Click a road to select and inspect it · a bridge, a signal, a toll booth or an
intersection opens its designer · Align (5) is where the curves move.
Drag a blue PI to reshape the curves · Drag the pavement bends the nearest point ·
Double-click (or Alt-click) adds one · Del removes it · the round handle slides
the whole road. Bridges and signals stay shut here — open them in Select (2).
Drag a PI up/down to set elevation · Shift snaps to 1 ft · Alt-click (or double-click) the road adds a point — including mid-bridge.
Cut
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Fill
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Net
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Click the ground to lay PIs · Enter finishes · Esc undoes/cancels.
Start at a road's end to continue it. Start beside its edge to pull a lane
along it — click again to end it (a merge), or Enter for full length.
New map
Roadway design. Feet, mph, cubic yards.
Flat farmland → deep valleys and impassable rock ridges.
Great ridgelines laid across the map — count and summit height of their own, separate from the rolling relief, so flat country can still have its Rockies.
Lakes and the sea. This is the fraction of the map that ends up wet. At 0 the map is bone-dry — rivers included.
How many rivers are carved — long and winding, source to sea.
Miles per side. The terrain cell stays 20 ft at every size.
Trees, shrubs and wildflowers.
The equinox — mud season, not paving season. Earth moves from the first hour; asphalt opens on day 9.
How far apart towns, villages and homesteads are placed. Huddled makes the first connection a short hop and the network knit together fast; scattered makes every settlement its own expedition.
Your treasury. Contracts, change orders and crashes draw it down; tolls pay it back. Debt costs 1% a day.
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— fps
press 1 to draw a road — or click one to inspect it