Is there any world edit tools to soften terrain anomalies? We (read: I, the crazy one) could then go around the border and apply such an effect. 
There is.
Though the border spans several Kilometer by now. One option would be to create a giant wall around the border to separate new from old ⦠though I donāt know how that would turn out.
Ether way it isnāt that dramatic of a problem.
Well I would go around the border if it was clearly visible and if the tools were efficient enough at fixing the anomalies (one click -> area fixed). The area we have explored isnāt that big yet (only a few biomes). Canāt be worse than the chimney operation 
Beautiful ā looks like Iāll have some catching up to do once my workload allows me some free time. Still waiting for internet⦠the technician is having difficulties finding my address
.
So youāve finally added all the chimneys?
Great! Am I correct in assuming that there are 3 embassies?
There are actually 6 embassies:
- Ja-Min
- Lerna
- Kinlochia
- The Brotherhood of NOD
- Cheston
- Lomsorās Anomaly
You and Lerna could (if you want) make an even bigger embassy on your chunk since the later embassies were also made bigger.
Kinloch and I made the river in south one continuous stream. It now flows from one ocean to another. So Iād suggest naming it The River of Two Oceans⦠Or TROTO in short 
Cool!
Nah, I think my embassy is just perfect. My state is much smaller than most others anyway, so it fits. I just got internet today, Iāll check the map out tonight if I have time. Looking forward to viewing all the new stuff! 
@Lomsor, any chance for a map update? The eastern plains have been explored but are yet to to be added to the map (lots of new vilages).
Okay, the dual track connection to the desert is now done. Total time for one trip: 5 minutes and 20 seconds.
That was my largest rail project yet! Next up: connecting LucasFINās station to the network.
Awesome!
Are the tracks connected to a desert town now or just to the edge of the desert?
Iām working on the road to Kinlochia from the east tip of the desert. The road now goes half cirle around the ocean!
Connected to the first town (with a rudimentary station) and I even marked the distance by time (meaning I put up signs that tell you how long until the next station along the tracks in both ways).
Looks like we have our infrastructure down now⦠next up: aqueducts? 
Well the road to Kinlochia is still wip (no gravel filled in yet). And I bet we can find all sorts of small projects along the new route 
Oh by the way⦠was it you @RawMech, who built Lerna? Just to inform you⦠I built a road right at your doorsteps that connects to the wider road network. Feel free to connect it to your kingdom as you please once itās borders are finalized.
Om nom nom
All the roads and rails finally updated!
Iām surprised there were no unexplored holes in those western plains. I seem to have explored them quite efficiently.
Also, @xamino. That wooden hilly area we ādiscoveredā at the end of the tundra river was actually that same forest in the south. 
I hadnāt noticed⦠
A note for the rail system: from the north-west town, Charlbury, to al-Hussan in the south-east via rail takes 15 minutes and 20 seconds non-stop. Just to give some perspective for the size of the rail and road systemsā¦
We probably should start putting a Layer with special signs designating names on the map. So we can tell whatās where. Iāll investigate the possibilities.
Cheston (the collaborative mining city) is proggressing nicely
Thereās still room for more buildings. Come and join the project!
Iām reading the documentation how to create the signs right now. It is kinda tricky but I think I have enough programming knowledge to get this configured. Meanwhile you guys can discuss what standard icons should be used for what:
http://lomsor.com/minecraft/overviewer/C04/icons/
Iām planning on doing markers in the following way: Regions, Kingdoms, Towns, Villages and Districts.
Hereās an example what can be done ⦠oh and ⦠yeah ⦠youāll see: http://overviewer.org/wow
So that link you have is all the icons we got? Or can we make our own (there was a base icon)?
From the default pack we could at least use the following:
Tower Icon: Castles and towers, if we do important buildings inside cities, otherwise a large walled city.
Ship Icon: Harbors
Hoe Icon: Large wheat fields
Anvil: Blacksmiths (if we do important buildings inside towns)
Mine Icon: Entrance to a known large mine and/or dungeon (see Chestons Halls)
Town Icon: Towns and villages
If we want to indicate the different sizes and types of towns and cities we need more icons.
Oh and we need icons for ruins (on our ToDo) and other random sites.
That sounds pretty good. How will the markers on the map be set? Is that a manual job or is there some in-game mechanic for setting the signs?