
Plan on stepped ground
Survey a fixed grant on 1 m terraces. Housing districts, roads, quarries, and workshops snap to the same grid the simulation reads — so placement is planning, not painting.

About
Provincia is a Roman colony builder on a fixed terrace grid. You are the curator of a small colonia at the edge of the province — survey the land, route water, house families, and keep the haul board moving as refugees arrive from the road.
What Rome gave you is small. What you make of it is yours.
The wagons leave. You stand above a strip of granted land with a curia, starter housing, ponds along the grant, and stone and timber in the hall. Families who came with the charter need work. More will arrive from the road when word spreads — if you keep beds and food ready. You are the curator, not a god. Rome gave you the outline. The rest is placement, water, and patience.

Survey a fixed grant on 1 m terraces. Housing districts, roads, quarries, and workshops snap to the same grid the simulation reads — so placement is planning, not painting.

Ponds, wells, and stone runs use a real flow model. Cut a channel through a terrace and it drains somewhere. Route water before your colonists run dry.

Timber, stone, and food move by haul jobs — not magic. Workshops stall when stockpiles run empty. Growth is logistics, not just placing buildings.

When word of your grant spreads, so does trouble. Form lines on the terrace, hold the aqueduct wall, and keep the settlement standing.
For players who want the technical picture — straight from the dev build.
Buildings come from CSV rows — footprint, cost, workers, scene path. Placement updates occupancy layers for paths, sewage underlays, and construction reserves. One coordinate system for tools, rendering, and simulation.

Water moves downhill by hydraulic head (terrain height + depth). Building cells block flow. Wells push harder than springs. Aqueduct piers stay permeable so channels stay connected to the grid.

Drag a district zone and a solver packs hut clusters along paths, respecting flat-enough terrain and door heights. Large zones lean on a native BFS extension to stay under a one-second layout budget.

Town hall spawns workers and holds stockpiles. Foresters, quarries, and workshops pull from a shared haul board. Thirsty colonists path to wet cells. Happiness nudges walk speed between half and one-and-a-half.

Deterministic melee on the same terrace grid — form infantry, hold the aqueduct wall, and keep the colonia standing when raiders arrive.













Provincia is in active pre-alpha. Core placement, water, housing layout, colonist logistics, and battles are playable in the Godot build. Download a build below — expect bugs. No Steam page yet.