World Map: Difference between revisions

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{{Version|1.11}}
[[File:Biomes.png|thumb|450|Screenshot of the world map]]
[[File:Biomes.png|thumb|450|Screenshot of the world map]]


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[[File:SmolderingCityMap.png|thumb|200px|Smoldering City on the Map]]
[[File:SmolderingCityMap.png|thumb|200px|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.
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.


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[[File:FogofWar.png|thumb|300px|The Fog of War]]
[[File:FogofWar.png|thumb|300px|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.
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.


Viceorys can use the [[Caravan Wagons]] Rewards on the when receiving a [[Royal Resupply]] to increase their visibility range on the world map.
{{clear}}


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== Vision range and Embarkation range ==
[[File:Typical settlement progression.png|thumb|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 [[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.
{| class="wikitable"  
|+ Vision and movement ranges
|-
! '''Obsidian Archive''' level
! Smoldering city <br/> vision range
! Settlement <br/> 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]]):
<gallery mode=nolines class="left" widths="150px" heights="150px">
File:Vision ranges1.png | Levels 0-6
File:Vision ranges2.png | Levels 7-11
File:Vision ranges3.png | Level 12+
</gallery>
 
== Minimum difficulty ==
[[File:Difficulty selection.png|Difficulty dropdown|thumb|300px|right]]
:''See for more information: [[Embarking#Difficulty_selection|Difficulty selection]]''
 
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.
 
{{clear}}


== Map tiles and biomes ==
== Map tiles and biomes ==
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[[File:BiomeConditionsTab.png|thumb|300px|Biome Conditions]]
[[File:BiomeConditionsTab.png|thumb|300px|Biome Conditions]]


The world map has 6 biomes. See their articles for more details.
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:CoralForestHex.png|{{ImgM}}]] [[Coral Forest]]  
* The [[File:CursedRoyalWoodlandsHex.png|{{ImgM}}]] [[Cursed Royal Woodlands]]
* The [[File:CursedRoyalWoodlandsHex.png|{{ImgM}}]] [[Cursed Royal Woodlands]]
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* The [[File:SealedForestHex.png|{{ImgM}}]] [[Sealed Forest]]
* The [[File:SealedForestHex.png|{{ImgM}}]] [[Sealed Forest]]


Each biome has a different assortment of [[Resources]] and unique mechanics. Some are simple, like double yields from cutting trees, or more complex like archaeology events.
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 on the image on the right.
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.


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[[File:TileRewards.png|thumb|right|250px|Tile Rewards]]
[[File:TileRewards.png|thumb|right|250px|Tile Rewards]]


The rewards for completing a mission are determined by a number of factors, including biome and difficulty. These rewards are used in [[Upgrades]] within the [[Citadel]] and to pay for [[Stormforged Cornerstones]].
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]].


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On the left, the ''Summary'' screen shows exactly how many of each resource you would earn from a successful mission.
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 types will be rewarded on completion. These indicators can help you find the resources you need and to help you plan your route.
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.


{|
{|
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=== Embarkation Costs ===
=== Embarkation Costs ===
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, per Discord user @cron3052:
:''See for more information: [[Embarking##Embarkation_Bonuses|Embarkation Bonuses]]''
 
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:


{| class="wikitable sortable"  
{| class="wikitable sortable"  
|- style="font-weight:bold; text-align:center;"
|-
! Bonus
! style="font-weight:bold; text-align:center;" | Bonus
! Cost
! style="font-weight:bold; text-align:center;" | Cost
|-
|-
| {{rl|Amber}}
| {{rl|Amber}}
| 2 - 5
| 3 - 5
|-
|-
| [[File:Icon_MetaReward_BlueprintChoice.png|16px]] Blueprints
| <span class="ats-link-resource ats-flag-small">[[File:Icon_MetaReward_BlueprintChoice.png|16px]]</span> Blueprints
| 4 - 6
| 4 - 6
|-
|-
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| 3 - 5
| 3 - 5
|-
|-
| [[File:CornerstoneReroll.png|16px]] Cornerstone reroll
| <span class="ats-link-resource ats-flag-small">[[File:CornerstoneReroll.png|16px]]</span> 3 [[Cornerstone]] Rerolls
| 2 - 3
| 1 - 2
|-
|-
| [[File:FlatIcon_Order_DeliverGoods.png|16px]] Delivery Lines
| <span class="ats-link-resource ats-flag-small">[[File:FlatIcon_Order_DeliverGoods.png|16px]]</span> Delivery Lines
| 5 - 7
| 5 - 7
|-
|-
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| 1 - 2
| 1 - 2
|-
|-
| {{rl|Pack of Provisions}}
| {{rl|Pack of Provisions}} / {{rl|Parts}}
| 2 - 4
| 3 - 4
|-
| {{rl|Parts}}
| 3 - 5
|-
|-
| {{rl|Planks}}
| {{rl|Planks}}
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| 2
| 2
|-
|-
| [[File:Icon_UI_RandomVillager.png|16px]] Villagers
| <span class="ats-link-resource ats-flag-small">[[File:Icon_UI_RandomVillager.png|16px]]</span> 2 [[Villagers]]
| 1 - 2
| 2
|}
|}


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:''Main article: [[World Events]]''
:''Main article: [[World Events]]''


[[File:WorldEventTiles.png|thumb|300px|World Events on the Map]]
[[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.
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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{| class="wikitable sortable mw-collapsible mw-collapsed"
=== World Map modifiers ===
|+ SPOILER WARNING! List of world events
{{MainArticle|World Map modifiers}}
|- style="font-weight:bold; text-align:center;"
! Event
! Option 1 <br />Requirement
! Option 1  <br />Rewards
! Option 2 <br />Requirements
! Option 2 <br />Rewards
|-
| {{Perk|Gray|File:Bankrupt Trader.png}}<br />Bankrupt Trader
| Win with 150 {{rl|Amber}}
| Gain 1 [[Villager]]<br />
| Win Before Year 8 ends, with 250 {{rl|Amber}}
| Gain 3 [[Villagers]]<br />
|-
| {{Perk|Gray|File:Brass_Order_Engineers.png}}<br />Brass Order Engineer
| Pay 10 [[File:Icon MetaResource Machinery.png|16px]] Machinery
| Gain 25 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles
| Win before year 9 ends with 3 [[Hearth]]s upgraded to District Level (3)
| Gain 15 {{rl|Crystalized Dew}}
|-
| {{Perk|Gray|File:Cloaked Wanderer.png}}<br />Cloaked Wanderer
| Lose 2 {{rl|Wildfire Essence}}
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments
| Become cursed for 2 games <br />(8 [[Villagers]] die at the start of Year 8)
| Gain 10 [[File:SealFragment.png|16px]] Seal Fragments
|-
| {{Perk|Gray|File:Commenda Contract.png}}<br />Commenda Contract
| Win a game before Year 8 ends, with 150 {{rl|Amber}} earned from Trade Routes
| Gain 10 {{rl|Amber}} and 3 {{rl|Parts}}
| style="text-align:center;" | -
| style="text-align:center;" | -
|-
| {{Perk|Gray|File:Crashed_Airship.png}}<br />Crashed Airship
| Win before Year 8 ends, with 300 {{rl|Storm Water}}
| Gain 20 {{rl|Pipes}} and 30 {{rl|Sea Marrow}}
| Lose 3 {{rl|Parts}}
| [[Traders]] arrive 25% Faster and<br />their Perks and Blueprints costs 25% less for the next game
|-
| {{Perk|Gray|File:Wandering Eremite.png}}<br />Wandering Eremite
| Lose 5 years
| Blueprint rerolls cost 10 less {{rl|Amber}} for 3 games
| Pay 25 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments
|-
| {{Perk|Gray|File:Fire_Moths.png}}<br />Fire Moths
| Lose 1 [[Villager]]
| Gain 6 {{rl|Parts}}
| Gain 3 {{rl|Wildfire Essence}} and 30 {{rl|Oil}}
| Gain [[Hostility]]<br />For every 90 seconds of Sacrificing, a [[Villager]] dies.<br />Sacrificing multiple fuels at the same time will make the timer go faster.<br />Effects last until 1 successful game in the current Cycle.
|-
| {{Perk|Gray|File:First Dawn Company Caravan.png}}<br />First Dawn Company Caravan
| Lose 20 {{rl|Coal}}
| Gain 2 [[Villagers]]
| Lose 35 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles
| Gain 30 {{rl|Grain}} and 15 {{rl|Pack of Provisions}}
|-
| {{Perk|Gray|File:Followers of the Forsaken Gods.png}}<br />Followers of the Forsaken Gods
| Lose 2 [[Villagers]]
| Gain 4 [[File:SealFragment.png|16px]] and 4 Reserve Embarkation Points
| Win before Year 8 ends with 10 dead [[Villagers]]
| Gain 25 {{rl|Mushrooms}} and<br />5 Reserve Embarkation Points
|-
| {{Perk|Gray|File:Event Gambler.png}}<br />The Gambler
| Lose 20 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles<br />Win with 40% Increased Impatience Speed
| Gain 50 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles and 10 [[File:Icon MetaResource Artifact.png|16px]] Artifacts
| Lose 5 [[File:SealFragment.png|16px]]<br />Win with 65% Increased Impatience Speed
| Gain 15 [[File:SealFragment.png|16px]] Seal Fragments
|-
| {{Perk|Gray|File:Hanged Viceroy.png}}<br />Hanged Viceroy
| Win with nobody leaving.<br />They can still die.
| Gain 2 [[Villager]]
| style="text-align:center;" | -
| style="text-align:center;" | -
|-
| {{Perk|Gray|File:Obsidian Loremaster.png}}<br />Obsidian Loremaster
| Win after completing 2 Forbidden [[Glade Events]]
| Gain 20 {{rl|Vegetables}} and<br />10 {{rl|Planks}}
| style="text-align:center;" | -
| style="text-align:center;" | -
|-
| {{Perk|Gray|File:Shelled Mosquito Nest.png}}<br />Shelled Mosquito Nest
| Lose 20 {{rl|Eggs}}
| Gain 5 [[File:SealFragment.png|16px]] Seal Fragments
| Win with NO Orders and 50% slower [[Trader]] arrival speed.
| Gain 4 Reserve Embarkation Points and<br />40 {{rl|Insects}}
|-
| {{Perk|Gray|File:Roaming Fishmen Tribe.png}}<br />Roaming Fishmen Tribe
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles
| Gain 15 [[File:Icon MetaResource Artifact.png|16px]] Artifacts
| Lose 30  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles
| Gain 15 [[File:Icon MetaResource Machinery.png|16px]] Machinery
|-
| {{Perk|Gray|File:Sadrath_The_Wise.png}}<br />Sadarth the Wise
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts
| A chosen World Map Modifier will appear
| Lose 10  [[File:Icon MetaResource Artifact.png|16px]] Artifacts
| Gain 25  [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles
|-
| {{Perk|Gray|File:Somber_Procession.png}}<br />Somber Procession
| Open no more than 1 Dangerous [[Glade]]
| Gain 10 {{rl|Tools}} and 20 {{rl|Stone}}
| Lose 3 Reserve Embarkation Points
| [[Villagers]] with species specific housing needs fulfilled gain +2 [[Resolve]]<br />(Active for 3 games)
|-
| {{Perk|Gray|File:Storm_Ants_Column.png}}<br />Storm Ant Column
| Start the game without any food.
| Gain 20 {{rl|Amber}}
| style="text-align:center;" | -
| style="text-align:center;" | -
|-
| {{Perk|Gray|File:StormbirdEggWorldEvent.png}}<br />Stormbird Egg
| Gain 30 {{rl|Eggs}}
| -2 [[Resolve]] during the storm for 2 games
| Lose 5 [[File:SealFragment.png|16px]]
| +15% Global Production Speed
|}


=== World modifiers ===
[[File:WorldModifierTiles.png|thumb|250px|Map modifiers outlined in Yellow]]


[[File:WorldModifierTiles.png|thumb|300px|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.


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.
{{clear}}


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=== Seals ===


==== List of positive world modifiers ====
:''See also: [[Sealed_Forest#Requirements_for_Entry]]''


{| class="wikitable sortable mw-collapsible"
[[File:EndCycleButton.png|thumb|left|300px|The End Cycle Button, and a Seal]] [[File:CycleSummary.png|thumb|right|300px|Cycle Summary and Seal Contracts]]
|+ World modifiers that benefit settlements
! World modifier !!class=unsortable| Description
|-
| {{Perk|{{PerkGreen}}|File:AbandonedSettlement.png}} Abandoned Settlement
| Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement in your initial glade.
|-
| {{Perk|{{PerkGreen}}|File:FertileGrounds.png}} Fertile Grounds
| Glades have an increased chance of including [[Fertile Soil]].
|-
| {{Perk|{{PerkGreen}}|File:ForsakenGodsTemple.png}} Forsaken Gods Temple
| Due to a strange curse, [[Villagers]] with low [[Resolve]] can't leave the settlement. None of your villagers will generate [[Reputation]] from Resolve.
|-
| {{Perk|{{PerkGreen}}|File:LevitatingMonument.png}} Levitating Monument
| The power of a nearby monument makes everything feel lighter. You can move most buildings in your settlement.
|-
| {{Perk|{{PerkGreen}}|File:OverGrownLibrary.png}} Overgrown Library
| A remnant of a bygone era, when royal archivists themselves ventured out into the wilderness in search of knowledge. One of your starting [[Blueprints|Blueprint choices]] is replaced by a Wildcard (you can choose one blueprint from all unlocked blueprints).
|-
| {{Perk|{{PerkGreen}}|File:PetrifiedNecropolis.png}} Petrified Necropolis
| Rocks in this region have a very peculiar shape. And they smell funny... Gain {{rl|Meat}} for every {{rl|Stone}} or {{rl|Clay}} gathered.
|-
| {{Perk|{{PerkGreen}}|File:RoyalOutpost.png}} Royal Outpost
| The proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of [[Orders|Order choices]] will increase by 1.
|-
| {{Perk|{{PerkGreen}}|File:RuinedArmory.png}} Ruined Armory
| An old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a [[Trader]].
|-
| {{Perk|{{PerkGreen}}|File:RuinsModifier.png}} Ruins
| This region was settled very frequently in the past. The chance of finding [[Ruins]] in glades is much higher.
|-
| {{Perk|{{PerkGreen}}|File:WatchTower.png}} Watchtower
| The Royal Guard is watching over this region. Discovering glades doesn't increase [[Hostility]]
|}


==== List of negative world modifiers ====
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{| class="wikitable sortable mw-collapsible"
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.
|+ World modifiers that make missions harder
! World modifier !!class=unsortable| Description
|-
| {{Perk|Red|File:AncientBattleground.png}} Ancient Battleground
| This land was once the place of a mythical battle. You start with [[Hostility]] points.
|-
| {{Perk|Red|File:BanditCamp.png}} Bandit Camp
| Traders are afraid, and will not visit this area. Neither trading nor trade routes are available.
|-
| {{Perk|Red|File:BarrenLands.png}} Barren Lands
| The soil is too acidic. There is no [[Fertile Soil]] anywhere in this region.
|-
| {{Perk|Red|File:CorrosiveTorrent.png}} Corrosive Torrent
| The rain is especially toxic in this region. No resources will be refunded after destroying a building.
|-
| {{Perk|Red|File:DangerousLands.png}} Dangerous Lands
| Only Dangerous Glades can be found in this region.
|-
| {{Perk|Red|File:FishmenRitualSite.png}} Fishmen Ritual Site
| A holy site for the Fishmen. No envoy dares to pass through here. [[Orders]] are disabled.
|-
| {{Perk|Red|File:FloodedMines.png}} Flooded Mines
| 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.
|-
| {{Perk|Red|File:ForbiddenLands.png}} Forbidden Lands
| Only Forbidden Glades can be found in this region.
|-
| {{Perk|Red|File:Frosts.png}} Frosts
| A bizarre cold rises from below and engulfs the Sacred Flame. Reduces the radius of [[Hearths]].
|-
| {{Perk|Red|File:GatheringStorm.png}} Gathering Storm
|  A mysterious force is drawing in heavy clouds. Every year, the storm lasts longer.
|-
| {{Perk|Red|File:HauntedForest.png}} Haunted Forest
| Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden Glade warnings are disabled.
|-
| {{Perk|Red|File:LandOfGreed.png}} Land of Greed
| 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.
|-
| {{Perk|Red|File:MonasteryoftheHolyFlame'.png}} Monastery of the Holy Flame
| The Monks of the Holy Flame are a fanatically egalitarian order. You cannot forbid consumption, or favor any species.
|-
| {{Perk|Red|File: OminousPresence.png}} Ominous Presence
| Something strange is trapped beneath the ground. Gain twice the [[Hostility]] each year, but every time a villager dies or leaves, Hostility decreases.
|-
| {{Perk|Red|File:ShatteredObelisk.png}} Shattered Obelisk
| You are unable to use the pause function.
|-
| {{Perk|Red|File:SparkdewCrystals.png}} Sparkdew Crystals
| The crown warned you not to settle near giant Sparkdew Crystals. Start with extra [[Impatience]].
|-
| {{Perk|Red|File:StatueoftheForefathers.png}} Statue of the Forefathers
| A crumbling statue depicting an unknown species. You can choose from fewer [[Cornerstones]].
|-
| {{Perk|Red|File:UntamedWilds.png}} Untamed Wilds
| 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]]).
|}


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.


=== Seals ===
On the right, a summary shows the Viceroy's accomplishments for that Cycle.  
 
:''Main article: [[Seals]]''
 
[[File:EndCycleButton.png|thumb|left|300px|The End Cycle Button, and a Seal]][[File:CycleSummary.png|thumb|right|300px|The Cycle Summary Screen]]


<div style="clear: both" aria-hidden="true" />
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.


On the world map, Seals are the endgame objectives for every [[Cycle]]. Viceroys work towards a Seal, enter the [[Sealed Forest]], and successfully reforge a Seal to win 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]].


On the right, a summary shows the Viceroy's accomplishments for that Cycle. Viceroys can choose which Seals can spawn on the map during the next Cycle.
[[Category: Biomes| ]]<!-- Main article in category (until "Biomes" page exists) -->
[[Category: Meta-progression]]
[[Category: Settlements]]

Latest revision as of 10:12, 28 September 2026

Screenshot of the world map

Overview

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.