SOVEREIGN PROTOCOL RULES
◉ SITUATION ROOM
RULES · 02

THE MAP

A hex board sized to the cast, land-dominant and resource-rich, where the only thing that matters about a tile is what you can build on it.

GEOMETRY

A flush hexagonal honeycomb — pointy-top, odd-r offset — where each tile borders up to six neighbours. The board wraps east–west (sail off the right edge, arrive at the left) with hard poles north and south, so there is no safe corner to turtle in.

BOARD SIZE

The board is sized to the number of players rather than fixed: roughly 30 tiles per player, laid out at a 1.5 aspect ratio. A fixed board large enough to seat six would let two players spend an entire match without ever meeting.

BOARDCASTDIMENSIONSTILES
Small29 × 654
Medium414 × 9126
Standard617 × 11187

Continent shaping, inland seas and resource clustering all scale with the area, so a small board is a proportionally shaped world rather than a cropped corner of a large one.

TILE TYPES

TYPEHOSTSNOTES
WaterNothing, until ReclamationOceans and inland seas. Impassable and unbuildable until researched.
FertileAgriculture Hub, or any generic hubHigh food trickle when left rural.
MineralExtraction Hub, or any generic hubHigh materials trickle when left rural.
AridAny generic hubBaseline trickle. Useful ground, not valuable ground.

Only two hubs care about terrain: Agriculture needs Fertile and Extraction needs Mineral. Manufacturing, Scientific, Data Centers and Military Bases go on any land — so an Arid tile is never worthless, it is just never special.

DISTRIBUTION

The world is deliberately land-dominant: about 14% water, and the land splits roughly 42% Fertile, 42% Mineral, 16% Arid. Fertile and Mineral tiles are seeded in clusters rather than scattered, which is what creates regions worth fighting over instead of an evenly good board.

STARTING POSITIONS

Players are placed with a minimum separation from each other and a small home radius of owned tiles. Everyone starts far enough apart to develop, close enough to eventually collide.