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{{Version|1.8.10}}
{{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.
Viceroys can use the [[Caravan Wagons]] Rewards on the when receiving a [[Royal Resupply]] to increase their visibility range on the world map.
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.
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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]]):
The world map has 6 biomes, plus 4 DLC exclusive* 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:BambooFlatsHex.png|{{ImgM}}]] [[Bamboo Flats]]*
* The [[File:RockyRavineHex.png|{{ImgM}}]] [[Rocky Ravine]]*
* The [[File:RockyRavineHex.png|{{ImgM}}]] [[Rocky Ravine]]*
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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.
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 ===
:''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:
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:
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| 2
| 2
|}
|}
For more information surroundinig embarkation, please see [[Embarking]].
=== World events ===
=== World events ===
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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. See the main article for the list of World Events.
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 modifiers ===
=== World Map modifiers ===
{{MainArticle|World Map modifiers}}
[[File:WorldModifierTiles.png|thumb|300px|Map Modifiers outlined in Yellow]]
[[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.
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.
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{{clear}}
==== List of positive world modifiers ====
{| class="wikitable sortable mw-collapsible"
|+ World modifiers that benefit settlements
! World modifier !! Rewards !!class=unsortable| Description
| 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).
| For some reason, even in а world of constant rain, some regions have по underground water reservoirs. This area doesn't have any [[Rainwater Geyser]]s.
|-
| {{Perk|Red|File:FishmenRitualSite.png}} Fishmen Ritual Site
| 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.
| 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
| Something strange is trapped beneath the ground. Gain twice the [[Hostility]] each year, but every time a [[Villager]] dies or leaves, Hostility decreases.
| A region crisscrossed by countless rivers, both large and small. Usable land is scarce, as most of the terrain is either flooded or split by waterways. Your settlement starts on a small, isolated island.
| This place опсе held great significance for the ancients. Even now, а mysterious guardian still watches over it. You are not allowed to have more than 3 yearly [[Cornerstones]] at a time.
| 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]]).
[[File:EndCycleButton.png|thumb|left|300px|The End Cycle Button, and a Seal]][[File:CycleSummary.png|thumb|right|300px|The Cycle Summary Screen]]
[[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 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 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 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.
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.
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.
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.