Pressure
Overview
Pressure is a map property used by the game to represent the relative water pressure across the terrain. It does not appear as an inventory item or resource; instead, it is a spatial value that influences how water flows through pipes, channels, and hydraulic buildings on the map. Pressure values are part of the water simulation layer and determine which directions water will travel, how effectively pumps and waterwheels operate, and whether a given network of pipes can deliver water uphill or against resistance.
Pressure interacts directly with water stored in Tanks and flowing in channels. It is calculated from the local water level, elevation, and connected hydraulic infrastructure. Higher pressure at a node pushes water toward adjacent nodes of lower pressure; pumps can increase pressure to move water to higher elevation or across longer distances.
Water Tanks and other storage features affect local pressure by holding water volume at a given elevation, which creates a steady head for distribution.
Practical notes and interactions:
- Pressure is not a player-managed resource and has no weight or inventory representation; it exists only in the map simulation.
- Pumps raise pressure to force water through pipes and over elevation; waterwheels and gravity-driven flows depend on pressure differentials to generate mechanical power or move water.
- Placing Tanks at higher elevations produces higher pressure for downstream networks; placing Tanks lower reduces available head for uphill delivery.
- Blocking channels or disconnecting pipe segments changes local pressure distributions and can stop flow to distant consumers.
- When designing hydraulic systems, prioritize continuous pressure gradients from source (reservoir or Tank) to endpoint (consumers or irrigation). Gaps, unnecessary elevation gains, or undersized pumps will create insufficient pressure and interrupt supply.
- Pressure effects are deterministic in the simulation: water flows from higher pressure to lower pressure and will not flow uphill without a pressure source such as a pump.
Other entities of this type
- Beaverome
- Canyon
- Cliffside
- Craters
- Custom maps
- Diorama
- Helix Mountain
- Hollows
- Lakes
- Map Contests
- Map Contests/Build-a-Map Contest 1
- Map Contests/Build-a-Map Contest 2
- Map Contests/Build-a-Map Contest 3
- Map Contests/Build-a-Map Contest 4
- Map Contests/Build-a-Map Contest 5
- Meander
- Mountain Range
- Oasis
- Plains
- Spillage
- Terraces
- Thousand Islands
- Waterfalls