The Tycoon Map is your planning tool. It automatically updates sites, regions, active units, and recommendations.
Open it at map.torquetycoon.net in a browser or add the address to OpenKneeboard.
Hover over a site for a summary. Click it to open detailed information.
For hubs and cities, the colored ring represents Trust. The fill inside the symbol represents stored cargo. Grey or hidden sites are unknown or not yet mapped — see Exploration.
A mapped Settlement's detail panel shows its build slots as the slots themselves — one square per site, side by side, one row per pool (a City has a row for its City Projects and a row for its Institution seat):
| Square | Meaning |
|---|---|
| Filled, with the building's symbol and its level in the corner | a building stands here |
Filled and amber, with a ! | standing, but its perk is paused by unrest |
Dashed and green, with a + | free — this Settlement can build something here now |
| Dashed and grey | not unlocked yet; the Settlement level it arrives at is in its tooltip |
Hover a square for the details. A filled one shows the building's name and level, the perks it is currently providing, and then its next level: what that upgrade costs against this Settlement's Reserve and which perks it would add. If there is no upgrade on offer, it says why — finished, or waiting on a Settlement level of its own, which is what caps a Survey Station and a Checkpoint.
Available projects sits below as a blue bar with a 2 of 6 ready count. Hover it and the full list folds out to the side of the panel, so the catalogue doesn't push everything else off the screen; the pointer can travel straight across into the list without it closing. Each entry carries the same symbol as the build site it would occupy, its cost against the Reserve and, when it can't be started, the reason in plain text: no free build site, already built in this region, or the exact requirement still missing and where the Settlement stands against it. It shows the same information as the in-game F10 > Other > Tycoon > Projects menu.
Every cargo line of a project is drawn as one segment per crate, filled for the crates already in the Settlement's Reserve — the same reading as the Settlement level bar above it. Twelve segments with five filled means five of twelve Lumber are there.
Each good has its own colour, so a cost is legible before it is read: Food green, Grain lime, Lumber and Logs amber, Iron Ore red, Coal black, Steel dark grey, Oil violet, Fuel yellow, Building Materials cyan, Industrial Parts pink. A block of pink is an Industrial Parts bill and therefore a long evening; a row of amber is one afternoon.
On a narrow screen — OpenKneeboard above all — both the hover card and the project list drop underneath the panel instead of beside it.
The Institutions button on the right opens the server's monument roster: all eight Institutions, which of them stand and in which City, and for the ones still open what they would cost and which world-wide count is still missing.
It is a server-wide list, not a per-region one, because an Institution's effect is server-wide — that's also why the host City is only listed as a matter of record. Use it to see what the server has collectively achieved and to agree who builds the next one. It refreshes every few minutes rather than on the site cycle; a monument is built once and then stands.
Each region's label also shows a Security NN% suffix. See Security & Threats for what that means.
The listed FM frequency can currently be used for homing navigation in the UH-1H. See FM homing navigation.
Hover over a site to display its known cargo routes. This reveals where its goods come from and where they can be delivered.
The Attention panel lists up to five tasks currently worth considering. Click an entry to zoom to its site. Each recommendation includes a reason, priority, and relevant cargo.
Use this as a starting point, not a restriction. A route you plan yourself can be just as valuable.
Active units appear on the map. Click your unit and select Follow to keep the map centered on it. Manually moving the map stops following.
The marker shows what kind of aircraft it is, turned into its current heading: a helicopter, a propeller aircraft, an airliner-style symbol for large transports such as the C-130, and a fighter symbol for jets. The unit popup names the same category in its header.
Between position updates the followed unit keeps moving along its last measured ground track, so the map pans continuously instead of jumping every few seconds. Position reports arrive every few seconds; in tight turns the shown position can briefly deviate slightly and is corrected with the next report.
Use the layer control to show or hide site types, regions, airfields, and units.
Known enemy ground presence and active ambushes are shown as a red heatmap, not individual markers — the fog gets denser and more intense where more enemy units are concentrated. It updates roughly every 30 seconds. Toggle it on or off with the THREATS button next to NAV/SEC.
The fog is deliberately approximate and only indicates roughly where enemies are.
The TILES button, next to THREATS, adds a second overlay: every hex tile that holds detected enemy presence is filled deep red. Unlike the fog, the tile outline is exact — the enemies are somewhere inside that hexagon. Use the fog for a quick overview and the tile for planning an approach.
Both overlays are independent; each can be switched on or off on its own. The tile overlay refreshes on the same roughly 30-second cycle.
Both overlays show what your side has detected, not everything that is out there, and how much that is depends on the region's Radar Post — see Settlements & Projects.
| Radar Post in the region | Share of enemy groups shown |
|---|---|
| none | a quarter |
| level 1 | half |
| level 2 | three quarters, plus the group count printed inside each tile |
| level 3 | all of them |
A region with no Radar Post is never blind — a quarter of its groups always show, so you can tell that airspace is dangerous. What you can't tell is whether you're seeing all of it. That uncertainty is the thing a Radar Post buys away, and level 3 removes it completely.
Both overlays are fed from the same detected set, so they always agree: there is never a filled tile without fog over it, or fog over an empty tile.
See Security & Threats for what drives enemy presence.
Use the NAV and LOG buttons to change how region information is displayed:
The Map button opens the background-map selection. Available styles include light and dark road maps, Outdoors, OpenStreetMap, high-contrast Toner maps, and Terrain.
Terrain-oriented backgrounds are especially useful with OpenKneeboard's moving-map setup. They make ridges, valleys, and elevation changes easier to recognize when planning or flying routes through mountainous areas. Switch back to a simpler background when site symbols or logistics information need more contrast.
Add https://map.torquetycoon.net to OpenKneeboard as a web page. The live map can then be used as a moving map during the flight:
The map stays centered on the selected aircraft as its position updates. Dragging the map manually stops following; select the unit and press Follow again to resume.
Add your DCS player name to the map URL to skip the manual selection:
https://map.torquetycoon.net/?follow=YourPlayerName
The map locks onto whichever unit you are currently flying and zooms in once. It works with any browser window — OpenKneeboard, a tablet, or a second monitor — and behaves as follows:
The player name is compared without case sensitivity. Use the exact name shown in the unit popup under Player.
OpenKneeboard's next page and previous page actions change the map zoom level. These actions are commonly bound to Page Down and Page Up, but the actual keys depend on your OpenKneeboard profile. Moving between the generated map pages selects progressively closer or wider zoom levels.