There are 6 different Biomes on the world map. These are:
* 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.
Biomes are the setting for Viceroy settlements. What biome the settlement will be in is determined by the tile selected on the [[World Map]] for [[Embarking]].
Please see each unique Biome page in this wiki for a more detailed list of [[Resources]] , Effects and other information.
== Map Modifiers ==
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. This variety leads to different goals and challenges players will have to take on, depending on the biome. See individual biome pages for specifics.
=== Positive ===
{| class="wikitable"
|-
! Modifier
! Description
|-
| Abandoned Settlement
| Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement in your initial glade.
|-
| Fertile Grounds
| Glades have an increased chance of including fertile soil.
|-
| 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
|-
| Levitating Monument
| The power of a nearby monument makes everything feel lighter. You can move most buildings in your settlement.
|-
| 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 blueprint choices is replaced by a Wildcard (you can choose one blueprint from all unlocked blueprints).
|-
| 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.
|-
| Royal Outpost
| The proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of order choices will increase by 1.
|-
| Ruined Armory
| An old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a trader
|-
| Ruins
| This region was settled very frequently in the past. The chance of finding ruins in glades is much higher.
|-
| Watchtower
| The Royal Guard is watching over this region. Discovering glades doesn't increase Hostility
|}
=== Negative ===
Each biome has its own soundtrack and lore communicated via flavor text in different places.
{| class="wikitable"
|-
! Modifier
! Description
|-
| Ancient Battleground
| This land was once the place of a mythical battle. You start with [[Hostility]] points.
|-
| Bandit Camp
| Traders are afraid, and will not visit this area. Neither trading nor trade routes are available.
|-
| Barren Lands
| The soil is too acidic. There is no fertile soil anywhere in this region.
|-
| Corrosive Torrent
| The rain is especially toxic in this region. No resources will be refunded after destroying a building.
|-
| Dangerous Lands
| Only Dangerous Glades can be found in this region.
|-
| Fishmen Ritual Site
| A holy site for the Fishmen. No envoy dares to pass through here. Orders are disabled.
|-
| 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.
|-
| Forbidden Lands
| Only Forbidden Glades can be found in this region.
|-
| Frosts
| A bizarre cold rises from below and engulfs the Sacred Flame. Reduces the radius of Hearths.
|-
| Gathering Storm
| A mysterious force is drawing in heavy clouds. Every year, the storm lasts longer.
|-
| Haunted Forest
| Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden Glade warnings are disabled.
|-
| 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.
|-
| Monastery of the Holy Flame
| The Monks of the Holy Flame are a fanatically egalitarian order. You cannot forbid consumption, or favor any species.
|-
| 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.
|-
| Shattered Obelisk
| You are unable to use the pause function.
|-
| Sparkdew Crystals
| The crown warned you not to settle near giant Sparkdew Crystals. Start with extra Impatience.
|-
| Statue of the Forefathers
| A crumbling statue depicting an unknown species. You can choose from fewer cornerstones.
|-
| 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).
Not all modifiers can spawn next to all biomes. A number of biome-modifier combinations are avoided during [[World Map]] generation to prevent conflicts and "free" rewards. See [[World_Map_modifiers#Restrictions]] for details.
== Main menu skins ==
Each biome has a corresponding main menu skin. Different skins can be selected in the settings, under the General tab.
The default skin is Royal Woodlands. All of the DLC biomes' skins are unlocked with the purchase of the DLC. Base game biome skins are unlocked by completing hidden [[Deeds]].
Biomes are the setting for Viceroy settlements. What biome the settlement will be in is determined by the tile selected on the World Map for Embarking.
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. This variety leads to different goals and challenges players will have to take on, depending on the biome. See individual biome pages for specifics.
Each biome has its own soundtrack and lore communicated via flavor text in different places.
Not all modifiers can spawn next to all biomes. A number of biome-modifier combinations are avoided during World Map generation to prevent conflicts and "free" rewards. See World_Map_modifiers#Restrictions for details.
Main menu skins
Each biome has a corresponding main menu skin. Different skins can be selected in the settings, under the General tab.
The default skin is Royal Woodlands. All of the DLC biomes' skins are unlocked with the purchase of the DLC. Base game biome skins are unlocked by completing hidden Deeds.