DEVLOG 159 // 2026-09-22
THE WORLD BECOMES A NETWORK
A place becomes real when it has neighbours, routes and consequences.
The location, area and World Cell naming workstream was opened, with spider diagrams selected to map settlements, districts, routes and cell relationships. The distinction between Cell Health, Conflict Pressure and faction ownership was carried into the mapping model. No new build, gameplay fix or Quest performance test was recorded.
Established Region → Area → Location → Cell as the working hierarchy.
Selected spider diagrams to map routes, boundaries and neighbouring cells.
Carried Cell Health, Conflict Pressure, ownership and connectivity into the mapping method.
Began defining how transit routes can reopen through player progress.
The hierarchy provides a consistent language for world design, events, website encounter pins and future QA telemetry.
The hierarchy and first named-area map were not finalised. Initial names, boundaries and route rules remained incomplete.
Ownership alone cannot describe a living district; health, pressure and connectivity need independent values.
The mapping work began turning Albion's settlements and routes into a connected, stateful network.
Complete the first named-area spider diagram and attach health, pressure, ownership and connectivity to every mapped cell.