

If nothing important happens in a chunk (e.g. Chunks are "switched off" to save CPU cycles.When the player moves, has a radar explore the map via sectors, or has artillery shells fired across long distances, the map is revealed in chunks. Non-placeable entities that do not align to the grid include enemies, trees and decoratives.Ī chunk is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) or a distance of 32 tiles. Exceptions include the land mine and vehicles such as the car, tank, locomotive and wagons. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.Īlmost all placeable entities are aligned to the tile grid when placed in the game. The maximum size of the map is a square 2 million tiles on each side, a total of 4 trillion tiles.

Examples of 1×1 entities include transport belts and chests. The smallest possible entity size is therefore one tile, 1×1. Entity sizes are defined in terms of tiles for example the rocket silo - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9×9. The tile is the basis for all area and distance measurement. Click to see at higher resolution.Ī tile is a square which defines the smallest possible piece of the game world the map is built on a grid of tiles. The tile grid shown in-game chunks (32×32 tiles) are indicated by the thicker black lines.
