A generated county, not a fixed level.
Each county is generated with cities, towns, roads, highways, rivers, countryside and strategic locations. Different worlds can develop into very different places to survive, travel and fight over.
Concrete Warlords is a post-apocalyptic survival and faction sandbox set decades after national collapse. The county still has roads, machines, settlements and people — but authority belongs to whoever can actually hold them.
Each county is generated with cities, towns, roads, highways, rivers, countryside and strategic locations. Different worlds can develop into very different places to survive, travel and fight over.
Start alone and under-equipped. Scavenge, repair, build, recruit, trade and fight until your choices affect settlements, rival factions and the balance of power across the county.
Combat matters, but so do logistics, ownership, infrastructure, reputation and the people needed to keep territory alive after you capture it.
Block-based building, destruction, barricading, scavenging, crafting and repair.
Named groups with territory, hierarchy, income, patrols, enemies, allies and succession.
Control roads, properties, utilities, towns, districts and ultimately the central power.
Civilians and specialists can become workers, guards, squad members and settlement support.
Legal work, robbery, protection, faction jobs and territorial violence affect goodwill, neutrality and heat.
Build a protective organisation, a criminal empire, a warlord state or an uncomfortable mixture of all three.
The setting is a degraded Earth rather than polished science fiction. Working machinery, concrete, patched vehicles, old infrastructure, improvised settlements and criminal successor powers matter more than futuristic spectacle.