plan view on the game&#x27;s terrain; the
lit render is not made yet.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The five tracks came out 137 m longer in all, 18,245 m against 18,108 m. The steepest new pitch is
14.5 percent, under a cart track&#x27;s 18.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/girpilio-ezeras-track-below-girpilis-relaid.png&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/w/girpilio-ezeras-track-below-girpilis-relaid-5b76da69-1280.webp&quot; alt=&quot;Before and after of a cart track running south from the lakeside town of Girpilis: the old line runs along the shore inside the lake&amp;#x27;s outline, the new one leaves the town further inland&quot; width=&quot;1280&quot; height=&quot;740&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Below Girpilis (1,914 people), the town on the west shore, as laid in version 39. The track to
Laukenai left the town along the water. Now it climbs a little behind the shore. The town itself
stays where it is: its front on the lake is its own business. A plan view on the game&#x27;s terrain;
the lit render is not made yet.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;hug-the-shore-or-keep-your-feet-dry&quot;&gt;Hug the shore or keep your feet dry?&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#hug-the-shore-or-keep-your-feet-dry&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The rule left one real choice. Girpilio ezeras is a snowmelt lake: it peaks at the April thaw,
1.6 m over its lip, and a lot of the shore lies under that.&lt;/p&gt;
&lt;p&gt;We tried both answers. The dry version priced flooded ground two and a half times dearer, and the
tracks fled uphill. One stretch grew 30 percent longer, and they still ran 2.7 km on ground under
the high water plus half a metre. The shore version priced it at 1.25 times: 6.2 km of new track
instead of 6.6, within sight of the water most of the way, with 3.3 km in the flood band.&lt;/p&gt;
&lt;p&gt;We chose the shore. The old tracks sat in that same band, so nothing got worse, and a lakeshore road
should look at the lake. A low bank to carry the tracks over the April water, a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/road.causeway&quot; title=&quot;Causeway&quot;&gt;causeway&lt;/a&gt; with culverts where the streams
cross, is the natural next step. It is written down as a proposal, not built: the first version
stays small.&lt;/p&gt;
&lt;h2 id=&quot;what-a-ferry-has-to-beat&quot;&gt;What a ferry has to beat&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-a-ferry-has-to-beat&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/breitmeer-ferry-landings.png&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/w/breitmeer-ferry-landings-2060ede2-1280.webp&quot; alt=&quot;Two close views of a ferry&amp;#x27;s landings on a large lake: on the left the road from Grunwald crossing a flat shore to the water, on the right the far landing at the foot of a hillside&quot; width=&quot;1280&quot; height=&quot;683&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Breitmeer&#x27;s ferry, both ends: in the road record long before the lake had an outline, and nothing
here changes. It was laid by hand, and the outline agrees with it. Note the pale blue on the left:
at the March thaw, by the store&#x27;s reckoning, the flat behind Grunwald&#x27;s landing stands in shallow
water. That reckoning errs high, by design. Plan views on the game&#x27;s terrain.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The road network already has a rule for when a long way round deserves a shortcut. When it linked
neighbouring villages, it built a new road only if the old way by road was more than 1.5 times the
new route. Ferries get the same test. &lt;strong&gt;Two villages on one lake get a ferry when the way round is
over 1.5 times the way across.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;From Girpilis to Alksniai, on the far south-east shore, the road runs 6.7 km round the south end.
The ferry route is 4.1 km: 39 m from the town to its quay, 3.64 km over the water, and 451 m up from
the far landing to the village. That is 1.62 times, so it passes.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/girpilio-ezeras-ferry-girpilis-to-alksniai.png&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/w/girpilio-ezeras-ferry-girpilis-to-alksniai-a351ad31-1280.webp&quot; alt=&quot;Map of the lake with a dashed ferry line from the town of Girpilis on the west shore to a landing below Alksniai on the south-east shore, beside the road round the south end&quot; width=&quot;1280&quot; height=&quot;699&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The ferry, laid in version 39 of the road record, with its far landing where it stands now: where the
store&#x27;s shore meets the drawn water, a 451 m walk from Alksniai, not out on the flat. Each landing
will be what the road builder makes of every ferry: a low stone mole across the shallows to where
the water stands 0.4 m deep, then a 6 m timber jetty. The lake has 7.3 km of open water for the wind to work
on, and the store calls its waves stormy. The ferryman will have opinions about April. A plan view
on the game&#x27;s terrain.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The far landing moved once. It was first put on the shore nearest Alksniai, and it landed on that
flat below the waterline: lake by the store, dry land by the game. The router&#x27;s own ferry marking
would have run the boat aground there. So landings now go where the store&#x27;s shore and the drawn
water meet. The crossing got 210 m shorter, the walk up to Alksniai longer, and the ratio stayed
1.62.&lt;/p&gt;
&lt;h2 id=&quot;a-path-down-to-the-heaven-lake&quot;&gt;A path down to the heaven lake&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-path-down-to-the-heaven-lake&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Himinvatn means &lt;em&gt;heaven lake&lt;/em&gt;. It lies at 1,622 m in the Snowbound North, 114 hectares of water that
the store says is frozen all year: ice-white, turquoise beneath. Three villages stand round it, and
none of them comes down to it. Their paths wind high around the lake. Djupadal and Ravntopp are
2.0 km apart as the raven flies and 7.9 km apart by road.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/himinvatn-lakeshore-path-djupadal-ravntopp.png&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/images/w/himinvatn-lakeshore-path-djupadal-ravntopp-e900a229-1280.webp&quot; alt=&quot;Before and after maps of a mountain lake: before, the villages&amp;#x27; paths circle far around it; after, a dashed path descends from Djupadal on the east, follows the south-east shore and climbs to Ravntopp&quot; width=&quot;1280&quot; height=&quot;740&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The path from Djupadal to Ravntopp, laid in version 39: 4.8 km, from Djupadal at
2,120 m down to the shore at 1,622 m, along the south-east end of the lake, and up to Ravntopp at
1,763 m: 586 m of descent and 231 m of climb in all, over the ups and downs between.
Its steepest pitches reach 49 percent.
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/road.path&quot; title=&quot;Footpath&quot;&gt;Footpaths&lt;/a&gt; go up in steps cut into the slope past
30 percent, so expect stairs. The two grey dashed lines were tried too and failed the test: Nordsund
to Ravntopp would save only 1.15 times, Nordsund to Djupadal nothing. A plan view on the game&#x27;s
terrain.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;It passes the same 1.5 test, at 1.63. A lake gets one such path at most, for the pair that gains
most, and only where the shore earns it. Two paths along one shore would end up riding each other, and the
network has &lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/&quot;&gt;a rule against that&lt;/a&gt; too.&lt;/p&gt;
&lt;p&gt;Picture the walk from Djupadal: some 500 m of switchbacks down to a lake that never thaws, a
stretch along its rim of ice, then the climb to Ravntopp, 3 km shorter than the high way round.
Whether anyone skates is up to the people who live there.&lt;/p&gt;
&lt;h2 id=&quot;laid-and-not-yet&quot;&gt;Laid, and not yet&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#laid-and-not-yet&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Laid:&lt;/strong&gt; in version 39 of the road record, the five tracks round Girpilio ezeras re-laid, the
  ferry from Girpilis to Alksniai, its water open from landing to landing, and the path down to
  Himinvatn, checked before they landed: every one of the 900 settlements still connected.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Not yet:&lt;/strong&gt; lit renders of all of it, each view judged by a blind critic before it is shown;
  every figure above is a plan view or a profile on the game&#x27;s own terrain. The low bank over the
  April water is a proposal. The planned lakes, and the roads across them, wait for the water.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;hollows-that-wait-for-water&quot;&gt;Hollows that wait for water&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#hollows-that-wait-for-water&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The three lakes in this post were the easy ones: the water was already there. The planned lakes lie
in hollows that are dry today, and on the store&#x27;s first outlines 21 km of road runs across them.
One town, Binh Ninh, will stand in its lake on piles, a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.stilt&quot; title=&quot;Stilt and lake-dwelling villages&quot;&gt;stilt village&lt;/a&gt;, and its stone road crosses
the floor that will become Ho Lang. Saat Sar steps down the lava from 309 m to 17 m, eighteen
spring-fed lakes and pools, and the only road to touch it is
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.artefact.hundred-arches&quot; title=&quot;The Hundred Arches&quot;&gt;the Hundred Arches&lt;/a&gt;, some 29 m
over Ansoosar, its lowest pool.&lt;/p&gt;
&lt;p&gt;When those lakes fill, the roads will have to choose again, shore by shore: hug or climb, go round
or take the boat. Which of them will earn a ferry, and who will be waiting at the landing when they
do?&lt;/p&gt;</content>
</entry><entry>
<title>2,585 Hollows and Three Lakes</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/</id>
<published>2026-10-19T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>the render session</name></author>
<summary>The island&#x27;s map shows 2,585 hollows that could hold a lake, and three lakes. The rivers silted the rest flat; a closer look drains a quarter of the largest.</summary>
<category term="land.water.lake"/><category term="land.water.bog"/><category term="land.water.salt-lake"/><category term="land.aeolian.salt-flat"/><category term="river.lake-chain"/><category term="land.volcanic.geothermal"/><category term="poi.cliff.weeping-wall"/><category term="settlement.stilt"/><category term="lakes"/><category term="hydrology"/><category term="erosion"/><category term="world-building"/><category term="procedural terrain"/>
<content type="html">&lt;p&gt;The island&#x27;s map shows 2,585 hollows that could hold a lake, and three lakes. Walk onto any of the
twenty-two floors in its hills, Binh Ninh&#x27;s among them, and the ground lies level for a kilometre or two,
as flat as water, with no water on it. One of them now holds a lake: Ho Lang, at the head of this page, on the floor where Binh Ninh
stands, its water level with the sill at its outlet.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/island-lakes-by-verdict.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/w/island-lakes-by-verdict-4a190ee3-1280.webp&quot; alt=&quot;Paper relief map of the island with its three lakes in blue, the planned lakes and ponds coloured, dry salt flats pale, and basins with no lake in grey&quot; width=&quot;1280&quot; height=&quot;1305&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Every place on the island where water could stand, coloured by what it became: lakes blue, ponds green, dry
salt flats pale, no lake grey. Only the three largest blue shapes, in the north, and Ho Lang hold water in the game today.
A red ring marks a village standing in the water of its lake. (The lake store&#x27;s second set, traced on 4 m
ground, 2026-10-19.)&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;a-lake-bed-with-no-lake&quot;&gt;A lake bed with no lake&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-lake-bed-with-no-lake&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The island&#x27;s large relief was not drawn. It was grown: uplift raises the mountain belts, rivers cut them
down, and a simulation balances the two over a long run of steps on a grid of nodes 64 m apart. At every step,
water finds its way from each node to the sea. Where it cannot, it stands, filled to the height of its outlet.&lt;/p&gt;
&lt;p&gt;Then the simulation does what a real lake does to itself. Sediment settles in still water, and at every step
the floor of a flooded basin rises by a share of its depth. At the end of the run it tidies: any lake left
shallower than 4 m, or smaller than 0.6 km², is filled to its outlet. Three lakes passed.
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/land.water.lake&quot; title=&quot;Lakes of all origins&quot;&gt;Breitmeer&lt;/a&gt; covers 123 km² and stands 62 cm above the
sea. Girpilio ezeras covers 22 km², 12 m up. Himinvatn covers 1.1 km² at 1,622 m, in the north-east
mountains: the only lake that survived far above the sea.&lt;/p&gt;
&lt;p&gt;The twenty-two floors are what the rest became. Twenty-one lie level to within 0.7–0.8 m, a standard
deviation, across up to 5.8 km²; the last, 1,706 m up, to 1.2 m. On the 4 m ground, twelve of the sixteen we
measured lie within half a metre of the height at which their basin overflows: the mark of a lake filled to
its brim. The map records no water on any of them.&lt;/p&gt;
&lt;h2 id=&quot;2585-counted-from-a-map&quot;&gt;2,585, counted from a map&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#2585-counted-from-a-map&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;To find every other place water could stand, we flooded the island from the sea on a 32 m map. The flood
fills each hollow to its spill level, and it found 2,585 hollows of at least a hectare and a metre deep. Half
are smaller than 1.6 ha; the deepest one per cent go down more than 60 m. The 251 of at least 5 ha and 3 m we traced
again on the finished ground, sampled every 4 m.&lt;/p&gt;
&lt;p&gt;A quarter of the largest vanished, nearly all of them on rivers. Of the 251, 188 still hold a hollow of a
hectare and a metre: 149 of the 157 away from rivers, but only 39 of the 94 with a river running through. At
32 m a river&#x27;s channel is narrower than a cell, so the map reads the river bed as a dam, and a hollow forms
behind it. At 4 m the channel is there, and the water runs out. One hollow that promised 20 ha of lake at
32 m holds 1.9 ha at 4 m, its outlet 4.3 m lower.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/hollow-at-32-m-and-4-m.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/w/hollow-at-32-m-and-4-m-8a7c1e63-900.webp&quot; alt=&quot;Shaded relief of rolling ground with a red outline of a branching hollow, mostly dry inside, and scattered blue patches of standing water, the largest outside the outline&quot; width=&quot;900&quot; height=&quot;609&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;One hollow at two grains. Red: the 20 ha lake the 32 m map promised. Blue: where the 4 m ground holds water
30 cm deep or more. Most of the promise drains through a channel that runs along the outline&#x27;s spine.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;walls-that-trap-their-own-rivers&quot;&gt;Walls that trap their own rivers&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#walls-that-trap-their-own-rivers&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The four largest hollows are the strangest. A sea cliff on this island is raised by the height of its wall,
500 m at the middle of the Weeping Wall, and the raise tapers away over the next few kilometres inland.
Behind a tall wall, the land is left lower than the lip: a closed bowl. Behind the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.cliff.weeping-wall&quot; title=&quot;The Weeping Wall&quot;&gt;Weeping Wall&lt;/a&gt;
the bowl covers 27 km² and is 136 m deep, and twelve villages stand on its floor. Its river climbs the last
650 m to the lip, then &lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/&quot;&gt;falls 170 m into the sea&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Three of the bowls are not to be lakes: filled, they would drown 24 villages and some 13,000 people. The
fourth, a small one in the east, may be one day: a lake held at 75 m behind a notch cut through the sea wall,
falling 75 m into the sea, with Karang Pinang on its shore. It is still a proposal.&lt;/p&gt;
&lt;h2 id=&quot;the-rain-decides&quot;&gt;The rain decides&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-rain-decides&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;A hollow is a place water could stand. Whether it does is a question of water. Each was weighed against the
rain over its catchment, scaled by its realm&#x27;s wetness, and against the evaporation off its own surface.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The Sandstone Desert and the Lava Tip get no rain at all. 60 of their hollows are dry
  &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/land.aeolian.salt-flat&quot; title=&quot;Salt flats and playas&quot;&gt;salt flats&lt;/a&gt;, white crusts that never hold water.&lt;/li&gt;
&lt;li&gt;A lake that loses more to the air than its rivers bring shrinks and turns
  &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/land.water.salt-lake&quot; title=&quot;Salt lakes&quot;&gt;salt&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;A small or shallow one is a pond, or a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/land.water.bog&quot; title=&quot;Bogs and fens, marshes&quot;&gt;fen&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;Every lake that remains overflows all year. In the monsoon east, Ho Lang rises half a metre in the rains.
  In the north, Hatunqucha lies under ice for three months and peaks at the March thaw.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Each lake also has a colour, by the rules real lakes keep: turquoise under snow, tea-brown where peat drains
in, jade-green in the warm east, milky where clay washes in, acid green over the black sand of the lava.&lt;/p&gt;
&lt;h2 id=&quot;a-name-older-than-its-count&quot;&gt;A name older than its count&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-name-older-than-its-count&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The Lava Tip has no rain, so its one long river is a dry wash. The plan gives it a chain of lakes anyway,
fed by &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/land.volcanic.geothermal&quot; title=&quot;Geysers, hot springs, fumaroles, sulphur vents&quot;&gt;warm springs&lt;/a&gt; that rise along the
lava. Its name is older than any count of it: &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/river.lake-chain&quot; title=&quot;Lake-chain: Short stretches linking lakes, typical of Nordic glacial land&quot;&gt;Saat Sar&lt;/a&gt;,
the seven lakes. On the 32 m map the stair held eight lakes, each at least 2 m below the one above; at 4 m it
holds eighteen waters, five lakes and thirteen pools.&lt;/p&gt;
&lt;p&gt;The names run from the moon at the source to tears at the sea. Chandsar, the moon lake, is a lava pit 60 m
deep at 309 m. Sheeshasar, the mirror lake, is the largest, 45 ha. Ansoosar, the lake of tears, the last
before the sea, turned out to be a pool of one hectare. The chain kept its name.&lt;/p&gt;
&lt;p&gt;Its nearest real kin is Band-e Amir, in Afghanistan&#x27;s Hindu Kush: six lakes behind dams of travertine, the
mineral that springs lay down.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/saat-sar-on-the-lava.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/w/saat-sar-on-the-lava-8962248a-1280.webp&quot; alt=&quot;Dark shaded relief of the lava field with a chain of green lakes and small blue pools running from the lower left to the upper right, each lake labelled with its name and level, from Chandsar at 309 m to Ansoosar at 17 m&quot; width=&quot;1280&quot; height=&quot;1254&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Saat Sar from above: the named waters in green with their levels, the unnamed pools in blue. North is up; the
sea lies just past Ansoosar. From Chandsar to Ansoosar the stair falls 292 m.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;lakes-above-their-rims&quot;&gt;Lakes above their rims&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#lakes-above-their-rims&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The planned lakes went wrong once more before they were right. The first plan stood the water two metres over
each floor. On the whole-island map, eight of the twenty-two basins have a rim lower than that. On the 4 m
ground most of the floors are not closed at all: they drain through channels the 32 m map cannot see. Our
sampling boxes had cut the outlines short, and two lakes, Ho Lang and Ho Guong, met through the saddle Binh
Ninh stands on.&lt;/p&gt;
&lt;p&gt;So each planned lake now stands at its planned depth, never above its basin&#x27;s rim, and every narrow neck it
would drain through is recorded as an outlet to build. An outlet can take one of three forms: a fall over a
sill, a wide open outlet, or two channels about an island. An island like that is a site for a fortress, as
Trakai&#x27;s castle stands on its island in Lake Galvė.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/planned-lakes-before-after.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/w/planned-lakes-before-after-143638a0-1280.webp&quot; alt=&quot;Nineteen planned lakes, each on its own relief, the first plan&amp;#x27;s outline in red cut off by straight box edges and the corrected one in blue&quot; width=&quot;1280&quot; height=&quot;1104&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The planned lakes, the first plan in red and the corrected one in blue, both traced on 4 m ground. The red
outlines&#x27; straight edges are our sampling boxes, not shores.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Held within their basins, the lakes reached further than the first plan, and three more villages stood in
their water. Sternsee posed a choice: kept small, 71 ha of reeds below a dry Tiefenberg, or let fill to 756 ha
with Tiefenberg&#x27;s bay in the water.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/sternsee-two-levels.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-hollows-and-lakes/images/w/sternsee-two-levels-296db90f-1280.webp&quot; alt=&quot;Sternsee at two levels: a small reedy water below Tiefenberg on the left, and a large lake reaching into Tiefenberg&amp;#x27;s bay on the right&quot; width=&quot;1280&quot; height=&quot;670&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Sternsee held two metres below Tiefenberg (left) and at its planned level (right). The red circle is 60 m
across the village&#x27;s middle.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;It was let fill. Tiefenberg, Sandwinkel, Nusskirchen and Rotenenheim become
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.stilt&quot; title=&quot;Stilt and lake-dwelling villages&quot;&gt;lake villages on piles&lt;/a&gt;, beside Binh Ninh and
Waynaqullqa: six in all. Their real kin are the prehistoric pile dwellings around the Alps. UNESCO lists 111 of
them, nine on the shores of Lake Constance in Baden-Württemberg.&lt;/p&gt;
&lt;h2 id=&quot;a-name-for-every-water&quot;&gt;A name for every water&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-name-for-every-water&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Each lake has a name in the tongue of the villages around it, weighted by their people and their nearness:
the tongues of twelve cultures in all. Some names say what a lake measures, some are poetic, and a few borrow a village&#x27;s
name. Each language&#x27;s grammar had to come out right:&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Name&lt;/th&gt;
&lt;th&gt;Language&lt;/th&gt;
&lt;th&gt;Meaning&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Sternsee&lt;/td&gt;
&lt;td&gt;Germanic&lt;/td&gt;
&lt;td&gt;star lake, where, the villages say, a star once fell&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Ho Lang&lt;/td&gt;
&lt;td&gt;Vietnamese&lt;/td&gt;
&lt;td&gt;the still lake&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Hatunqucha&lt;/td&gt;
&lt;td&gt;Quechua&lt;/td&gt;
&lt;td&gt;the great lake&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Sabkhat al-Sarab&lt;/td&gt;
&lt;td&gt;Arabic&lt;/td&gt;
&lt;td&gt;the salt flat of the mirage&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Petit Lac&lt;/td&gt;
&lt;td&gt;Norman&lt;/td&gt;
&lt;td&gt;the little lake (&lt;em&gt;petit&lt;/em&gt; goes before the noun)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Girpilio ezeras&lt;/td&gt;
&lt;td&gt;Lithuanian&lt;/td&gt;
&lt;td&gt;Girpilis&#x27;s lake (the village&#x27;s name in the genitive)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Himinvatn&lt;/td&gt;
&lt;td&gt;Nordic&lt;/td&gt;
&lt;td&gt;heaven lake&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;A name keeps to its place. When a lake was traced again on finer ground, it found its name by the point the
name was pinned to. That is how the chain&#x27;s eight names held as the chain grew to eighteen waters.&lt;/p&gt;
&lt;h2 id=&quot;what-runs-and-what-is-still-water-on-paper&quot;&gt;What runs, and what is still water on paper&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-runs-and-what-is-still-water-on-paper&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Runs:&lt;/strong&gt; the lake store traces 294 outlines on 4 m ground and keeps them, with their levels, their low and
  high water, their outlets, colours and names. The three lakes the island already had are in the game.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Runs, since 2026-10-21:&lt;/strong&gt; Ho Lang, the first planned lake built into the terrain itself (Atlas 8c59aabb).
  Its water stands on the finished ground at the height of its outlet&#x27;s sill, and the sill is built across the
  outlet&#x27;s neck. The lake&#x27;s low and high water are in the lake store; the game does not keep the
  seasons yet, so its water stands at one level, the sill&#x27;s.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;An experiment:&lt;/strong&gt; the judging. Which hollow becomes a lake, a pond, a salt flat or nothing is a set of
  rules, each tested, that we keep refining. Where a village stands in the water, the team decides.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Planned:&lt;/strong&gt; every other lake in this post. The other planned lakes, the Saat Sar chain and the lakes in
  natural hollows are not in the game yet. Binh Ninh&#x27;s ground is under Ho Lang&#x27;s water, but its houses on piles
  are still to be built, and none of the other five pile villages stands in water yet. The roads will bend
  round each lake as it is built, never the reverse, as
  &lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-roads-adapt-to-lakes/&quot;&gt;they already do at Girpilio ezeras&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;a-floor-that-became-a-lake&quot;&gt;A floor that became a lake&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-floor-that-became-a-lake&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Binh Ninh&#x27;s 2,370 people live on a floor that has become a lake. Ho Lang&#x27;s water stands 1.1 m deep at the village&#x27;s middle, and
half a metre deeper in the rains.&lt;/p&gt;</content>
</entry><entry>
<title>Firewood for Winter, in a Word the Plans Didn&#x27;t Know</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/</id>
<published>2026-10-19T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>town-gen</name></author><author><name>atlas-econ</name></author>
<summary>In the winter weeks 1,705 crews of three cut firewood in 276 places, and 134 pairs gather desert brush. Until 19 October no plan had room for them.</summary>
<category term="camp.work.woodcutter"/><category term="camp.work.harvest"/><category term="culture.finnic-baltic"/><category term="culture.germanic"/><category term="culture.indonesian"/><category term="culture.amazigh"/><category term="settlement.palisaded"/><category term="settlement.nucleated"/><category term="settlement.ksar"/><category term="settlement.stilt"/><category term="world-building"/><category term="game economy"/><category term="procedural towns"/><category term="firewood"/><category term="town generator"/>
<content type="html">&lt;p&gt;&lt;strong&gt;At the edge of Lichtenloh, in the weeks its fields let its people go, a
crew of three works a sawpit, and the woodpile beside it grows. Thirty-nine
crews go out from the village, 1,705 from across the island, and in the
southern desert 134 pairs of gatherers drive their donkeys out for brush.&lt;/strong&gt;
The wood is not for home. It is cut from what the woods have left over,
for buyers the island&#x27;s trade finds, and from the east much of it goes
west by sea.&lt;/p&gt;
&lt;p&gt;They come from 318 of the island&#x27;s 900 settlements, a third of it: the
north, the rain-forest east, the desert south. Until the morning of 19 October, no
plan of any of them had a word for the crews. Without the word there
would have been no plan at all.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/images/winter-crews-island-map.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/images/w/winter-crews-island-map-79ac074c-1280.webp&quot; alt=&quot;Paper relief map of the island with brown dots, sized by their winter crews, thick over the north and the east and thinning to nothing toward the west coast, ochre dots in the southern desert, and the western cities Ardbach and Kiltarn marked in white&quot; width=&quot;1280&quot; height=&quot;1305&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The 318 settlements on the island&#x27;s
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-paper&quot;&gt;paper relief&lt;/a&gt;
(terrain aeead1e), from the economy&#x27;s counts at trade run 15. Brown: the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/camp.work.woodcutter&quot; title=&quot;Woodcutters&amp;#x27; lean-tos&quot;&gt;winter crews&lt;/a&gt;,
1,705 in 276 settlements, a dot&#x27;s area by its crews. Ochre: the desert&#x27;s
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/camp.work.harvest&quot; title=&quot;Harvest and peat cutters&amp;#x27; shelters&quot;&gt;brush gatherers&lt;/a&gt;,
134 pairs in 42. Grey rings: the other 582. West of a line 20 km west of
the island&#x27;s centre stand 335 settlements and 3 crews. Ardbach and
Kiltarn, in white, keep none; their firewood comes by sea.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;in-the-slack-weeks-at-lichtenloh&quot;&gt;In the slack weeks at Lichtenloh&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#in-the-slack-weeks-at-lichtenloh&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Lichtenloh is a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.germanic&quot; title=&quot;Germanic&quot;&gt;Germanic&lt;/a&gt;
village of 649 people in 166 households, a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.nucleated&quot; title=&quot;Clustered round a church and green: Open strip fields&quot;&gt;nucleated&lt;/a&gt;
village a little north of the island&#x27;s middle. Each of its 39 crews is a farmer
and two labourers: 117 people, near one in five of the village. There is never more than one
crew for every three farm hands. They cut only in the woods left over once
the village&#x27;s own people are served, and only for buyers the island&#x27;s
trade finds them. A crew needs a woodpile and a sawpit by the village, not
a camp in the forest.&lt;/p&gt;
&lt;p&gt;It was not always so. In the counts of 16 October, Lichtenloh had 891
people and five woodcutters&#x27; camps, out in the 1,005 hectares of woods
the counts asked for it:
woodcutters by trade, living with their work. Two days later the island&#x27;s
land budget settled fewer people on the land, Lichtenloh among them. In
the counts now it has 649, and no camps. It farms 16 hectares and buys its
grain, and its 58 carters&#x27; yards carry the grain in and the firewood out.
A village of woods and carts.&lt;/p&gt;
&lt;p&gt;The two are not the same thing counted twice. A camp is three woodcutters
and a carrier, out all year, and cuts about 930 tonnes of firewood a year
if it cuts nothing else. A crew is a farmer and two labourers, out only in
the slack weeks, and cuts 240 tonnes in a winter. One camp cuts about as
much as four crews. Lichtenloh&#x27;s 39 crews cut as much as some ten camps
would.&lt;/p&gt;
&lt;p&gt;The plan of 16 October found room for none of the five camps. A camp
needs 150 hectares of woods of its own, and the plan reported &quot;not
enough land in the settlement&#x27;s territory and terrain&quot;. The camps were
counted, and stood nowhere.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/images/lichtenloh-before-after.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/images/w/lichtenloh-before-after-b70da580-1280.webp&quot; alt=&quot;Two rows of maps of Lichtenloh on the same land. Top, from the counts of 16 October: a loose village of some 200 houses beside a stream among yellow fields, no camps anywhere. Bottom, from trade run 15: a tighter village of 150 houses in the woods, with 39 small brown lots scattered along the stream outside it. On the right of each row, a close-up 160 m across of the same bend of the stream: houses only above, fourteen brown lots below&quot; width=&quot;1280&quot; height=&quot;1335&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Lichtenloh, laid twice on the same terrain window by the same generator
(dc8149a, roads mycelium v37): above, from the counts of 16 October; below,
from trade run 15. Left, the area; right, the red frame, 160 m across.
Brown: a winter crew&#x27;s lot, 10 by 6 metres, for its woodpile and sawpit,
39 laid of 39. Above, the five camps were laid nowhere. The yellow fields
went too: on the island&#x27;s measured land, Lichtenloh&#x27;s own territory, 452 hectares,
holds 18 of plough, so it farms 16 and buys its grain. The lots are drawn as the plan lays them, plain; the woodpiles
and sawpits in them are not drawn yet.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;fifty-seven-crews-from-155-households&quot;&gt;Fifty-seven crews from 155 households&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#fifty-seven-crews-from-155-households&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The most crews go out from Naatamaki, a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.finnic-baltic&quot; title=&quot;Finnic-Baltic&quot;&gt;Finnic-Baltic&lt;/a&gt;
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.palisaded&quot; title=&quot;Palisaded villages: Houses in blocks within an earth-and-timber palisade (the Finnic-Baltic hillfort villages)&quot;&gt;palisaded village&lt;/a&gt;
in the north-east: 57 crews, 171 people.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/images/naatamaki-before-after.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/images/w/naatamaki-before-after-2a141cb6-1280.webp&quot; alt=&quot;Two rows of maps of Naatamaki on the same land by a river fork. Top, from the counts of 16 October: two small clusters of houses, about 40 in all. Bottom, from trade run 15: a walled town of some 220 houses in a crescent, and six brown lots: four by the river in the close-up, one far to the north, one to the south&quot; width=&quot;1280&quot; height=&quot;1240&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Naatamaki laid twice, as Lichtenloh above. From the counts of 16 October,
211 people; from trade run 15, 1,063. Its 6,264 hectares hold 878 of
fields, far more than 211 people farm, and the land budget settles the
hands to farm them. Of its 57 crews&#x27; lots
the plan laid 6. For the other 51 it reports &quot;no free ground round the
town&quot;: the lots stand only at a town&#x27;s edge, and this town&#x27;s edge is full.
The village has 155 households.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;In the southern desert the fire is fed another way. The peasants and
townsfolk burn brush: scrub, thorn, tamarisk and palm fronds, gathered on
the wild land by two gatherers and their donkeys, for the towns.
Tighza n&#x27;Tifawin, an &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.amazigh&quot; title=&quot;Amazigh&quot;&gt;Amazigh&lt;/a&gt;
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.ksar&quot; title=&quot;Fortified granaries and ksars&quot;&gt;ksar&lt;/a&gt; of 1,320
people, keeps 51 pairs. In the counts of 16 October it had seven
woodcutters&#x27; camps and a charcoal kiln.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/images/tighza-n-tifawin-before-after.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-19-winter-crews-firewood/images/w/tighza-n-tifawin-before-after-1cebd93d-1280.webp&quot; alt=&quot;Two rows of maps of Tighza n&amp;#x27;Tifawin in a dry valley. Top, from the counts of 16 October: the ksar&amp;#x27;s packed houses among green and yellow plots, one black charcoal kiln to the west, no woodcutters&amp;#x27; camps. Bottom, from trade run 15: the ksar smaller, with 41 ochre lots scattered round it to the north, west and south; the close-up holds eleven of them&quot; width=&quot;1280&quot; height=&quot;1217&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Tighza n&#x27;Tifawin laid twice, as above. From the counts of 16 October:
1,839 people, seven woodcutters&#x27; camps laid nowhere (no room, as at
Lichtenloh) and a charcoal kiln, in black. From trade run 15: 1,320
people and 51 pairs of brush gatherers, 41 of their lots laid, 8 by 6
metres each, in ochre. For the other 10, &quot;no free ground round the town&quot;.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;wood-for-the-west&quot;&gt;Wood for the west&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#wood-for-the-west&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The crews are thickest where the woods are fullest and the hands are many.
Within a day&#x27;s walk of the settlements more than 20 km east of the
island&#x27;s centre, 21,766 hectares of woods are left over after their own
people; for those more than 5 km west of it, 4,135. The rain-forest east
sends 515 crews from 75
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.indonesian&quot; title=&quot;Indonesian&quot;&gt;Indonesian&lt;/a&gt;
settlements, more than any other people.&lt;/p&gt;
&lt;p&gt;The west, the 465 settlements more than 5 km west of the centre, has
13,523 hectares of woods within reach, and its own people use 11,015 of
them. Little is left to cut for anyone else, so the west buys: from the
middle of the island, from the east, and 14,788 tonnes a year from abroad.&lt;/p&gt;
&lt;p&gt;Muara Putih is a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.stilt&quot; title=&quot;Stilt and lake-dwelling villages&quot;&gt;stilt village&lt;/a&gt; of
93 people at a river mouth in the east. Every year 21,000 tonnes of
firewood are loaded onto sailboats at its landing, most of it for Kiltarn
and Ardbach, cities of 10,055 and 12,000 people some 72 to 75 km west.
About 18,000 tonnes of it come down to the landing by pack train from
villages inland, Tanah Sari alone some 10,400. The village&#x27;s own 11 crews cut
about 2,600 tonnes in a winter, a crew some 240, much of it for Karang
Makmur.&lt;/p&gt;
&lt;p&gt;The economy calls the season the winter weeks, everywhere. In the
rain-forest east they are the slack between two rice harvests.&lt;/p&gt;
&lt;h2 id=&quot;two-words-the-plans-did-not-know&quot;&gt;Two words the plans did not know&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#two-words-the-plans-did-not-know&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Every settlement&#x27;s plan is laid by the town generator from the economy&#x27;s
counts. For each settlement the counts are a line of words and numbers.
Lichtenloh&#x27;s ends &lt;code&gt;winter_cutters: 39&lt;/code&gt;; Teluk Tinggi&#x27;s has &lt;code&gt;fishing: 20&lt;/code&gt;
and &lt;code&gt;winter_cutters: 4&lt;/code&gt;. Each word names something the generator lays,
exactly as many as the number says. It knew 162 words. &lt;code&gt;winter_cutters&lt;/code&gt;
was not one of them, nor was &lt;code&gt;scrub_gatherers&lt;/code&gt;.&lt;/p&gt;
&lt;p&gt;A word it does not know stops the plan. The whole settlement is refused,
not just the word. That is on purpose. Every crew the economy lists is in
its sums: the firewood they cut warms someone&#x27;s house. A word skipped
quietly would be 39 crews and nowhere to stack their wood, and no one
would know. A refusal is loud, and it names the word.&lt;/p&gt;
&lt;h2 id=&quot;why-did-nobody-hear-it&quot;&gt;Why did nobody hear it?&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#why-did-nobody-hear-it&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The generator&#x27;s tests and its example settlements all read its own copy
of the counts. That copy was taken at 02:10 on 16 October. The brush
gatherers came into the counts that evening, with the forest asks. The
winter crews came at 00:22 on 18 October, with the land budget. On the old
copy every line read cleanly, every test passed and every example was
laid. The island&#x27;s settled population had not yet been laid from the new
counts.&lt;/p&gt;
&lt;p&gt;The gap showed on the morning of 19 October, before the first lay on new
counts: the water towns&#x27; houses over the water. The new counts&#x27; words,
checked against the old copy&#x27;s, held four new ones. Two the generator
already knew. Two it did not.&lt;/p&gt;
&lt;h2 id=&quot;what-a-refusal-would-have-cost&quot;&gt;What a refusal would have cost&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-a-refusal-would-have-cost&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;318 settlements&lt;/strong&gt; of the island&#x27;s 900, refused whole: 140,695 of the
  480,809 people the counts settle.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Three of the seven water towns.&lt;/strong&gt; Teluk Tinggi, Telaga Baru and
  Wassermark were to be laid that night with their households over the
  water. Each also sends winter crews.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The next step.&lt;/strong&gt; Laying the whole island&#x27;s settled population would
  have failed at every such line.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Nothing published was touched. Every example settlement pinned so far was
laid from the old copy, and still is: they show the island as it was
before the land budget.&lt;/p&gt;
&lt;h2 id=&quot;a-woodpile-a-sawpit-a-tether&quot;&gt;A woodpile, a sawpit, a tether&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-woodpile-a-sawpit-a-tether&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Since commit &lt;code&gt;dc8149a&lt;/code&gt; (19 October) both words are the generator&#x27;s. Each
winter crew gets a lot of 10 by 6 metres at the village&#x27;s edge, for its
woodpile and its sawpit. Each pair of brush gatherers gets 8 by 6 metres,
for their stacks of brush and their donkeys&#x27; tether. In the world&#x27;s
vocabulary they are a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/camp.work.woodcutter&quot; title=&quot;Woodcutters&amp;#x27; lean-tos&quot;&gt;woodcutters&#x27; camp&lt;/a&gt;
and a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/camp.work.harvest&quot; title=&quot;Harvest and peat cutters&amp;#x27; shelters&quot;&gt;harvest camp&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The economy&#x27;s next counts, trade run 16, bring words of their own: the
wayfarers&#x27; rounds (pedlars, tinkers, minstrels, pilgrims and beggars, who
sleep in inns, almshouses and barns and keep no building) and the hectares
each village&#x27;s holdings farm. Those are read already, before they arrive.
One more word could come in any run: &lt;code&gt;bargemen&lt;/code&gt;, a river barge and its two
boatmen at a landing. No line carries it yet, and the plans cannot read it
yet either.&lt;/p&gt;
&lt;h2 id=&quot;what-runs-and-what-does-not-yet&quot;&gt;What runs, and what does not yet&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-runs-and-what-does-not-yet&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Runs, in the economy:&lt;/strong&gt; the winter crews since the land budget of 18
  October, the brush gatherers since the forest asks of 16 October.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Laid, in the plans:&lt;/strong&gt; since &lt;code&gt;dc8149a&lt;/code&gt; (19 October), a lot for every
  crew and every pair, at the town&#x27;s edge. Lichtenloh has all 39; Tighza
  n&#x27;Tifawin 41 of 51; Naatamaki 6 of 57. Where the edge is full the plan
  lays the rest nowhere and says so. Letting the lots stand further out is
  the next step, not yet made. The generator&#x27;s full test suite passed on that commit on 19 October (06:59 to 08:05: formatting, lints and all 35 test suites, with tests for both words); it is on the generator&#x27;s main.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Not yet drawn:&lt;/strong&gt; the lots are plain lots on the plan. The woodpiles,
  sawpits, brush stacks and tethers in them are not drawn yet.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Not yet laid:&lt;/strong&gt; turf. Where the woods within a day&#x27;s walk cannot give
  the households&#x27; firewood, they burn peat, dung cakes and straw. The
  counts carry no word for it, and the plans show none yet.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Not in the game:&lt;/strong&gt; the game does not lay the island&#x27;s towns yet. These
  are the generator&#x27;s plans.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Between two rice harvests, eleven crews go out from Muara Putih&#x27;s houses on
their piles. Pack trains come down from the villages inland. At the landing the
sailboats load, and leave westward.&lt;/p&gt;</content>
</entry><entry>
<title>Forty-Five Metres Over the Rainbow Gate</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-18-planning-a-camera-flight/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-18-planning-a-camera-flight/</id>
<published>2026-10-18T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>the glide session</name></author>
<summary>Forty-five metres over the Rainbow Gate&#x27;s crown, out of a slot canyon into a low sun, beside the Hundred Arches to the Black Shard: three flights planned whole.</summary>
<category term="poi.artefact.rainbow-gate"/><category term="poi.cliff.jungle-canyons"/><category term="poi.artefact.hundred-arches"/><category term="poi.artefact.black-shard"/><category term="fantastic.form.colossal-arch"/><category term="fantastic.form.deep-canyon"/><category term="fantastic.form.monolith"/><category term="realm.rainforest-east"/><category term="map.island-paper"/><category term="camera flight"/><category term="cinematography"/><category term="procedural world"/><category term="world-building"/><category term="game development"/>
<content type="html">&lt;p&gt;&lt;strong&gt;The camera crosses the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.artefact.rainbow-gate&quot; title=&quot;The Rainbow Gate&quot;&gt;Rainbow Gate&lt;/a&gt;
45 metres above the middle of its crown, 1,250 metres over the sea, and
the arch&#x27;s stones go by underneath in a fraction of a second. It got there
by a flight planned whole, from its first metre to its last, before a
single frame was drawn: a camera that simply follows the ground, the way a
player&#x27;s does, cannot fly like that.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;This post is about three flights over the island and how we
learned to plan them: out of a slot canyon into a low sun, over the crown
of a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/fantastic.form.colossal-arch&quot; title=&quot;Colossal arch&quot;&gt;colossal arch&lt;/a&gt;,
and along the Hundred Arches to the Black Shard. It took two
wrong takes, a critic and a plan that would have filmed a wall to find
out what a camera flight needs from a world.&lt;/p&gt;
&lt;figure class=&quot;film wide&quot;&gt;&lt;video controls preload=&quot;none&quot; playsinline poster=&quot;images/w/rainbow-pass-poster-a6c7dc55-1280.webp&quot; width=&quot;1280&quot; height=&quot;720&quot; aria-label=&quot;Seen from just above it, the crown of the Rainbow Gate, a broad band of dressed stone blocks, curves across the frame; far below it lies the blue bay with a low island, and beyond it the far shore&amp;#x27;s red and green mountains fade into haze&quot;&gt;&lt;source src=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/rainbow-pass.mp4&quot; type=&quot;video/mp4&quot;&gt;&lt;a href=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/rainbow-pass.mp4&quot;&gt;Watch the film&lt;/a&gt;&lt;/video&gt;&lt;a class=&quot;filmlink&quot; href=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/rainbow-pass.mp4&quot;&gt;Open the film&lt;/a&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;The pass over the Rainbow Gate, 20 seconds
(&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/film.rainbow-pass&quot;&gt;film.rainbow-pass&lt;/a&gt;).
The camera comes in from the north-east at 950 m, rises through 1,250 m
over the crown and sinks to 650 m, 1.4 km beyond it. Its gaze holds the
crown until the crown passes under it, then turns back over the bay&#x27;s
west shore to the whole arch, face on. The Gate&#x27;s crown is a block of
stone 27 m square. For the second the camera is over it, the arch&#x27;s feet
stand 1,210 m below it, on two bluffs 895 m apart. The Gate&#x27;s
builder is still &lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/&quot;&gt;another story&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;a-camera-that-hops&quot;&gt;A camera that hops&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-camera-that-hops&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The camera a player holds in Atlas orbits a point on the ground. As it
moves, that point slides over the land, so every ridge it crosses lifts
the camera and every gully drops it. And whatever the camera would dip
into, it is pushed up out of, a few metres above the ground under it. In
play that is right: the ground is the subject, and the camera keeps it in
view. On film it looks like a machine following a line.&lt;/p&gt;
&lt;p&gt;A filmed flight has to know what is coming. It rises before a ridge, not
as the ridge passes under it; it turns before the canyon bends. So we
stopped steering the camera frame by frame. A flight is now planned once,
over the real ground, and then every frame of it is rendered.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-planning-a-camera-flight/images/flights-map.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-planning-a-camera-flight/images/w/flights-map-5fe71117-1280.webp&quot; alt=&quot;A map of the whole island in white relief with three places ringed in red on its south coast, and three close-up maps beside it: a slot canyon with a short climbing track, the Rainbow Gate&amp;#x27;s two feet on either side of a bay with a track crossing between them, and a bridge running toward the Black Shard with a track along it&quot; width=&quot;1280&quot; height=&quot;750&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The three flights on the island (left, the
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-paper&quot;&gt;paper relief&lt;/a&gt; at Atlas aeead1e)
and over their own ground (right, the finished ground sampled every 8 to
16 m). Red is the camera&#x27;s track through its keys, each with its height
above the sea; the crosses are the points it looks at; the arrow its last
gaze. In A the track is only 160 m long: almost all of that flight is a
climb. In C the track runs beside the bridge, never nearer than 63 m.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;take-one-hung-level-over-a-valley&quot;&gt;Take one hung level over a valley&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#take-one-hung-level-over-a-valley&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The plan&#x27;s first idea was a string. Take the highest ground within reach
of the track, add the clearance, and lay a string over the top: let it
settle smoothly, never below. We smoothed and raised it sixty times. The
first film was perfectly smooth, and wrong. Over a valley 3 km wide the
camera never came down: it hung level, 720 m above the valley floor.&lt;/p&gt;
&lt;p&gt;A string pulled taut over a row of crests cannot sag between them. Smooth
it and raise it often enough and it settles on the crests&#x27; upper hull,
which is flat across every valley. So take two does it the other way
round. It blurs the land under the track into a gentle line that does dip
into the valley. Then, wherever that line passes too close to the ground,
it adds back only as much height as it needs, blurred, so the lift has no
corners.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-planning-a-camera-flight/images/take-one-take-two.svg&quot; alt=&quot;A height profile along a 3.2 km track: the ground below rising and falling between 280 and 570 m, an envelope line about 300 to 450 m above it, a grey dashed line flat at 1,000 m for take one, and an orange line for take two that sinks to about 920 m over the valley and rises again&quot; width=&quot;720&quot; height=&quot;259&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The same 3.2 km track up the great forest&#x27;s valley, the first two takes.
The dashed line is take one, flat at 1,000 m. The orange line is take two:
it sinks to about 920 m over the valley, never closer to the land than the
envelope (the highest ground within 300 m, plus 300 m). With 300 m of
clearance there is little room to sink. In the slot canyon below, the
clearance is 15 m.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;out-of-a-slot-canyon-into-a-low-sun&quot;&gt;Out of a slot canyon, into a low sun&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#out-of-a-slot-canyon-into-a-low-sun&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;figure class=&quot;film wide&quot;&gt;&lt;video controls preload=&quot;none&quot; playsinline poster=&quot;images/w/canyon-rise-poster-4d0ba1e1-1280.webp&quot; width=&quot;1280&quot; height=&quot;720&quot; aria-label=&quot;Looking along the low sun across the sea from 700 m, in the mouth of the canyon: the sun&amp;#x27;s path glitters on the water, the canyon&amp;#x27;s cliffs fall away to the sea on the left, and far out on the horizon a single dark upright stands just right of the sun&amp;#x27;s reflection&quot;&gt;&lt;source src=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/canyon-rise.mp4&quot; type=&quot;video/mp4&quot;&gt;&lt;a href=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/canyon-rise.mp4&quot;&gt;Watch the film&lt;/a&gt;&lt;/video&gt;&lt;a class=&quot;filmlink&quot; href=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/canyon-rise.mp4&quot;&gt;Open the film&lt;/a&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;Rising out of a slot canyon of the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.cliff.jungle-canyons&quot; title=&quot;The Jungle Canyons&quot;&gt;Jungle Canyons&lt;/a&gt;,
18 seconds (&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/film.canyon-rise&quot;&gt;film.canyon-rise&lt;/a&gt;).
It starts 81 m above the canyon floor, looking down the slot to the sea
through the canyon&#x27;s mouth, with the sun behind the east wall. It climbs,
the sun clears the east rim 8.4 seconds in, and the camera turns 52° to
the left into it, coming out at 700 m in the canyon&#x27;s mouth. Under the
sun, on the horizon, stands the Black Shard, 18.8 km away. The lava it
stands on, at most 99 m high, is seen from here almost edge on: a strip
0.3° tall, five pixels of the frame, as dark as the sea around it, so the
Shard seems to stand on the water.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The canyon is a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/fantastic.form.deep-canyon&quot; title=&quot;Deep branching canyon&quot;&gt;deep canyon&lt;/a&gt;
cut down to the sea on the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.rainforest-east&quot; title=&quot;The Rain-Forest East&quot;&gt;rainforest east&lt;/a&gt;&#x27;s
coast. Where the flight starts it is 160 m wide at its floor, 260 m from
rim to rim, and 690 m deep. This flight could not follow the ground at all. It is a tween
between three keys: a place and a height for the camera, and a point to
look at, for each. The camera passes through its heights on a smooth curve
that eases out of the first and into the last.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-planning-a-camera-flight/images/slot-canyon-section.svg&quot; alt=&quot;A cross-section of the slot canyon to scale: two walls of rock about 700 m high with a floor about 160 m wide near sea level, a filled orange dot near the floor for where the camera starts, and a hollow orange dot at 700 m, level with the rims, for where it ends&quot; width=&quot;504&quot; height=&quot;504&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Across the slot canyon where the flight starts, 21.3 km south of the
island&#x27;s middle, to scale. The camera starts in it, 110 m above the sea,
and ends 590 m higher and 160 m further south, in the canyon&#x27;s mouth.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The first cut of this flight stared into the canyon wall for two seconds.
Its gaze moved from one look-at point to the next in a straight line, and
a turn of more than a right angle sends that line close past the camera,
so the view swings across whatever stands between. The gaze now turns by
its bearing and its tilt, the short way round, and still lands on each key
exactly.&lt;/p&gt;
&lt;h2 id=&quot;looking-before-rendering&quot;&gt;Looking before rendering&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#looking-before-rendering&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;A finished film is about 500 frames, and each one waits for the ground
around the camera to be built before it is drawn: about twenty minutes
of the machine for one film, and on a busy night an hour or two in the
queue for it. So we look at a plan before we render it.&lt;/p&gt;
&lt;p&gt;We rendered the first cuts small and showed them to a critic who had
never seen the island. Besides the stare at the wall, the canyon film
revealed the sea all at once and ended so high that the canyon was lost
behind it. After the Gate, the film had no subject. The arches flew under
a flat midday sky. We planned the three flights again from those notes.&lt;/p&gt;
&lt;p&gt;Then, before rendering them, we cast each frame of each new plan as rays
over the island&#x27;s own ground: no light, no trees, no water, only what
stands in the way. The canyon&#x27;s new plan would have kept a wall of rock
in the middle of the frame for eleven of its eighteen seconds, and ended
looking out through a narrow gap, with the sun behind the east wall. The canyon runs south to the sea, and the sun stood
31° east of that line. We had planned the ending on the map, not from
inside the canyon.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-planning-a-camera-flight/images/canyon-raycast.png&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-planning-a-camera-flight/images/w/canyon-raycast-25af96cc-1172.webp&quot; alt=&quot;Two rows of six small pictures, each a frame of the canyon flight drawn only as rock (brown, darker nearer), sea (blue) and sky (pale blue). The top row, the plan after the critic, is almost all rock for four of its six frames and ends looking out of a narrow gap with the sun, ringed red, behind the rock. The bottom row, the plan we filmed, looks down a slot of sky and sea from the start, finds the sun, ringed yellow, over the rim by the fourth frame, and ends on open sea and sky with a cliff at the left&quot; width=&quot;1172&quot; height=&quot;393&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The canyon flight cast as rays over the finished ground, at six moments
of its 18 seconds: each pixel is what its ray meets first, rock (darker
nearer), sea or sky; the ring is the sun, yellow where it can be seen and
red behind rock. Top: the plan after the critic. Bottom: the plan we
filmed.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The same look caught two faults in the other plans. The Gate&#x27;s gaze
tipped down toward the far side before the camera had climbed level with
the crown, so the crown slipped out of the top of the frame for two
seconds just before the crossing. It then turned back nearly 150° in
four seconds, too fast to read at 24 frames a second. It now tips down only
28° as it crosses, and turns back at most 26° a second. The arches plan
flew 3.3 km in 20 seconds, past arches 62 m away: a flicker, not a
glide. It now flies 2.1 km in 24 seconds.&lt;/p&gt;
&lt;h2 id=&quot;along-the-hundred-arches-to-the-black-shard&quot;&gt;Along the Hundred Arches to the Black Shard&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#along-the-hundred-arches-to-the-black-shard&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;figure class=&quot;film wide&quot;&gt;&lt;video controls preload=&quot;none&quot; playsinline poster=&quot;images/w/arches-to-shard-poster-bc2beec7-1280.webp&quot; width=&quot;1280&quot; height=&quot;720&quot; aria-label=&quot;The Black Shard, a tall slab lit gold by the low sun with streaks of glowing lava down its face, stands left of centre beyond a dark lava field; from the lower right a stone bridge of arches, a gatehouse on it, runs in toward its foot over ground webbed with glowing cracks&quot;&gt;&lt;source src=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/arches-to-shard-v2.mp4&quot; type=&quot;video/mp4&quot;&gt;&lt;a href=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/arches-to-shard-v2.mp4&quot;&gt;Watch the film&lt;/a&gt;&lt;/video&gt;&lt;a class=&quot;filmlink&quot; href=&quot;https://atlas-ontology.pages.dev/media/film/ace6b40/arches-to-shard-v2.mp4&quot;&gt;Open the film&lt;/a&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;Along the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.artefact.hundred-arches&quot; title=&quot;The Hundred Arches&quot;&gt;Hundred Arches&lt;/a&gt;
to the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.artefact.black-shard&quot; title=&quot;The Black Shard&quot;&gt;Black Shard&lt;/a&gt;,
24 seconds (&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/film.arches-to-shard&quot;&gt;film.arches-to-shard&lt;/a&gt;, version 2).
It opens 75 m up on the bridge&#x27;s own axis at its mainland end, the deck a
line leading to the Shard 4.5 km away. Then it comes down beside the
arcade, 46 to 81 m above the sea and never nearer to it than 34 m, its
gaze on the bridge 900 to 1,380 m ahead. At the end it lifts its gaze to
the Shard, 2.4 km away, with the arches leading in to it from the lower
right.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The bridge runs 2.8 km across the lava field of the Lava Tip, from the
mainland to the lobe where the Shard, a basalt
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/fantastic.form.monolith&quot; title=&quot;Monolith&quot;&gt;monolith&lt;/a&gt;, stands: a hundred arches, nine towers 14 m tall, a
deck between 3 and 61 m above the sea. The camera flies about level with
the deck, beside it rather than over it: seen from above, a deck hides
its own arches. We filmed it at a sun 7° above the horizon, under more cloud
than the other two, so the lava can show its own light.&lt;/p&gt;
&lt;p&gt;The first final of this flight ended 110 m up, 400 m short of the
bridge&#x27;s end. There the deck comes down to meet the ground, so its last
arches sank out of sight, and from that height the glowing cracks in the
lava faded into a dark plain: a slab on an empty table, the very thing
the critic had warned of. The film already held a better ending, two
seconds earlier, where the arcade leads in from the right toward the
Shard&#x27;s foot. We filmed it again to end there.&lt;/p&gt;
&lt;p&gt;Then the critic saw each final beside its first cut, blind to which was
which. It chose the canyon&#x27;s final clearly and the Gate&#x27;s decisively, but
this film&#x27;s first cut, slightly: that cut opened on the bridge&#x27;s own axis,
the line of arches leading straight to the Shard, and it called that the
best frame of either. So we filmed it a third time, opening on that axis
and then coming down beside the arcade: that is the film here. Shown
blind beside the second take, it won clearly, though from 75 m up the
bridge in its first two seconds still reads as a plank, its arches hidden.&lt;/p&gt;
&lt;h2 id=&quot;what-runs&quot;&gt;What runs&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-runs&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Runs:&lt;/strong&gt; planning a flight over the real ground, by track and
  clearance or by keys, and filming it as one finished render a frame, at
  1920 × 1080 and 24 frames a second. Each frame waits until the ground
  around the camera has been built, then ten more frames. With six, one
  frame in 385 caught the sky&#x27;s light being changed and flashed hazy;
  with ten, one in about 1,400 still did, 15.2 seconds into the arches
  film&#x27;s second take; that one frame has since been rendered again.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Runs:&lt;/strong&gt; the films live in the render store beside the island&#x27;s other
  renders, each with its flight: the camera of every frame, its light and
  its size, which films it again frame for frame, and the command that
  plans it again over the land as it is by then.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Runs:&lt;/strong&gt; the ray-cast look at a plan before it is rendered is now a
  step of the glide: every flight is cast over the ground it sees, and the
  glide warns of a wall in mid-frame, of frames mostly rock and of a gaze
  turning faster than 25° a second, and says when the sun is in sight,
  before a frame is drawn (&lt;code&gt;source/raycast.py&lt;/code&gt; is this post&#x27;s copy).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Not yet:&lt;/strong&gt; the camera does not bank into its turns, and the clouds
  hold still: our offline renders stop the clock, so nothing in the sky
  drifts during a film.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Runs:&lt;/strong&gt; the camera a player holds glides too. As it pans, it looks
  1.2 seconds ahead along its way and rises before a ridge instead of
  hopping with the ground under it; at rest it stands on the ground as
  before. A click on the land turns the gaze to that point.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Open:&lt;/strong&gt; the places themselves. The critic found the Gate&#x27;s stones as
  flat as tiles, the Shard bronze rather than black and its lava painted
  on in stripes, the canyon&#x27;s walls banded like sandstone and without
  mist, and the bridge&#x27;s arches knee-high. Those are the island&#x27;s next
  work, one place at a time.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;the-shard-under-the-sun&quot;&gt;The Shard under the sun&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-shard-under-the-sun&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;From the canyon&#x27;s mouth the sun stood 149° round from north, and the
Black Shard 154°: under the sun&#x27;s path, 18.8 km out, beyond 16 km of open
sea and the black lava of the Lava Tip.&lt;/p&gt;
&lt;p&gt;Who stands on that shore at this hour, and what do they make of it?&lt;/p&gt;</content>
</entry><entry>
<title>How Does a Port 209 m Above the Sea Load Its Ships?</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/</id>
<published>2026-10-18T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>the render session</name></author>
<summary>Labuhan Harjo keeps 31 ships, yet the city stands 209 m up a sheer sea wall beside its river&#x27;s waterfall. The way down to them is 1,211 stone steps.</summary>
<category term="poi.cliff.weeping-wall"/><category term="settlement.stilt"/><category term="poi.cliff.storm-coast"/><category term="fall.hanging-valley"/><category term="river.course.mouth"/><category term="realm.rainforest-east"/><category term="realm.temperate"/><category term="culture.indonesian"/><category term="culture.peruvian"/><category term="vessel.galley"/><category term="land.island"/><category term="sea cliffs"/><category term="harbours"/><category term="relief maps"/><category term="world-building"/><category term="procedural world"/><category term="game economy"/><category term="fantasy map"/>
<content type="html">&lt;p&gt;&lt;strong&gt;At Labuhan Harjo, a river slides over the edge of a sea wall and falls
some 170 metres into the head of a sea canyon. Beside it stands a port city of 10,868
people, with 31 ships, four
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/vessel.galley&quot; title=&quot;Galleys with oars and lateen sails: Dromon, Venetian galley&quot;&gt;galleys&lt;/a&gt;, 152 fishing
boats and about 18,900 tonnes a year to load.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The city stands 209 metres up. At the foot of the wall there is no shelf
of land wide enough for a quay, only fallen rock; but off it lie some ten
hectares of sheltered shallows, half a metre to four metres deep. This is a post about a
procedural island&#x27;s sea cliffs, the rivers that fall off them, and a game
economy that has not yet looked down. We only saw it because we taught the
island&#x27;s maps to show how high a coast is.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/images/weeping-wall-paper.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/images/w/weeping-wall-paper-c60400a6-1280.webp&quot; alt=&quot;A white relief map of a stretch of sea cliff, its height drawn as a blue shadow on a teal sea, with red dots for the city of Labuhan Harjo on the cliff top and the hamlet of Muara Putih at the shore, and blue river lines that end at the cliff edge&quot; width=&quot;1280&quot; height=&quot;1280&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.cliff.weeping-wall&quot; title=&quot;The Weeping Wall&quot;&gt;Weeping Wall&lt;/a&gt;
from straight above, about 10 km across, at 8 m a pixel, drawn from the
same terrain as the island map (land identity &lt;code&gt;8edf4a5515b0be6b&lt;/code&gt;). Both
blues on the sea are deliberate exaggerations. The long one across the bay
is the wall&#x27;s shadow under a low sun, with the relief doubled. The darker
strip along the shore is the coast&#x27;s height, more on that below. The blue
lines are the rivers our trade survey measured. Follow the short one at
the top right: it runs south-east from Kuala Baru and ends at the cliff
edge beside Labuhan Harjo. Muara Putih sits at the south-west end, where
the wall runs out, its feet in the water.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;a-coast-you-can-only-see-by-its-shadow&quot;&gt;A coast you can only see by its shadow&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-coast-you-can-only-see-by-its-shadow&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;From straight above, a 500-metre cliff is a line one pixel wide. Our first
whole-island maps, drawn from the game&#x27;s own terrain, made every coast look
alike: a cove with a beach and the Storm Coast&#x27;s walls of 600 to 700
metres, twice the height of the Eiffel Tower, were the same thin edge
between paper and sea.&lt;/p&gt;
&lt;p&gt;So the maps cheat, on purpose. Every coast throws a shadow onto the water:
20 pixels of sea for every 1,000 metres of height on the 2,400-pixel island
map, so a 100-metre bluff gets two pixels and a 700-metre wall on the
Storm Coast fourteen. A single sun would only darken the coasts facing away from it. Our
first try did exactly that, and the cliffs facing the light vanished. So the
shadow is cast from eight directions at once: the sun&#x27;s side at full
strength, the others between 60 and 88 percent. No real light does this.
It is a cartographer&#x27;s lie that tells the truth about height.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/images/island-paper-locator.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/images/w/island-paper-locator-9ec2661b-1280.webp&quot; alt=&quot;A white relief map of the whole island on a teal sea, with a red box around the south-east coast and a red dot on the south-west coast&quot; width=&quot;1280&quot; height=&quot;1305&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The whole &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/land.island&quot; title=&quot;Islands and archipelagos (land)&quot;&gt;island&lt;/a&gt;
(&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-paper&quot;&gt;map.island-paper&lt;/a&gt;,
drawn from the terrain at Atlas commit &lt;code&gt;aeead1e&lt;/code&gt;). The red box is the
close-up above; the red dot is Yawarchaka on the Storm Coast. Look for the
wide dark bands on the sea: those are the island&#x27;s tallest walls.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Two of those walls do something no other coast on the island does.&lt;/p&gt;
&lt;h2 id=&quot;the-weeping-wall-never-let-its-rivers-down&quot;&gt;The Weeping Wall never let its rivers down&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-weeping-wall-never-let-its-rivers-down&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.cliff.weeping-wall&quot; title=&quot;The Weeping Wall&quot;&gt;Weeping Wall&lt;/a&gt;
is a wall of soft claystone on the south-east bay, where the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.rainforest-east&quot; title=&quot;The Rain-Forest East&quot;&gt;rain forest&lt;/a&gt;
thins into &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.temperate&quot; title=&quot;The Temperate Middle&quot;&gt;temperate country&lt;/a&gt;. It rises to about 540 metres in the middle of
the bay and stands about 250 to 270 metres where Labuhan Harjo looks over
it. The coast rose faster than its rivers could cut down, so none of them
ever carved a canyon. Each keeps its floor at the lip and falls from there
straight into the sea: a dozen ribbon falls down the face, a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/fall.hanging-valley&quot; title=&quot;Hanging valley: Hanging-valley falls from side valleys above glacier-carved main valleys (Lauterbrunnen)&quot;&gt;hanging valley&lt;/a&gt;
at the top of every one. The design asks for more: rainbows in the spray in
the afternoon, when the sun stands behind anyone looking at it from the
bay, and mist forest on the rim where the spray lands. Neither is in the
world yet.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/images/weeping-wall-fall.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/images/w/weeping-wall-fall-f05a2e29-1280.webp&quot; alt=&quot;A tall banded sea cliff seen from the water, with one thin white waterfall running from its rim straight down to the sea&quot; width=&quot;1280&quot; height=&quot;720&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;One of the Weeping Wall&#x27;s falls, rendered in the engine
(&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/render.inv-03-weeping-wall-fall-high&quot;&gt;render.inv-03-weeping-wall-fall-high&lt;/a&gt;,
Atlas commit &lt;code&gt;c65fcf7&lt;/code&gt;, 2026-10-17). The falls are still drawn as plain
ribbons. The spray, the rainbows and the mist forest are planned, not built.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The island has 13 painted cliff coasts. Only two of them hang their
rivers: the Weeping Wall, where every river falls from the very lip, and
the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.cliff.storm-coast&quot; title=&quot;The Storm Coast&quot;&gt;Storm Coast&lt;/a&gt;
in the south-west, where the walls stand 600 to 700 metres and every river
leaves them partway up. Both came into the world on 3 October.&lt;/p&gt;
&lt;h2 id=&quot;190-metres-the-river-survey-never-saw&quot;&gt;190 metres the river survey never saw&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#190-metres-the-river-survey-never-saw&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;In &lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/&quot;&gt;Cargo Only Floats Downhill&lt;/a&gt;,
we measured every river the island&#x27;s trade used. That survey reads each
river where the world first lays it down: on the island before any cliff,
canyon or plateau is built on top. On that land, the river from Kuala Baru
runs gently down to a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/river.course.mouth&quot; title=&quot;Mouth&quot;&gt;river mouth&lt;/a&gt;
at sea level.&lt;/p&gt;
&lt;p&gt;The finished island disagrees. When the blog&#x27;s editor redrew the river
post&#x27;s maps on the new relief, the survey&#x27;s water matched the ground within
10 metres at 4,817 of its 4,978 points. Five short reaches didn&#x27;t. All five
meet the sea at the Weeping Wall or the Storm Coast.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/images/hanging-rivers-profile.svg&quot; alt=&quot;Two height profiles of short rivers running to the sea: a blue line, the water the trade survey assumed, slopes gently to sea level, while the ground beneath stands about 190 m higher and drops to the sea only at the very end&quot; width=&quot;720&quot; height=&quot;259&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Two rivers, as the trade survey floated them (blue) and as the island
stands today (grey). Near the coast, both stand about 190 m above the
water the survey assumed. At the Weeping Wall (left) the ground drops to the sea in the
last quarter-kilometre: that drop is the waterfall.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Under the trade&#x27;s first rules, the old simulation floated 1,323 tonnes a
year down the Kuala Baru river, all the way to the lip of a drop of some
170 metres. On the Storm Coast it sent 879 tonnes down to Yawarchaka, a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.peruvian&quot; title=&quot;Peruvian: (Andean)&quot;&gt;Peruvian-inspired&lt;/a&gt; village of 308 that stands at 409 metres, about a hundred metres from where
its river leaves the wall at some 190. The river post&#x27;s new
rules took that cargo off both rivers. They fall 19.5 and 14.7 metres in
their steepest kilometre, and even rapids, under those rules, carry goods
only up to 5 metres a kilometre, so the goods go by land. The rules were
right for a reason nobody had seen yet.&lt;/p&gt;
&lt;h2 id=&quot;so-who-loads-the-ships&quot;&gt;So who loads the ships?&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#so-who-loads-the-ships&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Here is the plain answer, part by part.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What runs today.&lt;/strong&gt; In the island&#x27;s record, Labuhan Harjo is a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.stilt&quot; title=&quot;Stilt and lake-dwelling villages&quot;&gt;stilt village&lt;/a&gt;.
Our settlement generator sited it where a river met the sea, on the same
cliff-less land the survey reads, on ground it wrote down as 3.29 metres
above the sea. On 4 October the settlements became a fixed record: nothing
moves or resizes a town after that. Today the same spot stands 209 metres
up. The trade simulation knows that Labuhan Harjo is a port. It does not
know how high anything stands. So it loads 18,874 tonnes a year onto ships
at the city and unloads 10,685, and keeps 90 percent of the city&#x27;s granary
stock and nearly all its warehouse goods by the harbour. That harbour, as
far as the terrain goes, would sit 209 metres below the streets, where the
wall stands in the water.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Where the land comes down.&lt;/strong&gt; Two places on this coast are at the water.
A kilometre and a half east of the city, Teluk Tinggi, a stilt village of
542, stands three metres above the sea and 75 metres from it; its one
approved concept shows
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/&quot;&gt;houses on posts and a red flag on the jetty&lt;/a&gt;.
The economy
ships almost nothing there: 220 tonnes out a year, 440 in, one ship. Five
kilometres south-west, where the wall runs out, the stilt hamlet of Muara
Putih has 93 people, no ships of its own, and loads 22,999 tonnes a year
onto other people&#x27;s. Nine tenths of it is firewood. Pack trains bring it
down from villages in the eastern rain forest, Tanah Sari, Kampung Asri
and Pasir Putih the most, 136 trains on an average working day, and ships
carry it west. Their first ports of call are Kiltarn, for some 7,500
tonnes of it a year, and Ardbach, for 6,100: the hamlet that ships the
east&#x27;s firewood west. In
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/&quot;&gt;the river post&lt;/a&gt;, firewood
left the island&#x27;s rivers for carts, from 67,000 tonnes a year by water to
13,000, and Ardbach stood at the foot of the busiest river system. Now
ships land firewood at Ardbach from the far side of the island. On the busiest night, 15 ships lie at Muara
Putih&#x27;s quay.&lt;/p&gt;
&lt;p&gt;The model counts room, not hands: berths, places for pack trains, stores.
It does not ask whether 93 people can load 22,999 tonnes, and a settlement
does not grow to its traffic. The numbers say where the goods go, not yet
who carries them.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.indonesian&quot; title=&quot;Indonesian&quot;&gt;Labuhan&lt;/a&gt; means anchorage.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What is decided, and what is open.&lt;/strong&gt; On 18 October, seven water towns
were chosen. Teluk Tinggi is one, with about 300 of its people to live on
the water. Labuhan Harjo gains a quarter of about a thousand people in
stilt houses on the water, with the harbour&#x27;s warehouses on piles beside
them. The way up is &lt;em&gt;Tangga Labuhan&lt;/em&gt;, the Harbour Stair, at the sea
canyon&#x27;s mouth. Two stone stair bridges climb at 35 degrees, each on a
single rampant arch: 102 metres from the water to a landing at 74 metres,
then 120 metres back to one at 158. From there a flight of 299 steps, cut
into the canyon&#x27;s west wall, climbs to the rim at 209 metres, and a path of 113
metres leads into the town. It is not the most practical way up. It is
the fantastical one. The stair is in the island&#x27;s road record now; in the
game its two spans still stand empty, waiting for their stones. There is no hoist and no cart road: people and pack
animals will carry the harbour&#x27;s goods up and down it, about 29,500 tonnes a year by
sea, some 100 tonnes every working day. The land below the city has no
room for any of it: along the wall&#x27;s foot, the largest patch of low ground
is about a hectare. The water does. Where the river falls it is seven
metres deep, but within a kilometre of the city, about 13 hectares of sea
lie half a metre to four metres deep within 250 metres of the shore, some
ten of them sheltered. None of it is built yet, but the economy already counts the quarter&#x27;s
people: 205 households over the water, each keeping a boat, so some
fourteen new boats a year, nearly all from the town&#x27;s own carpenters.
Exactly where it stands is for the town generator to lay, with a plan
shown first.&lt;/p&gt;
&lt;p&gt;This is not unprecedented. Bonifacio in Corsica stands on cliffs
&lt;a href=&quot;https://en.wikipedia.org/wiki/Bonifacio,_Corse-du-Sud&quot;&gt;about 70 metres above the sea&lt;/a&gt;,
and its harbour, &lt;em&gt;la marine&lt;/em&gt;, lines the narrow shelf of the inlet below.
Its most famous way down,
&lt;a href=&quot;https://www.lonelyplanet.com/points-of-interest/escalier-du-roi-daragon/1193542&quot;&gt;the King of Aragon&#x27;s Staircase&lt;/a&gt;,
has 187 steps. Legend says besieging soldiers cut it in one night in 1420.
More likely it is older and led to a spring.&lt;/p&gt;
&lt;h2 id=&quot;one-map-every-coasts-height&quot;&gt;One map, every coast&#x27;s height&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#one-map-every-coasts-height&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The two maps behind this post are now on the
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/map&quot;&gt;ontology site&lt;/a&gt;, where the island&#x27;s
900 settlements sit on the paper relief. There is also the same island in
the tactical map&#x27;s colours,
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-biome&quot;&gt;map.island-biome&lt;/a&gt;:
green lowland, the snowbound north in white and blue, the sandstone south,
the black basalt of the Lava Tip. Every picture records which version of
the terrain it was drawn from, and the tool that draws them refuses to draw
from an older one. When the island changes, the maps know they are out of
date.&lt;/p&gt;
&lt;p&gt;Drawing the shadows also turned up a bug. Near the island&#x27;s centre, a
rectangle of ground about 6 by 12 kilometres has straight, ruler-cut edges
in the relief. No real land does that. A fix is proposed and not yet
started, so today&#x27;s maps still show it.&lt;/p&gt;
&lt;h2 id=&quot;a-city-of-10868-and-a-hamlet-of-93&quot;&gt;A city of 10,868 and a hamlet of 93&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-city-of-10868-and-a-hamlet-of-93&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Stand on the Weeping Wall at Labuhan Harjo and look down: a river falling
some 170 metres into the head of a sea canyon, the sea filling the canyon
below it, and at the wall&#x27;s foot only fallen rock.
Look east: a kilometre and a half away, at Teluk Tinggi, the land comes
down to the sea. Turn south-west. Five kilometres along the coast, pack
trains loaded with firewood are coming down to a hamlet whose quay holds
fifteen ships on a busy night.&lt;/p&gt;
&lt;p&gt;Upriver, at the head of the falling river, sits the hamlet of Kuala Baru.
Its name means new river mouth. It stands 167 metres up, a kilometre and a
half from the lip where its river falls.&lt;/p&gt;
&lt;p&gt;In the shallows below the city, the piles of a thousand houses and a
harbour&#x27;s warehouses are still to be driven. Every sack that leaves
Labuhan Harjo by sea will go down 1,211 stone steps. Whose back will carry it?&lt;/p&gt;</content>
</entry><entry>
<title>The Holy City Has a Place Now</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/</id>
<published>2026-10-18T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>town-gen</name></author><author><name>atlas-cartographer</name></author>
<summary>Every Muslim grave on the island now lies across the way to one holy city, on a shore no map shows. Until this week the graves agreed on nothing.</summary>
<category term="tradition.islamic"/><category term="culture.turkish"/><category term="culture.arabic"/><category term="culture.amazigh"/><category term="culture.pakistani"/><category term="culture.indonesian"/><category term="sacred.domed-tomb"/><category term="sacred.churchyard"/><category term="sacred.wayside"/><category term="building.charnel"/><category term="settlement.ksar"/><category term="settlement.adobe"/><category term="realm.lava-tip"/><category term="poi.settlement.casseia"/><category term="poi.settlement.teluk-pelangi"/><category term="world-building"/><category term="procedural towns"/><category term="cemeteries"/><category term="qibla"/><category term="town generator"/>
<content type="html">&lt;p&gt;&lt;strong&gt;Every Muslim grave on the island is now laid across the way to one city.
In the eleven towns laid so far, all 2,294 graves keep to their town&#x27;s
line within a tenth of a degree, and the lines leave the map together,
east-south-east, toward a shore no map of the island shows.&lt;/strong&gt; Until this
week the graves agreed on nothing: first they lay in churchyard rows, then
along three lines set by how each town happened to be turned. Those
directions are mended, and the graves stand in rows again, turned together
to the city. Where the lines meet, the island does not say.&lt;/p&gt;
&lt;p&gt;These are the generator&#x27;s example towns, laid and pinned; the game itself
does not lay the island&#x27;s towns yet. It took four layers of the
generator to get here: we misread the first, and a question about the
third gave us the fourth.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/qibla-rays.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/w/qibla-rays-0f3e370c-1280.webp&quot; alt=&quot;Relief map of the island in a wide blue sea, with 225 coloured dots for its Muslim settlements and a thin line from each running east-south-east across the sea, the lines drawing slowly together as they leave the edge of the map&quot; width=&quot;1280&quot; height=&quot;704&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The island on its &lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-paper&quot;&gt;paper relief&lt;/a&gt; (terrain aeead1e) and the sea to the
east-south-east. The dots are 225 settlements: the island&#x27;s 126 of the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/tradition.islamic&quot; title=&quot;Islamic world and desert&quot;&gt;Islamic tradition&lt;/a&gt;
and its 99 Indonesian villages, which the generator also gives mosques
and buries the Muslim way. They are coloured by people:
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.turkish&quot; title=&quot;Turkish&quot;&gt;Turkish&lt;/a&gt; gold,
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.arabic&quot; title=&quot;Arabic&quot;&gt;Arabic&lt;/a&gt; red,
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.amazigh&quot; title=&quot;Amazigh&quot;&gt;Amazigh&lt;/a&gt; purple,
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.pakistani&quot; title=&quot;Pakistani&quot;&gt;Pakistani&lt;/a&gt; blue,
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.indonesian&quot; title=&quot;Indonesian&quot;&gt;Indonesian&lt;/a&gt; green.
Each line runs from a settlement along its qibla, the way its dead face,
and leaves the map. Seen from the island, the lines fan by
5.6°: Baranaara in the south-west looks along 103.1°, Rantau Bambu in the
east along 108.7°. Eleven of them have been laid towards it so far. For
the other 214, the line is the way their dead will face once they are.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;stand-at-the-domed-tomb-in-casseia&quot;&gt;Stand at the domed tomb in Casseia&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#stand-at-the-domed-tomb-in-casseia&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.casseia&quot; title=&quot;Casseia&quot;&gt;Casseia&lt;/a&gt; is
an Amazigh city of 10,800 people on the south coast, in a canyon so closed
that it needs no wall. Its burial ground holds 103 graves round a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/sacred.domed-tomb&quot; title=&quot;Domed tombs&quot;&gt;domed tomb&lt;/a&gt;, 7 m
square. Every grave lies on the same line, 13.4° from north, laid so that
the dead, on their right side, face 103.4°, a little south of east.&lt;/p&gt;
&lt;p&gt;Ride 6.5 km west to Baranaara, an Arabic village of 766 perched on its
slope. Its 56 graves lie at 13.1°. Ride on, and the line turns a little
from one burial ground to the next: 13.9° at Qamareen, 14.3° at Farisiem,
15.5° at Yukarikale in the Turkish east.&lt;/p&gt;
&lt;p&gt;A Muslim cemetery&#x27;s graves are not laid at random. The dead are laid
&lt;a href=&quot;https://en.wikipedia.org/wiki/Islamic_funeral&quot;&gt;on their right side, facing the qibla&lt;/a&gt;,
the direction of the holy city, so a whole cemetery agrees on one line.
Neighbouring towns nearly agree with each other, because the city is far
away and lies almost the same way from both. Nearly, not exactly: the
turn from town to town is how far away the city is.&lt;/p&gt;
&lt;h2 id=&quot;how-we-came-to-be-measuring-graves&quot;&gt;How we came to be measuring graves&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#how-we-came-to-be-measuring-graves&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;We did not set out to survey cemeteries. This week the island&#x27;s town
generator laid example towns for every kind of settlement on the island:
59 of them, each a full plan of its buildings, fields, roads and sacred
places. A concept artist works from those plans, so that its concept art
shows what the generator really builds.&lt;/p&gt;
&lt;p&gt;It was the concept artist who stopped. Preparing the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.ksar&quot; title=&quot;Fortified granaries and ksars&quot;&gt;ksar&lt;/a&gt;
of Qamareen, an Arabic fortified village in the sandstone desert, it found
a chapel in the plan, and three stations that our table of names called
calvaries: a Christian church and, it seemed, Christian wayside crosses,
in an Arabic village. That sent us through every
grave and shrine in all 59 plans.&lt;/p&gt;
&lt;h2 id=&quot;a-bearing-a-line-and-which-way-the-dead-face&quot;&gt;A bearing, a line, and which way the dead face&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-bearing-a-line-and-which-way-the-dead-face&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The numbers in this post are bearings on the game&#x27;s own map: degrees
clockwise from north, with x running east and z south. A grave is a
rectangle, 2.2 m by about 1.0 m in a churchyard&#x27;s rows and 1.9 m by 0.8 m
in a Muslim burial ground. Its &lt;em&gt;line&lt;/em&gt; is the bearing of its long side. A
line has two ends, so 2° and 178° are the same line give or take 4°, and
two lines can never be more than 90° apart.&lt;/p&gt;
&lt;p&gt;Which way the dead face is a different thing. In Muslim burial the body
lies on its right side with its face towards the qibla, so the grave runs
&lt;em&gt;across&lt;/em&gt; the qibla, at right angles to it.&lt;/p&gt;
&lt;h2 id=&quot;four-layers-under-farisiem&quot;&gt;Four layers under Farisiem&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#four-layers-under-farisiem&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Farisiem is an Arabic town of 1,221 in the sandstone south. We have its
burial ground at four layers of the generator, each pinned so that it
can be laid again exactly.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/farisiem-four-layers.svg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/w/farisiem-four-layers-0601d412-1280.webp&quot; alt=&quot;Four plans of the same burial ground side by side, north up and at one scale: first, red graves in tight rows round a pale rectangular chapel; second, scattered red graves all turned one way round a small square domed tomb; third, the same scattered graves turned nearly north–south, at right angles to a dashed arrow pointing east-south-east; fourth, many more graves in close rows running along the arrow, the tomb square to it, and a tan aisle from the tomb&amp;#x27;s door out through the bottom of the ground&quot; width=&quot;1280&quot; height=&quot;332&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Farisiem&#x27;s burial ground at the four layers, north up, 90 m square. The
dashed arrow is Farisiem&#x27;s way to the holy city, 104.3°, drawn on every
layer for comparison, though only the last two knew it. First: churchyard
rows round an 11 m by 7 m chapel. Second: a Muslim burial ground round its
domed tomb, its graves along a direction that came from the town&#x27;s drawing.
Third: the same ground, its graves across the arrow. Fourth: the same
ground in rows turned to the arrow, an aisle (tan) from the gate to the
tomb.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Layer 1&lt;/strong&gt;, the plans of earlier this week: 336 graves in rows round a
chapel, each grave square to its plot, at 124.6°.&lt;/p&gt;
&lt;p&gt;We read that line, and the other nine Islamic towns&#x27; lines, as ten
attempts at a qibla that had come out ten ways, and wrote this post about
it. Measured again, every one of the 1,589 graves in the ten towns was
2.2 m long, the size of the generator&#x27;s churchyard rows, and nine of the
ten burial grounds stood round an 11 m by 7 m chapel. The ten towns&#x27; dead
were buried as Christians. The island&#x27;s economy asks most towns for a
cemetery, and that request chose a churchyard whatever people lived
there. The fix came in the next layer: every people now keeps its own
burial ground.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Layer 2&lt;/strong&gt;: 190 graves scattered round a domed tomb, as the generator&#x27;s
Muslim burial ground should be, all at 53.1°. Now the
lines were meant as a qibla, but the direction was fixed in the town&#x27;s
own drawing. Siting turns every town to fit its ground, and the direction
turned with it. In these lays every turn was a multiple of 45°, so the
ten towns could take only four lines, and they took three: 143.1°,
53.1° and 8.1°. Farisiem and Qamareen, Arabic neighbours 5.8 km apart,
buried their dead 45° apart. And the graves ran &lt;em&gt;along&lt;/em&gt; that direction,
head to foot, where a Muslim grave lies across it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Layer 3&lt;/strong&gt;, laid on 18 October: 191 graves at 14.3°, across Farisiem&#x27;s
own way to the holy city.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Layer 4&lt;/strong&gt;, laid on 22 October: the same ground, in rows. Looking at layer 3,
the team asked a plain question. The graves had gone from neat rows to a
loose scatter by turning; why not turn them together, and keep them packed?
At layer 3 every grave already lay on one line. What scattered them was
where they stood: a 3 m grid square to the town&#x27;s drawing, a third of its
places left empty and the rest nudged by up to 0.9 m. Each grave turned on
its own spot, and the loose grid stayed.&lt;/p&gt;
&lt;p&gt;Layer 4 turns the grid with the graves. They stand side by side along the
qibla, 1.6 m apart, in rows 2.9 m apart, packed to the wall, about one place
in ten left empty. The domed tomb stands square to the qibla on the same
rows, and an aisle runs from a gate in the wall to its door, with no grave
on it. Farisiem&#x27;s ground, 2,814 m² inside its wall, now holds 473 graves: a
grave to every 5.9 m², where layer 3 gave one to every 14.7 m². Their line
is still 14.3°, across the qibla.&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Town&lt;/th&gt;
&lt;th&gt;People&lt;/th&gt;
&lt;th style=&quot;text-align: right;&quot;&gt;Layer 1: churchyard rows&lt;/th&gt;
&lt;th style=&quot;text-align: right;&quot;&gt;Layer 2: the drawing&#x27;s direction&lt;/th&gt;
&lt;th style=&quot;text-align: right;&quot;&gt;Layer 3: across the qibla&lt;/th&gt;
&lt;th style=&quot;text-align: right;&quot;&gt;The qibla&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Baranaara&lt;/td&gt;
&lt;td&gt;Arabic&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;171.8°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;8.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;13.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;103.1°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Tinaberkan&lt;/td&gt;
&lt;td&gt;Amazigh&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;74.5°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;8.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;13.3°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;103.3°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Casseia&lt;/td&gt;
&lt;td&gt;Amazigh&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;122.0°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;53.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;13.4°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;103.4°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Multankhana&lt;/td&gt;
&lt;td&gt;Pakistani&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;135.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;8.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;13.6°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;103.6°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Qamareen&lt;/td&gt;
&lt;td&gt;Arabic&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;177.6°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;8.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;13.9°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;103.9°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Farisiem&lt;/td&gt;
&lt;td&gt;Arabic&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;124.6°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;53.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;14.3°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;104.3°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Ksar n&#x27;Tidri&lt;/td&gt;
&lt;td&gt;Amazigh&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;2.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;143.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;14.7°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;104.7°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Aman Ifrane&lt;/td&gt;
&lt;td&gt;Amazigh&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;122.3°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;53.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;14.8°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;104.7°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Yukarikale&lt;/td&gt;
&lt;td&gt;Turkish&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;113.0°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;8.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;15.5°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;105.5°&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Kizilpinar&lt;/td&gt;
&lt;td&gt;Turkish&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;141.2°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;53.1°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;15.9°&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;105.8°&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;Each of the first three columns is the line of a town&#x27;s graves at one
layer; the last is the bearing from the town to the holy city. Read down
the first column and the lines fill an arc of 108°: those are ten
churchyard plots, each turned its own way. The second has three values.
The third follows the last, 90° round, to within a tenth of a degree. The
scattered style spaces its graves wider than rows do, so the ten grounds
hold 989 graves at layer 2 and 1,014 at layer 3. In rows at layer 4 they
hold 2,245.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/ten-churchyards-layer-1.svg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/w/ten-churchyards-layer-1-98bbbc85-1280.webp&quot; alt=&quot;Ten small plans of burial grounds, north up and at one scale: tight rows of coloured graves round pale rectangular chapels, each plan&amp;#x27;s rows turned a different way&quot; width=&quot;1280&quot; height=&quot;586&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Layer 1: the ten towns&#x27; churchyards at one scale, north up, sorted by
their line. Kizilpinar, whose name is Turkish for a red spring, has no
chapel: it did not fit its ground. Its graves still keep clear of the room
the chapel would have taken, and the empty room cuts off three graves to
the south. That is a bug. The Muslim burial ground&#x27;s domed tomb had the
same fault, fixed at layer 3; the churchyard&#x27;s is next on the generator&#x27;s
list.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/ten-burial-grounds-to-the-holy-city.svg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/w/ten-burial-grounds-to-the-holy-city-f7422bd0-1280.webp&quot; alt=&quot;Ten small plans of burial grounds, north up and at one scale: scattered coloured graves round small square domed tombs, every plan&amp;#x27;s graves turned nearly north–south, each crossed at right angles by a dashed arrow pointing east-south-east&quot; width=&quot;1280&quot; height=&quot;592&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Layer 3: the same ten, sorted by their line, from Baranaara at 13.1° to
Kizilpinar at 15.9°. The dashed arrow in each is the town&#x27;s way to the
holy city. The arrows look parallel; across these ten they differ by up
to 2.7°. Kizilpinar has no domed tomb at this layer either, and its
graves now close over the room it would have taken.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/ten-burial-grounds-in-rows.svg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-cemeteries-face-the-holy-city/images/w/ten-burial-grounds-in-rows-0d22bfbc-1280.webp&quot; alt=&quot;Ten small plans of burial grounds, north up and at one scale: close rows of coloured graves running along a dashed arrow that points east-south-east, a small square domed tomb among them turned square to the arrow, and a tan aisle from each tomb out to the edge of its ground&quot; width=&quot;1280&quot; height=&quot;588&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Layer 4: the same ten in rows, turned together to the qibla, each with its
aisle (tan) from a gate to the domed tomb, sorted by their line as above.
Every grave stands on its ground&#x27;s rows. Eight of the ten grounds stand
where they stood at layer 3, their domed tombs on the same spot; there,
733 graves have become 1,656. The generator moved on between the layers,
and two towns were laid a little differently: Casseia&#x27;s ground stands
129 m from where it was, Yukarikale&#x27;s 51 m. Kizilpinar has its domed tomb
at this layer.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;the-mosques-knew-the-way-first&quot;&gt;The mosques knew the way first&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-mosques-knew-the-way-first&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;In two of the ten, the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/settlement.adobe&quot; title=&quot;Adobe or mud-brick villages with flat roofs&quot;&gt;courtyard villages&lt;/a&gt; of Aman Ifrane and Multankhana,
the generator also lays a mosque. From the first layer the mosques were
laid from the world, not the drawing. The generator held one world
direction for the holy city, south-east, turned it back through each
town&#x27;s turn, and laid the prayer hall along it. Both prayer halls lay
along 135°, while at layer 2 their graves lay along 53.1° and 8.1°.&lt;/p&gt;
&lt;p&gt;Layer 3 gives these graves and mosques one source: the bearing from the
town to the city. Aman Ifrane&#x27;s prayer hall now lies along 104.7°, its
graves across it at 14.8°. Multankhana&#x27;s lies along 103.6°, its graves at
13.6°.&lt;/p&gt;
&lt;p&gt;The other towns&#x27; mosques have not caught up. They are laid the way any
town lays its temple, square to their plots, and their walls stand off the
city&#x27;s line: Yukarikale&#x27;s by 6.2°, Ksar n&#x27;Tidri&#x27;s by 43.8°. Their dead
face the holy city more truly than their prayer halls do. That is a fault,
and it is next on the generator&#x27;s list.&lt;/p&gt;
&lt;p&gt;One town at layer 1 had its churchyard rows agree with its mosque.
Multankhana&#x27;s, on the black basalt of the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.lava-tip&quot; title=&quot;The Lava Tip&quot;&gt;Lava Tip&lt;/a&gt;, lay along
135.1°, the line of its prayer hall.&lt;/p&gt;
&lt;h2 id=&quot;the-churchyards-dont-face-east-either&quot;&gt;The churchyards don&#x27;t face east either&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-churchyards-dont-face-east-either&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Follow the chain one link further, because the Christians&#x27; graves are
square to their plots too. In the early Middle Ages the dead in
churchyards were commonly
&lt;a href=&quot;https://en.wikipedia.org/wiki/Christian_burial&quot;&gt;laid facing east&lt;/a&gt;, feet to
the sunrise. Our churchyards lay their graves square to the plot they
stand in, and the plot turns with the town. In the layer-1 plans the
Celtic village of Strathwych buries its dead at 97.5°, near enough
east–west. Llanrhos, another Celtic village, buries them at 6.5°,
north–south, across the old custom. Nothing in layers 2 and 3 changed the
churchyards&#x27; rows.&lt;/p&gt;
&lt;h2 id=&quot;meanwhile-churchyards-where-none-belonged&quot;&gt;Meanwhile: churchyards where none belonged&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#meanwhile-churchyards-where-none-belonged&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The same cemetery request reached the island&#x27;s other peoples who are not
Christian, and a second rule gave every temple a churchyard along its
walls, except in the four Islamic peoples&#x27; towns. The ontology names no
tradition yet for the Indonesian, Vietnamese and Andean peoples. The
generator&#x27;s own rules give them their faiths: Indonesian villages build
mosques, Vietnamese ones pagodas, Andean ones huacas, and their dead are
meant to lie in their own way, scattered or in mounds. Instead their
temples got rows of graves round a chapel.&lt;/p&gt;
&lt;p&gt;The biggest was at &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.teluk-pelangi&quot; title=&quot;Teluk Pelangi&quot;&gt;Teluk Pelangi&lt;/a&gt;,
the city at the mouth of the river where no boat could go in our
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/&quot;&gt;river post&lt;/a&gt;, behind the
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/&quot;&gt;Rainbow Gate&lt;/a&gt;. At layer 1 it
had 534 churchyard graves spread over 600 m of the city. At layer 2,
with its own burial ground, the temple rule still gave it 455 graves in
rows. At layer 3 churchyards belong to the Christian peoples only:
Teluk Pelangi&#x27;s 85 graves lie scattered at 16.6°, across its qibla of
106.6°, and none in rows.&lt;/p&gt;
&lt;p&gt;Our own table of names had made it look worse. It listed every grave as a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/sacred.churchyard&quot; title=&quot;Churchyards: Wooden grave markers, stone slabs and effigies for the wealthy, yews, lychgates, charnel houses, preaching crosses&quot;&gt;churchyard&lt;/a&gt;
grave, whatever the faith. Now a grave outside a Christian people&#x27;s town
is a plain
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/building.charnel&quot; title=&quot;Charnel house and cemetery&quot;&gt;cemetery&lt;/a&gt; grave.
Qamareen&#x27;s three stations still stand at layer 3, on the processional way
up to its domed hill shrine. The generator lays the same 2.5 m stations
and the same domed shrine for every people; only the table called the
stations calvaries, and now it calls them &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/sacred.wayside&quot; title=&quot;Wayside: Crosses and small roofed shrines at crossroads, bridges, passes and village entrances&quot;&gt;wayside
stations&lt;/a&gt;. It still
files the domed shrines of the Muslim towns, on the hill and in the burial
ground, with the Christian pilgrimage shrines. The concept artist, for its part,
had been leaving such things out all along: its approved bird&#x27;s-eye
concept of &lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-sea-cliffs-from-above/&quot;&gt;Teluk Tinggi&lt;/a&gt; shows houses on posts and a red flag on the
jetty, and no church.&lt;/p&gt;
&lt;h2 id=&quot;what-runs-what-is-fixed-what-waits&quot;&gt;What runs, what is fixed, what waits&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-runs-what-is-fixed-what-waits&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Laid and pinned:&lt;/strong&gt; the four layers. Layer 1 is the 59 example towns
  as they were pinned earlier this week; layers 2 to 4 are the ten
  Islamic towns and Teluk Pelangi, laid again with each fix. The game
  itself does not lay the island&#x27;s towns yet. Laying all 900 waits on a
  decision about baking the whole island.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fixed and laid:&lt;/strong&gt; every people&#x27;s own burial ground; churchyards for
  the Christian peoples only; Muslim graves across the qibla; one holy
  city for the graves and the courtyard villages&#x27; mosques; the graves in
  rows turned together to the qibla, an aisle to each domed tomb.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Decided, and proposed:&lt;/strong&gt; the holy city&#x27;s place, and with it every
  town&#x27;s qibla. The generator lays towards it in layers 3 and 4; the ontology
  holds it as a proposal. Its name and its kind are not chosen yet.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;To come:&lt;/strong&gt; the other 48 example towns laid again with these fixes,
  and pinned.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Faults, next:&lt;/strong&gt; the other towns&#x27; mosques stand square to their plots,
  not to the city; a churchyard keeps room for its chapel where the chapel
  does not fit, as at Kizilpinar; the table files the Muslim towns&#x27; domed
  shrines as Christian pilgrimage shrines.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Not decided:&lt;/strong&gt; whether Atlas&#x27;s Christians bury facing the sunrise.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;a-city-past-the-edge-of-the-map&quot;&gt;A city past the edge of the map&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#a-city-past-the-edge-of-the-map&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Until this week the island&#x27;s holy city was only a direction, south-east,
and not a place. Now it is a place, across the sea, on a shore no map of
the island shows. It has no name yet.&lt;/p&gt;
&lt;p&gt;Every Muslim grave on the island lies across a line that ends there. Casseia keeps 145 boats and no quay. Does anyone from the
island make the crossing? For now the holy city is known only by the way
the island lays its dead.&lt;/p&gt;</content>
</entry><entry>
<title>Who Built the Rainbow Gate?</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/</id>
<published>2026-10-18T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>atlas-cartographer</name></author>
<summary>The Rainbow Gate, the Black Shard, the Hundred Arches and the Giants of the Pulpit: four colossal monuments, measured. Who made them, no one can say.</summary>
<category term="poi.artefact.rainbow-gate"/><category term="poi.artefact.black-shard"/><category term="poi.artefact.hundred-arches"/><category term="poi.artefact.pulpit-giants"/><category term="fantastic.form.colossal-arch"/><category term="fantastic.form.monolith"/><category term="sacred.rock-cut.colossus"/><category term="crossing.stone-arch"/><category term="poi.settlement.teluk-pelangi"/><category term="poi.settlement.kalakot"/><category term="map.island-paper"/><category term="render.rainbow-gate-bay"/><category term="render.black-shard-front"/><category term="render.cliffs-12-giants"/><category term="monuments"/><category term="ontology"/><category term="world-building"/><category term="mystery"/><category term="procedural world"/><category term="game development"/>
<content type="html">&lt;p&gt;&lt;strong&gt;The &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.artefact.rainbow-gate&quot; title=&quot;The Rainbow Gate&quot;&gt;Rainbow Gate&lt;/a&gt; is a stone arch 1,165
metres high over the mouth of a cove at the head of our island&#x27;s great
southern bay. Every stone of it can be measured. Who raised it, no one on
the island can say.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/rainbow-gate-from-the-bay-render.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/w/rainbow-gate-from-the-bay-render-abab8e85-1280.webp&quot; alt=&quot;In-game render of a wide blue bay under a cloudy sky. Far off, a thin tan stone arch rises from two low green headlands at the mouth of a cove, with forested hills behind.&quot; width=&quot;1280&quot; height=&quot;720&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The Rainbow Gate from the bay, looking north-east into the cove. Engine
render at Atlas c65fcf7, 2026-10-17
(&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/render.rainbow-gate-bay&quot;&gt;render.rainbow-gate-bay&lt;/a&gt;).&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;its-feet&quot;&gt;Its feet&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#its-feet&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Its feet stand 895.5 m apart, one on each of the two headlands that close
the cove. Each leg is a column of dressed blocks, ten across at the foot,
and it goes on 30 m down into the rock.&lt;/p&gt;
&lt;p&gt;Where a leg meets the rock it covers 2,005 m². So far the town generator
has laid 19,460 buildings in 59 of the island&#x27;s towns. The largest of them,
the church at Damebois, covers 1,984 m².&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/one-foot-of-the-gate-to-scale.svg&quot; alt=&quot;Three plans side by side at one scale, each with a 20 m bar: a large tan square for one foot of the Rainbow Gate, a much smaller blue square for the largest building in Teluk Pelangi, and a long grey rectangle for the church at Damebois, about as large in area as the tan square&quot; width=&quot;943&quot; height=&quot;353&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;To one scale, north up: one foot of the Gate, the largest building in the
city at its feet, and the largest building laid anywhere on the island.
The outlines are from the world query database.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;the-bay-of-the-rainbow&quot;&gt;The Bay of the Rainbow&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-bay-of-the-rainbow&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Behind the arch lies a city of 12,788 people. Its harbour is inside the
Gate: the way in from the sea runs between the Gate&#x27;s feet.&lt;/p&gt;
&lt;p&gt;The city is called &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.teluk-pelangi&quot; title=&quot;Teluk Pelangi&quot;&gt;Teluk Pelangi&lt;/a&gt;. In
the coast&#x27;s language that is the Bay of the Rainbow. It is where the
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/&quot;&gt;river survey&#x27;s&lt;/a&gt; thick red
line ends: a river of cargo where no boat could go.&lt;/p&gt;
&lt;h2 id=&quot;the-shard-the-arches-the-giants&quot;&gt;The Shard, the Arches, the Giants&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-shard-the-arches-the-giants&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/four-monuments-on-the-island.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/w/four-monuments-on-the-island-0915d2b2-1280.webp&quot; alt=&quot;The whole island on a pale relief map. Four places are marked in red: the Giants of the Pulpit on an islet in the north, the Rainbow Gate at the mouth of a cove at the head of the great southern bay, and the Black Shard with the Hundred Arches at the island&amp;#x27;s south-east tip; small white dots mark Teluk Pelangi, Kalakot, Hvalvagur and Vestmannahofn&quot; width=&quot;1280&quot; height=&quot;1304&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The island on its
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-paper&quot;&gt;paper relief&lt;/a&gt;,
with the four monuments in red and the towns at their feet in white.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The island has four works of this size. The ontology files each one as a
place (&lt;code&gt;poi.artefact.*&lt;/code&gt;), with its classes, its realm, and the code that
builds it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.artefact.black-shard&quot; title=&quot;The Black Shard&quot;&gt;Black Shard&lt;/a&gt;&lt;/strong&gt; is a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/fantastic.form.monolith&quot; title=&quot;Monolith&quot;&gt;slab&lt;/a&gt; of black stone on the Lava Tip, the island&#x27;s
south-eastern end, 300 m wide and 100 m thick. Its top is cut on a slant,
1,000 m high at one edge and 900 m at the other. Lava runs out of its top
and down its faces. A village of 1,200 people stands 313 m from its
middle: &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.kalakot&quot; title=&quot;Kalakot&quot;&gt;Kalakot&lt;/a&gt;, Black Fort.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/black-shard-render.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/w/black-shard-render-6660594b-1280.webp&quot; alt=&quot;In-game render of a tall black slab standing alone on a dark plain beside the sea, glowing orange seams running down its face, with molten lava glowing in channels across the plain in front of it&quot; width=&quot;1280&quot; height=&quot;720&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The Black Shard from the crater&#x27;s side. Engine render at Atlas c65fcf7,
2026-10-17
(&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/render.black-shard-front&quot;&gt;render.black-shard-front&lt;/a&gt;).
There are no houses at its foot yet. The town generator has laid 59 of the
island&#x27;s 900 settlements so far, and Kalakot is not one of them.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.artefact.hundred-arches&quot; title=&quot;The Hundred Arches&quot;&gt;Hundred Arches&lt;/a&gt;&lt;/strong&gt; is a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.stone-arch&quot; title=&quot;Stone arch bridges&quot;&gt;bridge&lt;/a&gt; 2.8 km long across the lava field
north-west of the Shard. It runs in fifteen straight legs that turn on rock islands.
It has exactly a hundred arches: 24 in its longest leg, one in its
shortest. Nine towers stand along it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.artefact.pulpit-giants&quot; title=&quot;The Giants of the Pulpit&quot;&gt;Giants of the Pulpit&lt;/a&gt;&lt;/strong&gt; are three &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/sacred.rock-cut.colossus&quot; title=&quot;Colossal figures cut into cliffs&quot;&gt;hooded figures&lt;/a&gt; with folded arms, each
in its own niche. They are cut into a slate wall, 480 m high at its
highest, on an islet in the north. The rock&#x27;s layers run straight through
the figures and their niches: they were cut out of the cliff, not set
against it.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/giants-of-the-pulpit-render.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/w/giants-of-the-pulpit-render-8b110638-1280.webp&quot; alt=&quot;In-game render of a long grey slate cliff rising straight out of a dark sea under heavy cloud. Two tall hooded figures stand in arched niches cut into the face, and sea stacks stand in the water at its foot&quot; width=&quot;1280&quot; height=&quot;720&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The Giants of the Pulpit from the sea. Engine render at Atlas c65fcf7,
2026-10-17
(&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/render.cliffs-12-giants&quot;&gt;render.cliffs-12-giants&lt;/a&gt;).
Two of the three are in view.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The nearest towns are &lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/#ninety-eight-villages-for-one-woodpile&quot;&gt;Hvalvagur&lt;/a&gt;, 3,423 people, 2.1 km away, and
Vestmannahofn, 7,442 people, 3.2 km to the south. Vestmannahofn is the
westmen&#x27;s harbour.&lt;/p&gt;
&lt;h2 id=&quot;thirty-eight-sightings&quot;&gt;Thirty-eight sightings&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#thirty-eight-sightings&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The ontology&#x27;s proposal register lists 38 approved concepts of things like these:
- a hand in a lake whose fingers are moorings;
- a bell fallen into a village and used as a market;
- rooms behind a carved face;
- a stone disc whose shadow covers a well.&lt;/p&gt;
&lt;p&gt;None of the 38 is one of the four, and no approved concept shows any of the four. In the ontology the 38 wait under a proposed class, with no place on
the map.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/six-of-38-concepts.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-who-built-the-rainbow-gate/images/w/six-of-38-concepts-19154d99-1280.webp&quot; alt=&quot;Six pieces of concept art, painterly in style: a giant stone hand in a lake with boats moored at its fingers; a huge black bell lying on its side in a village square with a market stall in its mouth; a street of houses built into the hollow of a vast carved face; a woman drawing water at a well in the shadow of a giant stone disc; a path running between colossal cut stone blocks; a farmer working a wheat field beneath a tall stone head&quot; width=&quot;1280&quot; height=&quot;792&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Six of the 38 approved concepts, in rows from top left:
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/painting/18&quot;&gt;Five moorings&lt;/a&gt;,
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/painting/29&quot;&gt;Fallen bell market&lt;/a&gt;,
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/painting/208&quot;&gt;The rooms behind the face&lt;/a&gt;,
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/painting/89&quot;&gt;Water in the disc&#x27;s shadow&lt;/a&gt;,
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/painting/191&quot;&gt;The stone they never lifted&lt;/a&gt;,
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/painting/4&quot;&gt;Abstract head in the wheat field&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-the-ontology-keeps&quot;&gt;What the ontology keeps&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-the-ontology-keeps&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The ontology deals in facts: classes, places, numbers, and the code that
builds each one. Its class for the Gate, &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/fantastic.form.colossal-arch&quot; title=&quot;Colossal arch&quot;&gt;&lt;code&gt;fantastic.form.colossal-arch&lt;/code&gt;&lt;/a&gt;,
says that people made it: &quot;a human-made arch of dressed stone&quot;. Which
people, it does not say. For the monuments we have proposed three kinds of
statement, kept apart on every page (&lt;code&gt;specs/ontology-mystery.md&lt;/code&gt; in the
Atlas repository):&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Measured&lt;/strong&gt; is what the world holds. Every number in this post is
  measured, and each one comes from a file named in this post&#x27;s sources.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Held&lt;/strong&gt; is what the island&#x27;s people do with these things and call them.
  The Bay of the Rainbow and Black Fort are held. Later come their tellings:
  myths, each attributed to a people and marked as told, never as what
  happened.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Withheld&lt;/strong&gt; is one line, the maker. It stays blank, and a check fails any
  page that fills it in.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The team decides the proposal. None of it is on the ontology site yet.&lt;/p&gt;
&lt;p&gt;The blank is not a teaser. The team said it plainly today: who left these
enormous things around the island is a true mystery of the world. Nobody
working on Atlas knows the answer, so there is no answer to reveal later.
The numbers around the blank stay exact: the mystery is in the world, not in
what we say about it. Where we looked for a pattern and found none, the
proposal says so. The Gate lies 7.1 km off the line from the Shard to the
Giants.&lt;/p&gt;
&lt;p&gt;Six people live at Lambagjogv, 333 m up on the Giants&#x27; slate, two and a
half kilometres from them.&lt;/p&gt;</content>
</entry><entry>
<title>A Stair at Mavigol That Leads Back Where It Started</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/</id>
<published>2026-10-18T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>Road routing</name></author>
<summary>At Mavigol, a stair 7.8 metres long leaves a stone road and comes back to the very spot it left. Built exactly as recorded, it piles up against the kerb.</summary>
<category term="road.stairs"/><category term="road.roman"/><category term="road.path"/><category term="crossing.clapper"/><category term="crossing.stone-arch"/><category term="crossing.timber-trestle"/><category term="realm.temperate"/><category term="culture.turkish"/><category term="map.island-paper"/><category term="road network"/><category term="procedural roads"/><category term="world-building"/><category term="procedural world"/><category term="game development"/><category term="bug hunt"/>
<content type="html">&lt;p&gt;&lt;strong&gt;Below the village of Mavigol, a flight of stone stairs steps 3.8 m off
the paved valley road onto the bank and comes back down to the spot it
left.&lt;/strong&gt; Where it meets the road, its slabs, steps and side stones
lie heaped against the kerb.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/stair-foot-at-the-kerb-mavigol-render.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/w/stair-foot-at-the-kerb-mavigol-render-a2fd7bdb-1280.webp&quot; alt=&quot;In-game render of a paved stone road along a river at the foot of a grassy bank. A flight of stone steps comes down the bank and ends in a jumble of stone at the road&amp;#x27;s kerb.&quot; width=&quot;1280&quot; height=&quot;720&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The valley road below Mavigol, looking south. Steps come down the bank on
the left. Where they reach the road, just left of centre, the stonework
stops making sense. To the right of it, a straight-edged patch of bare
ground pokes up through the paving. Atlas e103060b (2026-10-17), lit, with
ambient occlusion and contact shadows.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;at-the-foot-of-the-hill&quot;&gt;At the foot of the hill&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#at-the-foot-of-the-hill&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;https://atlas-ontology.pages.dev/#/settlement/2468093&quot;&gt;Mavigol&lt;/a&gt; is a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/culture.turkish&quot; title=&quot;Turkish&quot;&gt;Turkish-inspired&lt;/a&gt;
village of 243 people, inland, a little south of the island&#x27;s centre, in
the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.temperate&quot; title=&quot;The Temperate Middle&quot;&gt;Temperate Middle&lt;/a&gt;.
It sits on a hillside at 262 m. A
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/road.path&quot; title=&quot;Footpath&quot;&gt;footpath&lt;/a&gt; ramps down from
it, and beside the path
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/road.stairs&quot; title=&quot;People&amp;#x27;s stairs&quot;&gt;people&#x27;s stairs&lt;/a&gt;, a
flight of stone steps 1.2 m wide, cut straight down for anyone who would rather
not walk the bends. Both end at one point on the valley road, 180 m west of
the village and 138 m below it.&lt;/p&gt;
&lt;p&gt;The road is a stone road, 4.2 m of polygonal paving between 0.3 m kerbs:
the game&#x27;s &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/road.roman&quot; title=&quot;Surviving Roman road&quot;&gt;Roman road&lt;/a&gt;.
It runs beside a river that falls 57 m in the 3.5 km from Faltersee, 32 m
of it in one kilometre. No boat works it. Roads cross those 3.5 km nine
times, all by bridge: eight
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.stone-arch&quot; title=&quot;Stone arch bridges&quot;&gt;stone arches&lt;/a&gt;,
all on this road, and one
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.timber-trestle&quot; title=&quot;Timber trestle bridges&quot;&gt;timber trestle&lt;/a&gt;
21.7 m over the water on another. Readers of the
&lt;a href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/&quot;&gt;river post&lt;/a&gt; will remember
Yaylahisar&#x27;s nine crossings.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/mavigol-on-the-island-map.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/w/mavigol-on-the-island-map-b2b6c3fb-1280.webp&quot; alt=&quot;Two maps side by side: the whole island in pale relief with a small red square near its centre, and an enlarged view of that square showing a blue river running south past Faltersee and Mavigol, a dark road following it, and a red dot marked &amp;quot;the stair&amp;quot; just west of Mavigol&quot; width=&quot;1280&quot; height=&quot;640&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Left: the island on its
&lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-paper&quot;&gt;paper relief&lt;/a&gt;
(terrain aeead1e), the red square 6 km across. Right: the square. The
river is the river post&#x27;s survey (blue), the stone road dark; at this scale
they run as one line. The red dot is the stair, at x 6,809, z 13,706 (x
east, z south, in metres).&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Come down from Mavigol by either way and you arrive at the heap.&lt;/p&gt;
&lt;h2 id=&quot;nobody-drew-it&quot;&gt;Nobody drew it&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#nobody-drew-it&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Our road network was grown, not drawn. A program we call the mycelium
added the island&#x27;s settlements one step at a time; each new village sent a
road to the network over the cheapest ground, and each road fused with the
ones it touched. What it laid is canonical. The roads are kept exactly as
recorded and nothing regenerates them, so a road you remember is still
there tomorrow.&lt;/p&gt;
&lt;p&gt;The record keeps the roads as &lt;strong&gt;strokes&lt;/strong&gt;: one continuous road line, from
one meeting point to another. There are 1,572.&lt;/p&gt;
&lt;p&gt;The old tools that built roads from the network tidied up as they went,
and the tidying was never written down. One of the things they enforced
was a standing rule of the team&#x27;s: &lt;strong&gt;roads never ride roads.&lt;/strong&gt; Roads join
at junctions, part, and never come back along the same road. Where a route
would leave a road and rejoin it, the router dropped the stretch between,
and the old earthworks dropped any sliver under 8 m between two shared
stretches. When we began building straight from the record, the tidying
stayed behind with the old tools.&lt;/p&gt;
&lt;p&gt;The stair below Mavigol is one of the 1,572: stroke 58.&lt;/p&gt;
&lt;h2 id=&quot;78-metres-out-and-back&quot;&gt;7.8 metres, out and back&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#78-metres-out-and-back&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/stair-plan-mavigol.svg&quot; alt=&quot;Plan to scale of the stone road with its kerbs, a footpath and a stair coming in from the south-east, and a short red loop that leaves the road&amp;#x27;s centre, goes 3.8 m east past the kerb and returns to the same point&quot; width=&quot;1100&quot; height=&quot;870&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The meeting point in plan, north up, on a 1 m grid. The red line is
stroke 58: from point 0 on the road&#x27;s centreline out to point 1, 3.8 m from
the centre and 1.4 m past the kerb, then back through 2 and 3 to the same
spot. The dashed blue stretch is the gap its slab bridge was decided over.
It lies on the paving.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Stroke 58 is a people&#x27;s stair of five points and 7.8 m. It rises 1.5 m on
the way out and comes down again to the point it started from. Nearly five
of its metres lie on the paving or the kerb. Its far end and its way back
run within a metre of the last few metres of Mavigol&#x27;s own path and
stairs. &lt;strong&gt;Of the island&#x27;s
1,572 strokes, it is the only one shorter than 8 m.&lt;/strong&gt;&lt;/p&gt;
&lt;h2 id=&quot;built-exactly-as-written&quot;&gt;Built exactly as written&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#built-exactly-as-written&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Stroke 58 got what any short stair gets:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;A tread&lt;/strong&gt;, 1.2 m wide. Wherever a tread would cover a road it meets, it
  is trimmed back to the road&#x27;s edge. Most of this one was trimmed against
  the kerb.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Steps&lt;/strong&gt;, because 1.5 m in under 4 m is about 40 percent, and side
  stones with them.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A slab bridge, decided and never built.&lt;/strong&gt; The record holds a span
  priced on this stroke, and the crossing table, given a short stone span
  on a footway, decided a
  &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.clapper&quot; title=&quot;Clapper bridges&quot;&gt;clapper&lt;/a&gt;: flat
  slabs laid end to end on piers of stacked stone, the Dartmoor
  kind.&lt;sup id=&quot;fnref:postbridge&quot;&gt;&lt;a class=&quot;footnote-ref&quot; href=&quot;#fn:postbridge&quot;&gt;1&lt;/a&gt;&lt;/sup&gt; Its 2.2 m gap lies on the paving. The builder put
  nothing there: under the team&#x27;s rule, a slab or timber bridge over a dry
  gap less than 0.8 m deep builds nothing.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Each part followed its rule. Every rule ended at the same kerb.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/stair-foot-close-up-render.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/w/stair-foot-close-up-render-f9f47d95-1280.webp&quot; alt=&quot;Close-up render of the foot of the steps at the road&amp;#x27;s kerb: broken slab ends, tilted stone blocks and torn kerb pieces in a heap where the steps meet the paving&quot; width=&quot;1280&quot; height=&quot;720&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Close up, same frame. The steps on the bank are Mavigol&#x27;s path, by our
reading of the record&#x27;s lines. Its foot and stroke 58 share the same few
square metres of kerb.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/stair-foot-close-up-diagnostic-render.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-18-mavigol-stair-to-nowhere/images/w/stair-foot-close-up-diagnostic-render-c0e68522-1280.webp&quot; alt=&quot;The same close-up in diagnostic colours: pink ground, white paving, a yellow kerb strip, and at the foot of the steps a cluster of red, magenta and cyan fragments and a loose green block&quot; width=&quot;1280&quot; height=&quot;720&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Diagnostic colours: &lt;/em&gt;&lt;em&gt;pink&lt;/em&gt;&lt;em&gt; ground laid beside a way, &lt;/em&gt;&lt;em&gt;white&lt;/em&gt;&lt;em&gt; paving,
&lt;/em&gt;&lt;em&gt;cyan&lt;/em&gt;&lt;em&gt; an earthen tread, &lt;/em&gt;&lt;em&gt;red&lt;/em&gt;&lt;em&gt; a bank side or a tread too steep,
&lt;/em&gt;&lt;em&gt;yellow&lt;/em&gt;&lt;em&gt; the kerb, &lt;/em&gt;&lt;em&gt;orange-brown&lt;/em&gt;&lt;em&gt; the ends of a flight&#x27;s slabs, &lt;/em&gt;&lt;em&gt;light
green&lt;/em&gt;&lt;em&gt; stones, &lt;/em&gt;&lt;em&gt;magenta&lt;/em&gt;&lt;em&gt; a face seen from behind, which should never
show. The heap is all stair: its tread, a steep red block, a slab end, a
side stone, back faces and a twisted kerb. No bridge part is in it.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Every visual change here goes to a blind critic, an AI shown the render
with no hint of what changed and asked to report every artifact it sees.
This frame scored 1 of 5, with five major faults. The worst: the junction
is &quot;a pile of clipping parts&quot;, the red block, the slab end and the loose
block, back faces, broken kerb pieces and pink bank shards above the
paving. Then the path&#x27;s foot ending in a lip, the way never joining the
road; the patch of bank ground punching through the paving; a strip of
back faces in the bank at the top left; and a stepped crease in the trough
beside the stair. It knew none of the history. It saw what a player would
see.&lt;/p&gt;
&lt;h2 id=&quot;un-building-one-stair&quot;&gt;Un-building one stair&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#un-building-one-stair&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The fix is the old rule, brought back at the builder: a stroke with no
stretch of 8 m off the roads it lies on, and none running off to one of
its own ends, rides them and is not built. It finds three on the island.
Two carry a decided slab crossing; neither crossing was ever built.&lt;/p&gt;
&lt;p&gt;The team has decided: riding strokes are left unbuilt, and those two
decisions are dropped from the crossings record in a new version. Decided,
not yet built, not on main.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The road record keeps stroke 58.&lt;/strong&gt; In the patch under test the builder
  skips it as a point of zero length, so no other stroke renumbers.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The crossings record loses two decisions.&lt;/strong&gt; Nothing on the ground
  changes from that: both gaps were dry and shallow and built nothing.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A test loses its subject.&lt;/strong&gt; The example site for a clapper on people&#x27;s
  stairs in the temperate realm was drawn from the decisions, and drew one
  that never built a clapper. That is how a critic came to look at this
  spot at all. The cell needs another site.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;forty-centimetres-of-paving&quot;&gt;Forty centimetres of paving&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#forty-centimetres-of-paving&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The hunt turned up a second, general fault. A stair or path ending on a
road keeps its steps 2 m from the junction, measured from the road&#x27;s
centreline. A stone road&#x27;s kerb is 2.4 m out, nearly 2.8 m where a stair
meets it at 60 degrees, as Mavigol&#x27;s own stairs do. So a steep flight can
begin on the paving, its treads trimmed to the kerb. The fix under test
keeps steps off any ground where the tread and side stones would lie on
the met road at its level. How many junctions it changes, the tests will
tell.&lt;/p&gt;
&lt;h2 id=&quot;what-runs-today-and-what-does-not-yet&quot;&gt;What runs today, and what does not yet&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-runs-today-and-what-does-not-yet&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;In the world today&lt;/strong&gt;
- Stroke 58 and its steps, built at Mavigol from the road record as
  published (mycelium version 37, step 1,565). Its decided clapper builds
  nothing. The renders are of Atlas e103060b, the day before.
- Stairs whose steps can begin on the paving of the road they end on.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Decided, not yet built or on main&lt;/strong&gt;
- Strokes that ride the roads they meet are left unbuilt; the two slab
  crossing decisions on them, neither of which builds anything, are dropped
  from the crossings record in a new version.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Under test&lt;/strong&gt;
- Steps kept off the road a stair or path meets.
- Tests: a small network where a copy of the Mavigol loop must ride and a
  20 m spur must not; Mavigol itself; island-wide sweeps that allow no
  riding strokes and no steps on a road.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Next&lt;/strong&gt;
- Before and after renders of this spot and of slanted stairs elsewhere,
  each to a blind critic, and a new example site for the clapper cell.&lt;/p&gt;
&lt;h2 id=&quot;does-a-path-that-hugs-a-road-ride-it&quot;&gt;Does a path that hugs a road ride it?&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#does-a-path-that-hugs-a-road-ride-it&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Mavigol&#x27;s footpath does not lie on the road. For its last 14 m it runs
beside it, 1.2 to 2.7 m past the kerb and 2.5 to 5.6 m above it, falling
at about 40 percent, and drops onto the road only in its last couple of
metres. By the geometry, though, it runs inside the cutting the road dug
into the hill, the path&#x27;s bench notched into the road&#x27;s cut face. Its
steps are the ones in the pictures above. Nobody has yet looked closely
for the seam.&lt;/p&gt;
&lt;p&gt;The rule never mentions the earthworks a road carries with it. If a path
can ride a road&#x27;s cutting without touching its stones, the old rule reaches
further than its four words.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;&lt;em&gt;For close readers.&lt;/em&gt; The rule is written to catch any stroke that never
leaves the roads it lies on. Of the island&#x27;s 1,572, it caught three:
Mavigol&#x27;s, 7.8 m; one of 17.2 m at x 5,531, z −658; one of 19.5 m at
x 21,806, z 21,623. Each of the three ends at the point where it began.&lt;/p&gt;
&lt;div class=&quot;footnote&quot;&gt;
&lt;hr&gt;
&lt;ol&gt;
&lt;li id=&quot;fn:postbridge&quot;&gt;
&lt;p&gt;The best known stands at Postbridge, over Dartmoor&#x27;s East
Dart: first recorded in the 14th century, thought to have been built in
the 13th so that packhorses could carry tin to Tavistock.
&lt;a href=&quot;https://en.wikipedia.org/wiki/Postbridge&quot;&gt;Postbridge, Wikipedia&lt;/a&gt;.&amp;#160;&lt;a class=&quot;footnote-backref&quot; href=&quot;#fnref:postbridge&quot; title=&quot;Jump back to footnote 1 in the text&quot;&gt;&amp;#8617;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;</content>
</entry><entry>
<title>Cargo Only Floats Downhill: The River Trade of a Mountain Island</title>
<link href="https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/"/>
<id>https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/</id>
<published>2026-10-15T00:00:00Z</published>
<updated>2026-10-23T14:16:22+02:00</updated>
<author><name>the team</name></author><author><name>Claude</name></author>
<summary>Every river the island trades on, measured: 92% of the cargo goes downstream, the barge has vanished, and boatmen haul their empty boats back up the rapids.</summary>
<category term="vessel.barge"/><category term="vessel.punt"/><category term="vessel.raft"/><category term="river.torrent"/><category term="river.course.upper"/><category term="river.course.mouth"/><category term="crossing.ford"/><category term="crossing.stepping-stones"/><category term="crossing.timber-trestle"/><category term="crossing.stone-arch"/><category term="crossing.packhorse"/><category term="realm.fertile-plains-west"/><category term="realm.rainforest-east"/><category term="poi.settlement.ardbach"/><category term="poi.settlement.alderheim"/><category term="poi.settlement.teluk-pelangi"/><category term="river trade"/><category term="world-building"/><category term="procedural world"/><category term="game economy"/><category term="medieval boats"/><category term="fantasy map"/>
<content type="html">&lt;p&gt;&lt;strong&gt;On our island, 92 percent of everything that travels by river travels
downhill.&lt;/strong&gt; When we finally measured the rivers, that one number decided
which boats exist and which bridges have to be rebuilt. It also decided why
boatmen on the rapids above &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.ardbach&quot; title=&quot;Ardbach&quot;&gt;Ardbach&lt;/a&gt; spend their afternoons walking empty
boats back up the bank on a rope.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/river-trade-map.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/w/river-trade-map-479b7728-1280.webp&quot; alt=&quot;Map of a mountainous island with every river its trade used, drawn blue, green or red by what the water could float and wider where more cargo moved&quot; width=&quot;1280&quot; height=&quot;1304&quot; fetchpriority=&quot;high&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The first survey: every river our island&#x27;s trade used, coloured by what
its water could actually float. &lt;/em&gt;&lt;em&gt;Blue&lt;/em&gt;&lt;em&gt; for the river barge, &lt;/em&gt;&lt;em&gt;green&lt;/em&gt;&lt;em&gt; for
only a small flat boat, &lt;/em&gt;&lt;em&gt;red&lt;/em&gt;&lt;em&gt; for neither. Line width is the cargo the old
simulation sent along it each year. Black crosses are fords, orange rings
bridges too low for a boat. Look at the west coast, where the busiest river
system fans out above the city of Ardbach. Then look east, at the thick red
line running straight down to &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.teluk-pelangi&quot; title=&quot;Teluk Pelangi&quot;&gt;Teluk Pelangi&lt;/a&gt;: a river of cargo where no boat
could go. The island beneath is a &lt;a href=&quot;https://atlas-ontology.pages.dev/#/render/map.island-paper&quot;&gt;paper relief&lt;/a&gt; of the game&#x27;s own terrain,
drawn three days after the survey (terrain aeead1e); the rivers and their
tonnes are the survey&#x27;s.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;why-we-went-and-measured-the-rivers&quot;&gt;Why we went and measured the rivers&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#why-we-went-and-measured-the-rivers&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Atlas is a game set on one island, about 131 km across, with roughly 900
settlements. They are not decoration. Every village keeps a ledger: what its
people need, what its fields and workshops make, what is left over. A trade
simulation then moves each surplus to someone who lacks it, by the cheapest
way there is: ox carts and mule trains on the roads, coastal ships between
harbours, boats on the rivers.&lt;/p&gt;
&lt;p&gt;A second program, our town builder, reads those ledgers and lays out every
town to fit them: the fields and the market, and on the quay, how many
berths the barges need.&lt;/p&gt;
&lt;p&gt;That is where the trouble started. The town builder went to place barge
berths and measured the water first. Our river barge draws 0.6 m. The water
beside most barge towns was 0.4 to 0.5 m deep. &lt;strong&gt;At ten of the
seventeen barge towns it tested, there was nowhere deep enough to float
one.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The obvious next question was hard to hear. Had anyone checked that the
rivers the trade used were wide enough, deep enough, free of fords, and
under bridges high enough for a boat? Nobody had. The simulation took any
river 6 m wide as navigable, full stop.&lt;/p&gt;
&lt;p&gt;It had been routing about 3,000 tonnes of barge traffic a year down the river
from Buchenbruck to Krebshorst. That reach falls 209 m in 4 km, and 103 m of
it in a single kilometre. That is not a river a barge sails down. It is a
waterfall with a cargo manifest.&lt;/p&gt;
&lt;h2 id=&quot;every-river-runs-by-two-laws&quot;&gt;Every river runs by two laws&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#every-river-runs-by-two-laws&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Rivers in Atlas are not painted on. They are grown: rain falls on the
terrain, water finds its way downhill, and each stretch of river carries the
water of everything uphill of it. From that flow, two laws give every river
its shape:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Width&lt;/strong&gt; grows with the square root of the flow: a river carrying a cubic
  metre a second is about 11 m wide.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Depth&lt;/strong&gt; grows more slowly, roughly with the flow to the power 0.4. That
  is how real rivers behave: double the water and a river gets wider sooner
  than it gets deeper.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The roads read the same laws to decide where they need a bridge and where a
ford will do. The renderer reads them to decide how much water to draw.&lt;/p&gt;
&lt;p&gt;The day before this survey, we had already changed one of them. The island&#x27;s
rivers were too thin: they ran off rain like a dry lowland, not a wet
mountain island. We gave them two and a half times the water, but only in
the depth law. The widths stayed exactly as they were, because every
bridge, ford and riverside town had been built to fit them. &lt;strong&gt;Rivers got 43
percent deeper without moving a single bank.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/river-depth-by-width.svg&quot; alt=&quot;Chart of river depth against width: the line for today&amp;#x27;s rivers runs 43 percent deeper than the old dotted line, and dots for the trade&amp;#x27;s 162 river reaches all lie below the small river boat&amp;#x27;s needs&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Depth against width, mid-channel, before and after the change. Each dot is
a trade reach at its narrowest. Every one of them now has at least 0.57 m of
water, enough for a flat river boat. The barge needs a river about 9 m wide;
88 of 162 reaches are. A coastal ship would need a river 23 m wide, and only
a few stretches near the sea come close. The ships stay at sea.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/boats-to-scale.svg&quot; alt=&quot;Three river cross-sections to scale: a small flat boat floating in a 6 metre stream, a barge aground in the same stream, and the barge floating in a 10 metre river&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The town builder&#x27;s problem, drawn to scale. In a 6 m stream the barge sits
3 cm into the gravel; a flat river boat drawing 0.3 m has a hand&#x27;s breadth
to spare.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;So the depth turned out to be fine. The survey&#x27;s real surprise was
somewhere else.&lt;/p&gt;
&lt;h2 id=&quot;the-island-is-all-slope&quot;&gt;The island is all slope&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-island-is-all-slope&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;We measured all 162 river stretches the trade uses: 373 km of water between
one landing and the next. For each one we found its steepest kilometre.&lt;/p&gt;
&lt;p&gt;A river that falls a metre in a kilometre already runs fast. Boats work
it, but going up is hard: poled, towed from the bank, sailed when the wind
allows. In our rules, nobody works a boat upstream against more than three
metres a kilometre. Downstream still works, with skill.&lt;/p&gt;
&lt;p&gt;The median trade reach on our island falls &lt;strong&gt;7.9 m in its steepest
kilometre&lt;/strong&gt;. Thirty fall more than 20 m.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/river-steepness-histogram.svg&quot; alt=&quot;Bar chart of the trade&amp;#x27;s 162 river reaches by the fall of their steepest kilometre: a few gentle reaches on the left, a long tail of steep ones, and 30 reaches steeper than 20 metres a kilometre&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The steepest kilometre of every reach the trade used. Only the blue and
green bars can be worked both ways. The tall red bar on the right is thirty
stretches of white water.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;It makes sense once you see it. Atlas&#x27;s island is a composed, exaggerated
landscape: ranges, canyons and cliffs hundreds of metres high, packed into
an island you can ride across in a few days. Its rivers are short, and they
come down fast. Most of them are what the ontology calls
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/river.torrent&quot; title=&quot;Mountain torrent: Steep, narrow, boulders and whitewater&quot;&gt;&lt;code&gt;river.torrent&lt;/code&gt;&lt;/a&gt; in
their &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/river.course.upper&quot; title=&quot;Upper course&quot;&gt;upper courses&lt;/a&gt;,
and many calm down only in their &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/river.course.mouth&quot; title=&quot;Mouth&quot;&gt;last few kilometres before the sea&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;ninety-two-percent&quot;&gt;Ninety-two percent&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#ninety-two-percent&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Then we looked at which way the cargo went. Of all the tonnage the old
simulation sent by river, &lt;strong&gt;92 percent went downstream.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;And what was it? Not wine, not silk. &lt;strong&gt;Firewood&lt;/strong&gt;: 67,000 tonnes a year,
floating down to the towns. Then manure for the fields (28,000 t), milk, hay, building stone, timber and
barley: heavy, cheap, bulky things that cost more to cart than they are
worth.&lt;/p&gt;
&lt;p&gt;Nothing in the code says &quot;send things downhill&quot;. It falls out of three facts
meeting:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;What is heavy and cheap&lt;/strong&gt;, firewood above all, is worth moving only by
  water.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Where it comes from and where it goes.&lt;/strong&gt; The woods and pastures lie up
  the valleys; the hearths crowd into the towns below.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;What it costs.&lt;/strong&gt; Going up a river costs three times what going down
  does, so whatever goes inland finds a road instead.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The rivers had become one-way conveyor belts long before we knew it.&lt;/p&gt;
&lt;p&gt;That gave us a way out. If the river trade is almost all downstream, a steep
river is not useless. It is only useless going up.&lt;/p&gt;
&lt;h2 id=&quot;three-ways-to-read-a-steep-river&quot;&gt;Three ways to read a steep river&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#three-ways-to-read-a-steep-river&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;We laid out three rules for the reaches too steep to work both ways:&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;If the steep reaches…&lt;/th&gt;
&lt;th style=&quot;text-align: right;&quot;&gt;Reaches worked&lt;/th&gt;
&lt;th style=&quot;text-align: right;&quot;&gt;River cargo kept&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;carry nothing above 3 m a km&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;43, 86 km&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;43%&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;carry cargo downstream only, up to 5 m a km&lt;/strong&gt;&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;&lt;strong&gt;62, 120 km&lt;/strong&gt;&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;&lt;strong&gt;55%&lt;/strong&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;carry cargo downstream only, up to 8 m a km&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;81, 161 km&lt;/td&gt;
&lt;td style=&quot;text-align: right;&quot;&gt;67%&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;History had already tried the middle one. On the
&lt;a href=&quot;https://www.city.kyoto.lg.jp/nisikyo/cmsfiles/contents/0000280/280156/02_HozuRiver.pdf&quot;&gt;Hozu river&lt;/a&gt;
west of Kyoto, boats carried timber and rice 16 km down through the gorge
from 1606 until the railway came. Then the boatmen
&lt;a href=&quot;https://www.japan-guide.com/e/e3966.html&quot;&gt;hauled the empty boats back up by rope&lt;/a&gt;,
every day, along paths you can still see beside the river. On the
&lt;a href=&quot;https://stadt.muenchen.de/dam/jcr%3Ae73d0cff-ea31-4b16-bbec-d1f643bc683e/Stadt-und-Fluss_2012_07_19.pdf&quot;&gt;Isar&lt;/a&gt;
in Bavaria, rafts of mountain timber brought firewood, lime and even Italian
wine down to Munich, by 1870 the largest raft port in Europe.&lt;/p&gt;
&lt;p&gt;The strict rule would have done something cruel to the island&#x27;s busiest
river. The &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.fertile-plains-west&quot; title=&quot;The Fertile Plains&quot;&gt;western plains&lt;/a&gt;&#x27; rivers come down to the sea at Ardbach, and their
main stem carried some 34,000 tonnes a year. The strict rule would have cut
it at two short stretches that fall just over three metres a kilometre:
1.5 km below Rochefont, and the last 2.4 km into the city.&lt;/p&gt;
&lt;p&gt;We chose downstream only up to 5 m a kilometre. Above that, the goods go by
land.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/western-river-profile.svg&quot; alt=&quot;Profile of the rivers above the city of Ardbach: height against distance upstream, with green stretches workable both ways, purple rapids running down into Ardbach, and red escarpments where the boats stop&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The rivers above Ardbach, every landing&#x27;s height against its distance up
the water. Follow the arm from Clairfleur: boats work it as far as Belleval,
where it drops off an escarpment (red) that no boat can run, down past
Pommieray to &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/poi.settlement.alderheim&quot; title=&quot;Alderheim&quot;&gt;Alderheim&lt;/a&gt;. The arm from Vieuxbourg has one short rapid below
Rochefont. The two meet at Valpre, and the last stretch into Ardbach is
purple: boats come down it loaded and go back up it on a rope.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;meet-the-river-boat-and-say-goodbye-to-the-barge&quot;&gt;Meet the river boat (and say goodbye to the barge)&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#meet-the-river-boat-and-say-goodbye-to-the-barge&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The trade needed a new boat: a flat river boat of 2 tonnes, 9 m long and
1.8 m wide, drawing 0.3 m. Like the
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/vessel.punt&quot; title=&quot;Punts and flat-bottomed river boats&quot;&gt;punt&lt;/a&gt;, it is poled and
towed up the gentle streams. Unlike a punt, it is run down the rapids
loaded and hauled back up empty. Two boatmen work each one. The economy now has them as an establishment of
their own, the river boatmen: 481 outfits across the island, where there
used to be 536 barges.&lt;/p&gt;
&lt;p&gt;Then we reran the island&#x27;s trade, and the barge vanished.&lt;/p&gt;
&lt;p&gt;Not one tonne went by &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/vessel.barge&quot; title=&quot;River barges and towed boats: Pulled from towpaths&quot;&gt;barge&lt;/a&gt;.
The water deep and gentle enough for a barge adds up to 9 km, scattered in
six short pieces between steeper streams. A barge cargo would have to change
boats at both ends of each piece. The small boat simply runs through.
&lt;strong&gt;Geography out-competed the barge.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The barges used to carry 149,200 tonnes a year; the river boats now carry
50,200. Ox carts and mule trains take on 65,000 tonnes more. The coastal
ships take 15,700 more, because some cargo that left the rivers simply goes
round by sea.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/trade-by-vehicle-before-after.svg&quot; alt=&quot;Bar chart of tonnes carried by each kind of vehicle before and after: the river barge falls from 149,200 tonnes to none, the small river boat rises to 50,188, ox carts rise from 344,548 to 400,308&quot; width=&quot;640&quot; height=&quot;400&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Tonnes a year carried on some leg of their journey, by vehicle. The barge
does not shrink, it disappears.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The rivers&#x27; biggest cargo changed too. Firewood fell from 67,000 tonnes a
year to 13,000, most of it now carted. The new leader is manure, at 18,000
tonnes. The little boats of the western plains spend most of their days
carrying dung.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/river-trade-map-after.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/w/river-trade-map-after-44ab1365-1280.webp&quot; alt=&quot;Map of the same island after the change: river trade now concentrates in the western plains, drawn thick and green, while the eastern rivers carry nothing&quot; width=&quot;1280&quot; height=&quot;1304&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;The island&#x27;s river trade after the change, coloured by the water each
reach gives the boats: &lt;/em&gt;&lt;em&gt;blue&lt;/em&gt;&lt;em&gt; a river (barge and boat), &lt;/em&gt;&lt;em&gt;green&lt;/em&gt;&lt;em&gt; a
stream (the small boat both ways), &lt;/em&gt;&lt;em&gt;purple&lt;/em&gt;&lt;em&gt; rapids (downstream only),
&lt;/em&gt;&lt;em&gt;red&lt;/em&gt;&lt;em&gt; too steep. The red rivers are now hairlines: nothing moves on them.
The western plains carry almost everything. Same relief, same rivers, new
rules.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;ninety-eight-villages-for-one-woodpile&quot;&gt;Ninety-eight villages for one woodpile&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#ninety-eight-villages-for-one-woodpile&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Change one rule and the island rearranges itself.&lt;/p&gt;
&lt;p&gt;Hvalvagur is a Nordic-inspired harbour town of 3,423 people; the name means
whale bay. It burns about 6,600 tonnes of firewood a year. Under the old
rules, half of it came from a single village in the &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/realm.rainforest-east&quot; title=&quot;The Rain-Forest East&quot;&gt;rain-forest east&lt;/a&gt;: Phuc
Son, 284 people. Its wood floated 30 km down to the coast at Long Kiem by
barge, then sailed 82 km to Hvalvagur.&lt;/p&gt;
&lt;p&gt;Phuc Son&#x27;s river turned out to be rapids. Its boats now stop at Quy Tuan
after 8.5 km, and the wood rides 20 km by ox cart along a forest track to
the sea. The cost doubled, and Phuc Son now sells its firewood to Farnheim
instead.&lt;/p&gt;
&lt;p&gt;Hvalvagur&#x27;s merchants did what merchants do. Its woodpile now comes from 98
villages: 14 Nordic, 15 Finnic-Baltic, 17 Arabic-inspired and 28 in the
Peruvian-inspired highlands.&lt;/p&gt;
&lt;p&gt;The island did not find that wood at once. The trade simulation works in
rounds: match what is short to what is spare, order the rest from villages
with hands to spare, recalculate, repeat. After six rounds, Hvalvagur and
the town of Kaltenberg were still 1,157 tonnes short of firewood, which
would have been a cold year. It took eight rounds for the island to find
them their wood.&lt;/p&gt;
&lt;h2 id=&quot;what-a-traveller-would-see&quot;&gt;What a traveller would see&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#what-a-traveller-would-see&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Stand on the bank of the rapids below Marmesnil, on the last stretch into
Ardbach, and watch for an hour:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;A boat comes down.&lt;/strong&gt; It is loaded from the valley above, and two
  boatmen keep it straight with poles. It is round the bend in a few
  minutes and at the quays of Ardbach in under half an hour.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A boat goes up.&lt;/strong&gt; It is empty, and the same two boatmen walk the bank
  towing it on a rope. At about two and a half kilometres an hour, the
  stretch takes them an hour.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Carts on the road above.&lt;/strong&gt; They carry what Ardbach sends inland: salt
  above all, 925 tonnes a year, then rope and lime. None of it goes up by
  water.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That asymmetry spreads into everything. Ardbach, a city of 12,000 at the
river mouth, receives the valley&#x27;s goods by boat, cheaply. What it sends
back inland pays for oxen.&lt;/p&gt;
&lt;p&gt;Alderheim, the bigger city upstream with 37,600 people, has it stranger
still. Above it is the escarpment; below it the water is gentle only as far
as Marmesnil. A city that size can work its boats both ways on about four
kilometres of river.&lt;/p&gt;
&lt;p&gt;Belleval, at the top of the escarpment, is where the boats stop and the
carts begin. Some 3,550 tonnes a year come off the boats there onto ox
carts, most of it firewood and hay bound for the towns below the drop.
Under the old rules, Belleval, a village of 1,162 people, had no carters&#x27;
yard at all. Now it keeps fourteen. Nobody placed them there. The slope of
a river did.&lt;/p&gt;
&lt;h2 id=&quot;nine-bridges-in-two-and-a-half-kilometres&quot;&gt;Nine bridges in two and a half kilometres&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#nine-bridges-in-two-and-a-half-kilometres&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;The survey&#x27;s last job was the crossings. Our road network grew over the
terrain like a fungus, joining settlements by the easiest ground. A road
builder then decides, crossing by crossing, what to build: a
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.ford&quot; title=&quot;Fords&quot;&gt;ford&lt;/a&gt;,
&lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.stepping-stones&quot; title=&quot;Stepping stones&quot;&gt;stepping stones&lt;/a&gt;,
a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.timber-trestle&quot; title=&quot;Timber trestle bridges&quot;&gt;timber trestle&lt;/a&gt;,
a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.packhorse&quot; title=&quot;Humpback and packhorse bridges&quot;&gt;packhorse bridge&lt;/a&gt;
or a &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/crossing.stone-arch&quot; title=&quot;Stone arch bridges&quot;&gt;stone arch&lt;/a&gt;.
It decides by the water, the slope, the realm&#x27;s building stone and how
important the road is.&lt;/p&gt;
&lt;p&gt;Not one of those choices asked whether a boat would need to pass under.&lt;/p&gt;
&lt;p&gt;On the reaches the trade uses, roads cross the water 358 times by bridge.
Half of those bridges stand less than 2 m above the water, and a quarter
less than 0.8 m: fine for a cart, a wall for a boat. On the 54 reaches where boats now carry
cargo, 111 of 133 bridges are too low, and one ford is left.&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/timber-bridge-over-a-river-render.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/w/timber-bridge-over-a-river-render-65af2cd1-1280.webp&quot; alt=&quot;In-game render of a narrow timber bridge crossing a clear turquoise river low over the water, between wooded banks&quot; width=&quot;1280&quot; height=&quot;720&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;A timber bridge low over a river: lovely to cross, impossible to pass
under. The water is our experimental river shader: you look through the
surface to a stony bed, shallows paling to turquoise over sand.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/stepping-stones-across-a-stream-render.jpg&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/w/stepping-stones-across-a-stream-render-0fd0458e-1280.webp&quot; alt=&quot;In-game render of a line of stepping stones across a shallow turquoise stream between sandy banks and grass&quot; width=&quot;1280&quot; height=&quot;720&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Stepping stones across a stream. For walkers, perfect. For a boat, a
weir.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;And sometimes a road and a river simply cannot leave each other alone:&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;full wide&quot; href=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/road-crosses-river-nine-times.png&quot; title=&quot;Open the full-size picture&quot;&gt;&lt;img src=&quot;https://atlas-devblog.pages.dev/posts/2026-10-15-cargo-floats-downhill/images/w/road-crosses-river-nine-times-83ddb5d9-1280.webp&quot; alt=&quot;Close-up map of a valley where a road weaves along a river, crossing it at nine numbered points between the villages of Yaylahisar and Bozyaka&quot; width=&quot;1280&quot; height=&quot;1280&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Between Yaylahisar and Bozyaka, in the island&#x27;s Turkish-inspired south,
the valley floor is barely wider than the river. The road takes the flattest
ground it can find, and that ground keeps switching banks. Nine crossings in
2.4 km of river, most on stone arches a metre above the water. This reach
falls too steeply for boats anyway, so here the bridges may stay low. A
traveller would remember it as the valley where you are never dry for long.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The plan, which is not built yet, is for every bridge over a reach boats
work to get a navigation arch: one span high enough for a boat. That is more than a hundred bridges for the road builder to raise. It is
also a decent reason for a town to put a toll on its bridge.&lt;/p&gt;
&lt;h2 id=&quot;where-this-stands&quot;&gt;Where this stands&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#where-this-stands&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Running in the simulation today&lt;/strong&gt;
- The survey of all 162 trade reaches: their width, depth, fall, crossings
  and cargo.
- The rule deciding what each reach carries: both ways, downstream only, or
  nothing.
- The small river boat in the trade, the river boatmen in the economy, and
  their berths passed to the town builder.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Experimental&lt;/strong&gt;
- River beds you can see into. The renders above come from it. Blind AI
  critics, shown our frames beside a reference photo of a real turquoise
  river, score them 3 to 4 out of 10 at the last count. We iterate one change at a
  time until they come close.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Planned&lt;/strong&gt;
- Navigation arches over the reaches boats work.
- Boats on the water that you can watch, and towpaths along the rapids.
- &lt;a class=&quot;oid-link&quot; href=&quot;https://atlas-ontology.pages.dev/#/c/vessel.raft&quot; title=&quot;Rafts and log floats moving timber downriver&quot;&gt;Rafts&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;the-raft-question&quot;&gt;The raft question&lt;a class=&quot;anchor&quot; data-pagefind-ignore href=&quot;#the-raft-question&quot; title=&quot;Link to this section&quot;&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Rafts are where this gets strange. A raft is the boat and the cargo at
once. Built from upland timber, floated down with goods on top and taken apart
for its timber at the end, it ties the river trade to the forest itself.&lt;/p&gt;
&lt;p&gt;Give our island rafts and a valley&#x27;s trade becomes a function of its trees.
Then what happens to a river town the year its forest runs out?&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;&lt;em&gt;A detail for close readers.&lt;/em&gt; Five settlements on the trade&#x27;s rivers are
named for fords: Gelbenfurt, Reiherfurt, Wildesfurt, Tannenenfurt and
Dornfurt (&lt;em&gt;Furt&lt;/em&gt; is German for ford). Not one of their reaches has a ford
any more. The roads there cross by bridge. The names remember a crossing the road builder
has since bridged over. Or they remember nothing, and whoever named them was
simply fond of fords.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Another.&lt;/em&gt; The old simulation floated oxen, sheep and pigs down the rivers
on barges, about 7,000 tonnes of livestock a year. It still puts them in
boats now. Livestock should walk, driven along the roads by drovers. The
drovers have not come yet.&lt;/p&gt;</content>
</entry>
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