Terrain is never just tiles — evidence from mods: Analysis of four OpenRA community mods (see research/openra-mod-architecture-analysis.md and research/openra-ra2-mod-architecture.md) reveals that terrain is one of the deepest extension points:
RA2 radiation: World-level TintedCellsLayer — sparse Dictionary<CPos, TintedCell> with configurable decay (linear, logarithmic, half-life). Radiation isn’t a visual effect; it’s a persistent terrain overlay that damages units standing in it. IC needs a WorldLayer abstraction for similar persistent cell-level state.
OpenHV floods:LaysTerrain trait — actors can permanently transform terrain type at runtime (e.g., flooding a valley changes passability and visual tiles). This breaks the assumption that terrain is static after map load.
OpenSA plant growth: Living terrain that spreads autonomously. SpreadsCondition creates expanding zones that modify pathability and visual appearance over time.
OpenKrush oil patches: Entirely different resource terrain model — fixed oil positions (not harvestable ore fields), per-patch depletion, no regrowth.
IC’s terrain system must support runtime terrain modification, world-level cell layers (for radiation, weather effects, etc.), and game-module-defined resource models — not just the RA1 ore/gem model.