Switzerland map — data sources and attribution ============================================== Built from Swiss federal geodata published by the Federal Office of Topography swisstopo on https://data.geo.admin.ch. swisstopo free geodata may be used, redistributed, modified and used commercially, but SOURCE ATTRIBUTION IS MANDATORY: (c) Bundesamt fuer Landestopografie swisstopo Datasets used ------------- Elevation ch.swisstopo.swissaltiregio (swissALTI Regio, 10 m national DEM) https://data.geo.admin.ch/ch.swisstopo.swissaltiregio/swissaltiregio/swissaltiregio_2056_5728.tif Read as a Cloud-Optimized BigTIFF; overview level 2 (80 m) only. swissALTIRegio merges foreign DEMs outside Switzerland, which must be credited as well: TINITALY / INGV (Italy), geoland.at (Austria), RGE ALTI / IGN (France), DGM1 Bayern and the Baden-Wuerttemberg / EU-DEM data (Germany). Borders ch.swisstopo.swissboundaries3d, release 2026-01 https://data.geo.admin.ch/ch.swisstopo.swissboundaries3d/swissboundaries3d_2026-01/swissboundaries3d_2026-01_2056_5728.shp.zip Layers: TLM_LANDESGEBIET (national outline = the coastline), TLM_KANTONSGEBIET (the 26 cantons), TLM_HOHEITSGEBIET (municipalities with population, for the canton spawn points). Lakes ch.swisstopo.swisstlmregio, release 2025 (GeoPackage) https://data.geo.admin.ch/ch.swisstopo.swisstlmregio/swisstlmregio_2025/swisstlmregio_2025_2056.gpkg.zip Layer tlmregio_hydrography_lake. Geometry -------- Projection EPSG:2056 (CH1903+ / LV95), the official Swiss projection -- conformal and metric, so no latitude aspect correction is used. Grid 2000 x 1264 tiles at 175 m/tile (350.0 x 221.2 km) Origin tile (x,y) covers E = 2484634 + 175*x, N = 1296201 - 175*y Elevation curve magnitude = round(unsharp(elevation) / 120 m), clamped 0..31, where unsharp = e + 2*(e - gaussian(e, sigma = 2 tiles)). Terrain band cuts therefore fall at 1200 m (Plains/Highland) and 2400 m (Highland/Mountain). Latitude row 0 = 47.8 N, last row = 45.8 N (crates/of_app/src/view.rs). Lake policy A lake under ~1.2 km2 is not represented, at any resolution (40 tiles at full res, 10 at 4x, 3 at 16x); such bodies are filled back to land at the surrounding ground height. Applied to map4x.bin/map16x.bin after the plurality-vote downsample, which otherwise left 46 and 40 disconnected one- and two-tile fragments of the narrow arms of real lakes. Climate (climate.bin) --------------------- Source Beck, H.E., N.E. Zimmermann, T.R. McVicar, N. Vergopolan, A. Berg, E.F. Wood: Present and future Koppen-Geiger climate classification maps at 1-km resolution, Scientific Data 5, 180214 (2018), doi:10.1038/sdata.2018.214. Data: figshare, doi:10.6084/m9.figshare.6396959 (Beck_KG_V1.zip, no login), Beck_KG_V1_present_0p0083.tif (present day, 1980-2016, ~1 km). Licence CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/): attribution required; the classes were turned into moisture values and reprojected (changes made). Grid the map16x grid, 500 x 316: one byte per 16x tile, 0 = driest, 255 = wettest, on the terrain shader's own moisture scale (x 255). Method each Koppen class -> a moisture (table below); reprojected with the map's projection, each 16x tile the area average of the 1 km cells in it; the sea and the neighbours (water on this map) take the nearest own land's value; Gaussian smoothing, sigma 8 km (11.4 tiles of 0.70 km). Classes BWh, BWk 0.06; BSh, BSk 0.28; Csa 0.34; Dsa 0.40; Csb, Csc, Dsb 0.46; Dsc, Dsd 0.48; Aw, ET, EF 0.50; Cwa, Cwb, Cwc, Dwa, Dfa 0.52; Cfb, Cfc, Dwb, Dwc, Dwd, Dfb 0.53; Dfc, Dfd 0.58; Cfa 0.60; Am 0.66; Af 0.76. The shader's temperate ladder: desert under 0.22, steppe to 0.33, grass to 0.56, forest above; in hot country savanna from 0.24, grass from 0.45, jungle above 0.56. Tundra and snow come from the temperature. Land the largest classes by 16x land tile: Dfb 48%, ET 23%, Dfc 18%, Cfb 10%. As the temperate ladder reads it: desert 0.0%, steppe 0.0%, grass 99.4%, forest 0.6% (before the shader's noise, heat and altitude). Colour (colour.jpg) ------------------- Source the ESA WorldCover Sentinel-2 median L2A (RGBNIR) composite of 2021, v200 (the ESA WorldCover project; made by the ESA WorldCover consortium from Copernicus Sentinel-2 data), its true-colour bands B04, B03 and B02 (the NIR band not used): one cloud-optimised GeoTIFF a 1 x 1 degree cell in the open-data bucket https://esa-worldcover-s2.s3.eu-central-1.amazonaws.com/rgbnir/2021//ESA_WorldCover_10m_2021_v200__S2RGBNIR.tif, read at its overview level 2 (3000 pixels a degree), only that level, by range requests (Front+ 1.0.9 step s02, 16 October 2026; every piece in mapdata/DOWNLOADS.txt). 15 cells used; of the cells under the land and its one-tile ring 0 the bucket does not have (open sea) and 0 are missing. Licence CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/); the terms: https://esa-worldcover.org/en/data-access ("provided free of charge, without restriction of use"). Attribution © ESA WorldCover project / Contains modified Copernicus Sentinel data (2021) processed by ESA WorldCover consortium Grid the full map grid twice over, 4000 x 2528: RGB, 8 bits a channel, sRGB, two texels a tile (0.087 km in the map's projection); JPEG, quality 90. Changed the source pixels averaged in blocks of 1 x 1 (2.4 x 3.4 of them a texel, north-south x east-west, at the land's middle), reprojected with the map's projection onto its grid, each texel the area average of the pixels in it in linear light (reflectance); water left out by the map's own land mask, and within 2 tiles of the map's own water also the imagery's own water (dark and blue pixels); clouds left out under the game's snow line (mean reflectance over 1.50 and spread under 0.05 of the mean; 5 texels touched); the 35,612 land texels with no data or mostly left-out pixels filled from the land round them, every texel that is not land from the nearest land texel; the tone: 1.6 x reflectance, to the power 0.9, highlights rolled off above 0.6, the colours 1.45 x as far from grey, exposure 1. Built 2026-10-16 (mapgen_imagery.py). Cut from the colours of the Switzerland and its neighbours map, built on that map's grid with its land mask (18 cells; the rim rule there ran within 2 tiles of that map's lakes, never along this map's border, which is land on that map), 232 texel rows (116 tiles) down: every land texel of this map is that map's texel, checked before the JPEG step (max difference 0 over 5,242,324 texels); after it the two files differ there by 0.05 of 255 on average (at most 40); every texel that is not this map's land (the neighbours, water on this map) takes the nearest land texel's colour. Land mean colour 107, 117, 95 (sRGB), spread 41 / 37 / 47; 30,697 of 5,242,324 land texels had no source pixel with data (0.59%). Game the terrain shader takes the land's base colour from this instead of its biome palette, under its own light, relief shading, territory tint, borders, haze, snow and water, while the Realistic look is on (the Settings switch is the default for every map; each map can change it on the Singleplayer page; off, it draws the palette). Land a match raises where this map has sea keeps the palette.