[[File:Biomes.png|thumb|300px|Different Biomes on the World Map]]<br /> <br />
{{Version|1.11}}
[[File:Biomes.png|thumb|450|Screenshot of the world map]]
= Overview =
== Overview ==
The World Map consists of different elements, these are:
* Fog of War
* [[The Smoldering City]]
* [[Biome]] Hex Tiles
* Reward Indicators
* [[World Events]]
* [[World Modifier]] Tiles
* [[Seal]]s
= Fog of War =
The World Map is where Viceroys plan their missions out from the [[Smoldering City]] to build settlements and make their way toward [[Seals]]. Choosing where on the map to go for the next mission and [[Embarking]], including selecting caravans and difficulty, are done from the World Map.
[[File:FogofWar.png|thumb|left|300px|The Fog of War]]
The Fog of War hides [[World Events]] and [[Map Modifiers]]. Once a Viceroy gets close enough to a "?" , the fog will lift and the [[World Event]] or [[World Modifier]] will be revealed! Viceorys can use the [[Caravan Wagons]] Rewards on the when receiving a [[Royal Resupply]] to lift the Fog of War even more.
The Smoldering City is where Viceroys can buy [[Upgrades]], check their Game History and visit their [[Home]], once unlocked. The Smoldering City will grow and expand as Viceroys unlock more [[Upgrades]].
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= Biome Hex Tiles =
[[File:SmolderingCityMap.png|thumb|200px|Smoldering City on the Map]]
There are 6 different Biomes on the world map. These are:
The Smoldering City is at the center of the World Map and is where all Viceroys start. This is where Viceroys can buy [[Upgrades]], check their game history and visit their [[Home]], once unlocked.
* The [[File:CoralForestHex.png|32px]] [[Coral Forest]]
* The [[File:CursedRoyalWoodlandsHex.png|32px]] [[Cursed Royal Woodlands]]
* The [[File:MarshlandsHex.png|32px]] [[Marshlands]]
* The [[File:RoyalWoodlandsHex.png|32px]] [[Royal Woodlands]]
* The [[File:ScarletOrchardHex.png|32px]] [[Scarlet Orchard]]
* The [[File:SealedForestHex.png|32px]] [[Sealed Forest]]
Each Biome has unique [[Resources]], which can be viewed on the Conditions tab after clicking on a Biome hex tile, as seen on the image on the right.
<div style="clear: both" aria-hidden="true" />
Please see each unique Biome page in this wiki for a more detailed list of [[Resources]] , Effects and other information.
On the left we can see each Hex Tile of the map gives different Meta Rewards, be it [[File:Icon MetaResource FoodStockpiles.png|16px]] [[Food Stockpiles]], [[File:Icon MetaResource Machinery.png|16px]] [[Machinery]] or [[File:Icon MetaResource Artifact.png|16px]] [[Artifacts]] , these rewards are used in [[Upgrades]] within the [[Citadel]], and to pay for [[Stormforged Cornerstones]].
Viceorys can see on the right, the total Rewards playing a tile will give them. This info box is always on the left side of the screen, near the top.
The foggy cloud cover represents the unexplored world around the [[Smoldering City]]. The fog hides map tiles and their [[Biomes]], [[World Events]], and [[Map Modifiers]] until they are revealed by [[Embarking]] and completing a mission nearby. Once a Viceroy gets close enough to an unexplored tile with a question mark icon, "?", the fog will be revealed until the next cycle.
<br /> <br /><br /><br /><br />
= World Event Tiles =
[[File:WorldEventTiles.png|thumb|left|200px|World Events on the Map]] World Events are opportunities for Viceroys to gain extra rewards by completing a challenge given by the event. When a Viceroy chooses to attempt the World Event, their caravan will choose the World Event tile to settle on.
For a complete list of these Events, please see [[World Events]].
Players start out with 2 hexes revealed around the Smoldering City and each of their completed settlements on the World Map. By purchasing [[upgrades]], Smoldering City's vision range can be extended up to 4 tiles, and settlements' to 3 tiles. '''Obsidian Archive''' level 12 is the only upgrade that improves Embarkation/movement range, from 3 to 4. Do note that most of the time your Embarkation range will be limited by vision range - you can't settle 4 hexes away from a settlement with a 3-hex vision range using normal means without backtracking to the Smoldering City or previously completed settlements.
= World Modifier Tiles =
Regular tiles on the edge of your vision range are also revealed, but remain mostly covered in the Fog of War (unless they contain a [[World Map modifier]]). These partially revealed tiles can't be settled. The only exception to that are [[World Events]] that necessitate settlement on their hexes - as long as they are within Embarkation distance, you will always be able to claim to that hex.
[[File:WorldModifierTiles.png|thumb|left|200px|Map Modifiers outlined in Yellow]]
World Modifier Tiles add [[Effects]] to your settlement when playing a tile directly next to the Modifier. These effects are either Positive or Negative, and all Modifiers are listed below:
Outside of upgrades, '''Caravan Wagons''' reward (+2 to both vision and movement ranges) from [[World_Map_modifiers#Royal_Resupply|Royal Resupplies]] is the only way to increase settlements' and Smoldering City's vision range on the World Map. The vision range extension is temporary and only applies to the hex you are Embarking from. Once you are back on the World Map after the next settlement, all vision ranges will have returned to normal.
| style="text-align:left;border:hidden" | Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement in your initial glade.
| style="text-align:left;border:hidden" | Due to a strange curse, villagers with low Resolve can't leave the settlement. None of your villagers will generate Reputation from Resolve.
| style="text-align:left;border:hidden" | The power of a nearby monument makes everything feel lighter. You can move most buildings in your settlement.
| style="text-align:left;border:hidden" | A remnant of a bygone era, when royal archivists themselves ventured out into the wilderness in search of knowledge. One of your starting blueprint choices is replaced by a Wildcard (you can choose one blueprint from all unlocked blueprints).
| style="text-align:left;border:hidden" | Rocks in this region have a very peculiar shape. And they smell funny... Gain {{rl|Meat}} for every {{rl|Stone}} or {{rl|Clay}} gathered.
Visual comparison of vision ranges at different levels of '''Obsidian Archive''' (the settlements are at different distances from the [[Citadel]]):
| style="text-align:left;border:hidden" | The proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of order choices will increase by 1.
| style="text-align:left;border:hidden" | An old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a trader.
:''See for more information: [[Embarking#Difficulty_selection|Difficulty selection]]''
| style="text-align:left;border:hidden" |The Royal Guard is watching over this region. Discovering glades doesn't increase Hostility
|-style="border:hidden"
All tiles on the World Map have a minimum difficulty associated with them. Within 8 tiles of the Citadel, minimum difficulty is Settler, which means you can choose any unlocked difficulty on the list. As you get further from the Citadel on the World Map, lower difficulties gradually become unavailable. For example, once you cross the 12 tiles threshold, Settler, Pioneer, and Veteran can no longer be selected (they show up as Too Far in the difficulty dropdown).
Difficulty thresholds are communicated with rings formed by a dark colored outline on some sides of the World Map hexes. The distance between the rings on the World Map is 2 tiles for Pioneer, Veteran, and Viceroy zones. The next three zones, Prestige 5, Prestige 10, and Prestige 15, grow by 3 tiles each. Past 23 tiles of distance from the Citadel, only Prestige 20 difficulty is available.
The World Map has 6 [[biomes]], plus 4 DLC exclusive* biomes. See their articles for more details.
* The [[File:BambooFlatsHex.png|{{ImgM}}]] [[Bamboo Flats]]*
* The [[File:RockyRavineHex.png|{{ImgM}}]] [[Rocky Ravine]]*
* The [[File:AshenThicketHex.png|{{ImgM}}]] [[Ashen Thicket]]*
* The [[File:CoastalGroveHex.png|{{ImgM}}]] [[Coastal Grove]]*
* The [[File:CoralForestHex.png|{{ImgM}}]] [[Coral Forest]]
* The [[File:CursedRoyalWoodlandsHex.png|{{ImgM}}]] [[Cursed Royal Woodlands]]
* The [[File:MarshlandsHex.png|{{ImgM}}]] [[Marshlands]]
* The [[File:RoyalWoodlandsHex.png|{{ImgM}}]] [[Royal Woodlands]]
* The [[File:ScarletOrchardHex.png|{{ImgM}}]] [[Scarlet Orchard]]
* The [[File:SealedForestHex.png|{{ImgM}}]] [[Sealed Forest]]
Each biome has a different assortment of natural [[resources]] and unique mechanics. Some are simple, like double yields from cutting trees, or more complex like Scarlet Orchard's archaeology events.
You can read more about each biome on the ''Conditions'' and ''Summary'' tabs after clicking on a map tile, as seen in the image on the right.
The rewards for completing a mission are determined by [[difficulty]] and [[#World Map modifiers|modifiers]]. These rewards are mainly used for [[upgrades]] within the [[Citadel]] and to pay for [[Stormforged Cornerstones]].
<div style="clear: both" aria-hidden="true" />
On the left, the ''Summary'' screen shows exactly how many of each resource you would earn from a successful mission.
On the right, the World Map shows what meta resource types will be rewarded on completion. These indicators can help you find the resources you need and to help you plan your route.
:''See for more information: [[Embarking##Embarkation_Bonuses|Embarkation Bonuses]]''
|+
|- style="font-weight:bold; border:hidden"
The cost of Embarkation Bonuses will change with every caravan, this is to encourage players to try out different starting patterns. They are as follows:
| style="text-align:left;border:hidden" | This region was heavily exploited by other viceroys. Hostility doesn't grow with each passing year, but you’ll gain 2 more Hostility Points per villager.
| style="text-align:left;border:hidden" | Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden Glade warnings are disabled.
|-
|-style="border:hidden"
| {{rl|Planks}}
| {{Perk|Red|File:LandOfGreed.png}}<br />Land of Greed
| 2 - 3
| style="text-align:left;border:hidden" | The strange totem causes you to only focus on your wealth... And the Crown is worried. Impatience grows quicker, but every ongoing trade route reduces the Impatience generation speed.
|-
|-style="border:hidden"
| {{rl|Reed}} / {{rl|Leather}}
| {{Perk|Red|File:MonasteryoftheHolyFlame'.png}}<br />Monastery of the Holy Flame
| 2
| style="text-align:left;border:hidden" | The Monks of the Holy Flame are a fanatically egalitarian order. You cannot forbid consumption, or favor any species.
| style="text-align:left;border:hidden" | Something strange is trapped beneath the ground. Gain twice the [[Hostility]] each year, but every time a villager dies or leaves, [[Hostility]] decreases.
| style="text-align:left;border:hidden" | Nobody has settled in this region for multiple cycles. Every Dangerous and Forbidden Glade contains two threats instead of one (except glades with Archaeological Discoveries in the Scarlet Orchard).
|-style="border:hidden"
|}
|}
= Strategy =
=== World events ===
:''Main article: [[World Events]]''
[[File:WorldEventTiles.png|thumb|250px|World Events on the Map]]
World events are opportunities for Viceroys to earn extra rewards by completing a challenge or otherwise engaging a special opportunity. When a World Event is within your visibility range, click on it to find out what it is. See the main article for the list of World Events.
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=== World Map modifiers ===
{{MainArticle|World Map modifiers}}
[[File:WorldModifierTiles.png|thumb|250px|Map modifiers outlined in Yellow]]
World modifiers add effects or conditions to any settlements built next to the tile the modifier is on. You cannot settle directly on these tiles. Some of these effects are beneficial and make your mission easier, and others add challenging constraints or significant limitations on your settlement. See the main article for the list of World Map modifiers.
[[File:EndCycleButton.png|thumb|left|300px|The End Cycle Button, and a Seal]] [[File:CycleSummary.png|thumb|right|300px|Cycle Summary and Seal Contracts]]
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On the World Map, Seals are the endgame objectives for every Cycle. Viceroys work towards a Seal, enter the Sealed Forest, and successfully reforge the Seal to successfully complete the Cycle. The higher tier a Seal is, the further away it will spawn on the map. Seals and their tiers can be viewed on the Sealed Forest page.
On the left, after the last mission of the Cycle is over, clicking on ''End Cycle'' in the bottom right of the screen is the last action to take before starting over again from the [[Smoldering City]]. Cycles can be ended at any point with no negative consequences for later Cycles.
On the right, a summary shows the Viceroy's accomplishments for that Cycle.
Once the Gold Seal (Viceroy [[difficulty]]) is beaten for the first time, Seal Contracts become available. They allow Viceroys to choose which Seals will spawn during the next Cycle. Only up to 3 Seals can be selected at a time.
= See Also =
[[Category: Biomes| ]]<!-- Main article in category (until "Biomes" page exists) -->
The World Map is where Viceroys plan their missions out from the Smoldering City to build settlements and make their way toward Seals. Choosing where on the map to go for the next mission and Embarking, including selecting caravans and difficulty, are done from the World Map.
Smoldering City
Smoldering City on the Map
The Smoldering City is at the center of the World Map and is where all Viceroys start. This is where Viceroys can buy Upgrades, check their game history and visit their Home, once unlocked.
Fog and visibility
The Fog of War
The foggy cloud cover represents the unexplored world around the Smoldering City. The fog hides map tiles and their Biomes, World Events, and Map Modifiers until they are revealed by Embarking and completing a mission nearby. Once a Viceroy gets close enough to an unexplored tile with a question mark icon, "?", the fog will be revealed until the next cycle.
Vision range and Embarkation range
Typical settlement placement
Players start out with 2 hexes revealed around the Smoldering City and each of their completed settlements on the World Map. By purchasing upgrades, Smoldering City's vision range can be extended up to 4 tiles, and settlements' to 3 tiles. Obsidian Archive level 12 is the only upgrade that improves Embarkation/movement range, from 3 to 4. Do note that most of the time your Embarkation range will be limited by vision range - you can't settle 4 hexes away from a settlement with a 3-hex vision range using normal means without backtracking to the Smoldering City or previously completed settlements.
Regular tiles on the edge of your vision range are also revealed, but remain mostly covered in the Fog of War (unless they contain a World Map modifier). These partially revealed tiles can't be settled. The only exception to that are World Events that necessitate settlement on their hexes - as long as they are within Embarkation distance, you will always be able to claim to that hex.
Outside of upgrades, Caravan Wagons reward (+2 to both vision and movement ranges) from Royal Resupplies is the only way to increase settlements' and Smoldering City's vision range on the World Map. The vision range extension is temporary and only applies to the hex you are Embarking from. Once you are back on the World Map after the next settlement, all vision ranges will have returned to normal.
Vision and movement ranges
Obsidian Archive level
Smoldering city vision range
Settlement vision range
Embarkation range
Levels 0-6
2 hexes
2 hexes
3 hexes
Levels 7-11
3 hexes
3 hexes
3 hexes
Level 12+
4 hexes
3 hexes
4 hexes
Visual comparison of vision ranges at different levels of Obsidian Archive (the settlements are at different distances from the Citadel):
All tiles on the World Map have a minimum difficulty associated with them. Within 8 tiles of the Citadel, minimum difficulty is Settler, which means you can choose any unlocked difficulty on the list. As you get further from the Citadel on the World Map, lower difficulties gradually become unavailable. For example, once you cross the 12 tiles threshold, Settler, Pioneer, and Veteran can no longer be selected (they show up as Too Far in the difficulty dropdown).
Difficulty thresholds are communicated with rings formed by a dark colored outline on some sides of the World Map hexes. The distance between the rings on the World Map is 2 tiles for Pioneer, Veteran, and Viceroy zones. The next three zones, Prestige 5, Prestige 10, and Prestige 15, grow by 3 tiles each. Past 23 tiles of distance from the Citadel, only Prestige 20 difficulty is available.
Map tiles and biomes
Biome Conditions
The World Map has 6 biomes, plus 4 DLC exclusive* biomes. See their articles for more details.
Each biome has a different assortment of natural resources and unique mechanics. Some are simple, like double yields from cutting trees, or more complex like Scarlet Orchard's archaeology events.
You can read more about each biome on the Conditions and Summary tabs after clicking on a map tile, as seen in the image on the right.
On the left, the Summary screen shows exactly how many of each resource you would earn from a successful mission.
On the right, the World Map shows what meta resource types will be rewarded on completion. These indicators can help you find the resources you need and to help you plan your route.
The cost of Embarkation Bonuses will change with every caravan, this is to encourage players to try out different starting patterns. They are as follows:
World events are opportunities for Viceroys to earn extra rewards by completing a challenge or otherwise engaging a special opportunity. When a World Event is within your visibility range, click on it to find out what it is. See the main article for the list of World Events.
World modifiers add effects or conditions to any settlements built next to the tile the modifier is on. You cannot settle directly on these tiles. Some of these effects are beneficial and make your mission easier, and others add challenging constraints or significant limitations on your settlement. See the main article for the list of World Map modifiers.
The End Cycle Button, and a SealCycle Summary and Seal Contracts
On the World Map, Seals are the endgame objectives for every Cycle. Viceroys work towards a Seal, enter the Sealed Forest, and successfully reforge the Seal to successfully complete the Cycle. The higher tier a Seal is, the further away it will spawn on the map. Seals and their tiers can be viewed on the Sealed Forest page.
On the left, after the last mission of the Cycle is over, clicking on End Cycle in the bottom right of the screen is the last action to take before starting over again from the Smoldering City. Cycles can be ended at any point with no negative consequences for later Cycles.
On the right, a summary shows the Viceroy's accomplishments for that Cycle.
Once the Gold Seal (Viceroy difficulty) is beaten for the first time, Seal Contracts become available. They allow Viceroys to choose which Seals will spawn during the next Cycle. Only up to 3 Seals can be selected at a time.