Locations & Searching
Real-world POIs, game location types, searching, depletion and persistent consequences.
Location types
External map-provider categories are converted into the game's own taxonomy. Typical types include food store, pharmacy, hospital, farm, hardware, fuel, shelter, restaurant and woodland/park.
Searching
Searching a location consumes meaningful survivor capacity and can reveal context-appropriate resources. A pharmacy should not behave like a hardware store with a different icon.
Persistent depletion
Locations can become picked over or empty. Once a player actually discovers, searches, claims or changes something, the world can persist those consequences.
Persist consequences, not possibilities
Untouched areas need little mutable database state. Deterministic defaults and geographic cells can represent possibilities until someone interacts with them.
Loot ecology & search areas
Searches now choose one deterministic server-authoritative area appropriate to the location: rooms in abandoned homes, cabin/boot/engine bay in wrecks, grocery/drink/household shelves in supermarkets and specialised contexts for tagged retail such as bakeries, butchers, garden centres, outdoor shops and vehicle repair.
Context changes composition, not total abundance. Location stock, survivor search pressure and finite physical loot remain authoritative.