Every material of the evolution economy as a 2×2 node on the kit's terrain. Hover a node to see what it is and what it yields; click it to cycle full → worked → depleted. Trees and props are the kit's own, placed by their anchors, so this is what an engine would draw.
WoodbuildingsStonebuildingsFoodupkeep and growthGoldcontracts and appraisalsIron Oreitems 1★→3★Mithrilitems 3★→5★Adamantiteitems 5★→7★StarmetalArtifact itemsSunstoneHoly evolvesNightstoneDark evolvesWildstonePrimal evolvesMoonstoneNeutral evolves
Sprites are drawn back to front by anchor. A node's anchor sits on the ground point of its front cells; its ground patch dissolves into the tile with the same dither the terrain transitions use.
Every node, every state
On its first biome's tile at 2×. Click a card to cycle its state.