Plots, Parcels and PCPs

Plots

City Centre - ADVENT city areas.



Small Town - Rural areas.



Slums - City areas.



Shanty - Resistance hideouts.



Wilderness - Countryside / abandoned areas.

Parcels

Large parcels are 32 tiles by 32 tiles



Medium parcels are 16 tiles by 32 tiles



Small parcels are 16 tiles by 16 tiles

PCPs

Biomes

Temperate - Forests, rivers, ravines.



Arid - Desert, creeks, canyons.



Tundra - Snowy plains, frozen rivers, etc.

Levels in XCOM 2 are 'randomly generated', through a process involving components calledPlots are used to randomly placein a certain configuration for each mission. You can think of these as the overall 'level' used in the mission. While PCPs and Parcels are randomly selected, each Plot always places the random Parcels/PCPs in a certain configuration which allows for a large amount of level configurations.Plots are divided up into five main categories which represent the five 'settings' the game takes place in:Parcels are themed, discrete chunks of game content. The content of a parcel is dependent on the type of plot it is loaded into. A small town parcel would likely be a single family home or a storefront. A wilderness parcel would likely be a forest or an abandoned structure.Parcels are measured in game tiles. Standard parcels come in three sizes:PCPs are small chunks of environmentally appropriate elements that are arranged around and between parcels to create a coherent play space. PCPs tend to be more generic than parcels as they will be repetitive.PCPs are usually road networks, rivers/creeks, and areas at the edge of a level that the player cannot access.One final thing to note is that levels created using Wilderness, Shanty and SmallTown plots can be generated in one of three biomes:The assets in XCOM 2 levels are able to seamlessly swap out for an equivalent depending on the biome they're in - for instance, trees can become cactii, ground will become sandy or snowy, etc.