World
Holds lie a day or more apart. Travellers sleep under a roof when a settlement is near, and otherwise camp rough, where bandits and wolves find some of them. Where rough camps pile up along a road (the orange campfire glow), a nearby hold sends dwarves to raise a waystation.
Forests, soil, fish, stone and ore deplete and regrow at their own rates; the brown, pale and grey tints show what has been used up. Crowding, spent resources, idle trades and short food add up to pressure. Above 0.5, a hold that knows of good land from its explorers sends a founding party, and young settlements draw migrants until they grow from camp to village, hold and town.
Every act still has a room, and long trips are planned against projected hunger, so parties pack bread and forage when it runs out.