World Map modifiers: Difference between revisions

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=== Positive modifiers ===
=== Positive modifiers ===
{| class="wikitable"  
{| class="wikitable mw-collapsible"
|+Rewards at different difficulties
|-
|+ Rewards at different difficulties
|-
|-
! Modifier
! Modifier
! Resource
! Settler
! Settler
! Pioneer
! Pioneer
! Veteran
! Veteran
! Viceroy
! Viceroy
! P5
! Prestige 5
! P10
! Prestige 10
! P15
! Prestige 15
! P20
! Prestige 20
|-
|-
| {{Perk|{{PerkGreen}}|File:AbandonedSettlement.png}} Abandoned Settlement
| {{Perk|{{PerkGreen}}|File:AbandonedSettlement.png}}   Abandoned Settlement
| 5 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Food Stockpiles|medium|display=notext}}
| 13 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 31 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 33 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 42 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 42
|-
|-
| {{Perk|{{PerkGreen}}|File:FertileGrounds.png}} Fertile Grounds
| {{Perk|{{PerkGreen}}|File:FertileGrounds.png}}   Fertile Grounds
| 3 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Food Stockpiles|medium|display=notext}}
| 6 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 17 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 21 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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|-
|-
| {{Perk|{{PerkGreen}}|File:ForsakenGodsTemple.png}} Forsaken Gods Temple
| {{Perk|{{PerkGreen}}|File:ForsakenGodsTemple.png}}   Forsaken Gods Temple
| 5 [[File:Icon MetaResource Artifact.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Artifacts|medium|display=notext}}
| 13 [[File:Icon MetaResource Artifact.png|{{ImgM}}]]
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| 21 [[File:Icon MetaResource Artifact.png|{{ImgM}}]]
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| 34 [[File:Icon MetaResource Artifact.png|{{ImgM}}]]
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| 42 [[File:Icon MetaResource Artifact.png|{{ImgM}}]]
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|-
|-
| {{Perk|{{PerkGreen}}|File:LevitatingMonument.png}} Levitating Monument
| {{Perk|{{PerkGreen}}|File:LevitatingMonument.png}}   Levitating Monument
| 3 [[File:Icon MetaResource Artifact.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Artifacts|medium|display=notext}}
| 6 [[File:Icon MetaResource Artifact.png|{{ImgM}}]]
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| 10 [[File:Icon MetaResource Artifact.png|{{ImgM}}]]
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|-
|-
| {{Perk|{{PerkGreen}}|File:OverGrownLibrary.png}} Overgrown Library
| {{Perk|{{PerkGreen}}|File:OverGrownLibrary.png}}   Overgrown Library
| 4 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 5   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Food Stockpiles|medium|display=notext}} <br/>  {{rl|Machinery|medium|display=notext}}
| 10 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 13   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 4  <br/> 5
| 16 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 21   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 10 <br/> 13
| 20 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 26   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
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| 21 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 29   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 20 <br/> 26
| 23 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 31   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 21 <br/> 29
| 26 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 34   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 23 <br/> 31
| 31 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 42   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 26 <br/> 34
| 31 <br/> 42
|-
|-
| {{Perk|{{PerkGreen}}|File:PetrifiedNecropolis.png}} Petrified Necropolis
| {{Perk|{{PerkGreen}}|File:PetrifiedNecropolis.png}}   Petrified Necropolis
| 5 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Food Stockpiles|medium|display=notext}}
| 13 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 21 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 33 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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| 42 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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|-
|-
| {{Perk|{{PerkGreen}}|File:RoyalOutpost.png}} Royal Outpost
| {{Perk|{{PerkGreen}}|File:RoyalOutpost.png}}   Royal Outpost
| 4 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Food Stockpiles|medium|display=notext}}
| 10 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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|-
|-
| {{Perk|{{PerkGreen}}|File:RuinedArmory.png}} Ruined Armory
| {{Perk|{{PerkGreen}}|File:RuinedArmory.png}}   Ruined Armory
| 3 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 4   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Food Stockpiles|medium|display=notext}} <br/>  {{rl|Machinery|medium|display=notext}}
| 6 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 10   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 3  <br/> 4
| 10 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 16   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 6 <br/> 10
| 13 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 20   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 10 <br/> 16
| 14 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 21   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 13 <br/> 20
| 16 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 23   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 14 <br/> 21
| 17 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 26   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 16 <br/> 23
| 21 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]] <br/> 31   [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| 17 <br/> 26
| 21 <br/> 31
|-
|-
| {{Perk|{{PerkGreen}}|File:RuinsModifier.png}} Ruins
| {{Perk|{{PerkGreen}}|File:RuinsModifier.png}}   Ruins
| 4 [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Machinery|medium|display=notext}}
| 10 [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
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| 16 [[File:Icon MetaResource Machinery.png|{{ImgM}}]]
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|-
|-
| {{Perk|{{PerkGreen}}|File:WatchTower.png}} Watchtower
| {{Perk|{{PerkGreen}}|File:WatchTower.png}}   Watchtower
| 4 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
| style="text-align:center;" | {{rl|Food Stockpiles|medium|display=notext}}
| 10 [[File:Icon MetaResource FoodStockpiles.png|{{ImgM}}]]
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Revision as of 23:22, 15 September 2025

This article was last updated during version 1.8.10. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Different World Map modifiers

Overview

The World Map is full of things waiting to be discovered. Every point of interest in the fog of war is marked with a question mark and may turn out to be either a modifier or a World Event.

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 or move your caravan through them directly, effectively shortening your embarkation range near them. Some of these effects are beneficial and make your mission easier, and others add challenging constraints or significant limitations on your settlement.

To accept a modifier challenge, simply settle on a map tile adjacent to it. After you win a game near it, the Modifier will disappear and you'll be rewarded with additional Citadel Resources and, if the modifier was negative, a special supply box.

List of positive world modifiers

World modifiers that benefit settlements
World modifier Rewards Description
Abandoned Settlement Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement (3 Ruins) in your initial glade.
Fertile Grounds Glades have an increased chance of including Fertile Soil (around +44%)[1].
Forsaken Gods Temple The Forsaken Gods' blessings can be ambiguous. You have a higher chance of receiving timed Orders from the Crown.
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. The first blueprint choice 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 5 Meat Meat for every 10 Stone Stone or Clay Clay produced.
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.

List of negative world modifiers

World modifiers that make missions harder
World modifier Rewards Description
Ancient Battleground This land was once the place of a mythical battle. You start with 50/75/100/150 extra Hostility points (Hostility scales based on difficulty).
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.
Drylands For some reason, even in а world of constant rain, some regions have по underground water reservoirs. This area doesn't have any Rainwater Geysers.
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 2/3/4/6 more Hostility per villager (Hostility scales based on difficulty).
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 by 3 tiles (down to 6).
Gathering Storm A mysterious force is drawing in heavy clouds. Every year, the storm lasts 10% longer (additive).
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 50% quicker, but every ongoing trade route reduces the Impatience generation speed by 20%.
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 (+15/22/30/45 depending on difficulty), but every time a villager dies or leaves, Hostility decreases by 15 (doesn't scale, always -15).
Riverlands 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.
Shattered Obelisk You are unable to use the pause function.
Silent Dominion 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.
Sparkdew Crystals The crown warned you not to settle near giant Sparkdew Crystals. Start with 6 Impatience.
Statue of the Forefathers A crumbling statue depicting an unknown species. You can choose from 1 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).

Modifiers and meta resource rewards

Positive modifiers

Rewards at different difficulties
Modifier Resource Settler Pioneer Veteran Viceroy Prestige 5 Prestige 10 Prestige 15 Prestige 20
Abandoned Settlement Food Stockpiles 5 13 21 26 29 31 33 42
Fertile Grounds Food Stockpiles 3 6 10 13 14 16 17 21
Forsaken Gods Temple Artifacts 5 13 21 26 29 31 34 42
Levitating Monument Artifacts 3 6 10 13 14 16 17 21
Overgrown Library Food Stockpiles
Machinery
4
5
10
13
16
21
20
26
21
29
23
31
26
34
31
42
Petrified Necropolis Food Stockpiles 5 13 21 26 29 31 33 42
Royal Outpost Food Stockpiles 4 10 16 20 21 23 26 31
Ruined Armory Food Stockpiles
Machinery
3
4
6
10
10
16
13
20
14
21
16
23
17
26
21
31
Ruins Machinery 4 10 16 20 21 23 26 31
Watchtower Food Stockpiles 4 10 16 20 21 23 26 31

World Map generation

According to the patch notes for 0.57.1 Seal Contracts Update[2], once the Gold Seal has been reforged, the number of modifiers spawned increases. Additionally, the probability of positive modifiers spawning decreases in favor of negative modifiers.

Restrictions

Modifiers can't spawn next to World Events. Identical modifiers can't spawn next to each other. Additionally, 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. All restrictions still apply when using Sadrath The Wise World Event to spawn modifiers.

Biome Prevented World Map modifiers
Bamboo Flats Barren Lands Fertile Grounds
Rocky Ravine Bandit Camp
Ashen Thicket None
Coastal Grove None
Coral Forest None
Cursed Royal Woodlands Dangerous Lands Forbidden lands Haunted Forest Monastery of the Holy Flame Riverlands Untamed Wilds
Marshlands Dangerous Lands Forbidden Lands Riverlands Untamed Wilds Ruins
Royal Woodlands None
Scarlet Orchard Dangerous Lands Forbidden Lands Riverlands
Sealed Forest World Map modifiers can't generate next to Sealed Forest

Royal Resupply

Royal Resupply screen

Each time a settlement is successfully completed next to a negative modifier, players are rewarded with a Royal Resupply. Royal Resupplies present a choice between 3 options:

  • +2 Vision and Embarkation range for the next settlement.
  • 4 Reserve Embarkation points (reserve Embarkation points last till the end of the current cycle).
  • 5 Seal Fragments.

It is possible to get up to 3 Royal Resupplies after a single settlement. World Map generation doesn't allow for more modifiers to spawn within range of a single settlement.

The game doesn't allow the next settlement to start before all Royal Resupplies are spent. Royal Resupplies can transfer to the next World Map cycle, should you force close the current one or simply run out of time.

Additional information and strategies

Positive modifiers

Abandoned Settlement

Example of a starting Glade generated for an Abandoned Settlement in Bamboo Flats:

Levitating Monument

The only unmovable buildings with the Levitating Monument buff are:

Overgrown Library

Due to the fact that the Wildcard blueprint pick is provided before the other starting blueprints, it's usually best to go for something generalist that's guaranteed to pay off: Workshop, Lumber Mill, or a Complex Food building best suited your species.

Petrified Necropolis

This modifier is extremely strong in Rocky Ravine.

Dead villagers spawn small Stone Stone nodes unique to this modifier. These nodes occupy the closest available tile, but can destroy roads. Stone and Copper Ore Copper Ore are not refunded when their corresponding roads are destroyed in the process. Villagers exiled with the help of the Manorial Court won't spawn Stone Stone nodes.

Petrified Necropolis Stone nodes have the following byproducts:

Royal Outpost

It is still possible to get Timed Orders with this modifier active. They occupy the fourth Order slot.

Ruins

This modifier synergizes well with Academy's effect - consider going for a Bats Bats Caravan if they are available, since Academy is a Bats Bats-specific blueprint. Ruins modifier also makes all Ruins-related Orders much more consistent.

Watchtower

This is by far the strongest positive modifier. Exploring without regard for Glades' Hostility cost is universally strong. With Watchtower, there is no reason not to open Small Glades. Small Glades are the best place to look for Drizzle Geysers. Free Small Glades guarantee a Scarlet Orchard dig site. All on-Glade-discovery effects are trivial to proc. Without Glade Hostility you can take on more villagers before it becomes a problem. There isn't as much need for Hostility-decreasing Cornerstones. However, Foxes Foxes' Firekeeper ability is useless in Watchtower settlements.

Negative modifiers

Ancient Battleground

On higher difficulties, this modifier is one of the most difficult out of all the negative modifiers. It's even possible for initial Resolve to be negative with high starting population + woodcutting, forcing you to reduce the number of Woodcutters' Camp lumberjacks in year I. If it's absolutely necessary to settle near an Ancient Battleground, you can consider lowering the settlement difficulty to below your normal comfort zone if you're having trouble dealing with the extra Hostility.

Bandit Camp

With trading unavailable, careful selection of Blueprints and Orders is even more important than usual, since you cannot receive extra Blueprints by purchasing them from Traders, and you cannot increase your villagers' Resolve by purchasing Food, Clothing, or Service goods from them.

Barren Lands

With no Fertile Soil to be found anywhere, the Humans Humans starting ability and proficiency are useless. On the plus side, the Barren Lands modifier also removes all Fertile Soil buildings from the Blueprint pool, making it more likely for you to find other Blueprints that could be more useful to you, such as an appropriate Camp blueprint or a key Food Production or Industry blueprint. Unfortunately, the missing Fertile Soil is not replaced by any other Glade Resources.

Corrosive Torrent

The main threat of Corrosive Torrent is a potential Parts Parts deficiency. Planks Planks, Bricks Bricks, and Fabric Fabric are relatively easy to manufacture or purchase in case of a shortage, but Parts are nearly impossible to manufacture and cost a fortune to purchase from Traders, if they're even available. Be careful of how many Parts you dedicate to constructing Camps, especially on Prestige 6+ difficulty, as you will not be able to destroy the Camps to refund them.

Riverlands

Due to the order of priority for Glade Resources to populate during map generation, Fertile Soil and Small Glade Traders are extremely common. Selling goods via Trade Route to obtain Amber Amber to purchase goods and services from Traders and prioritizing at least 1 Farming or Fertile Soil Blueprint are guaranteed to pay off, unless another modifier like Barren Lands or Bandit Camp are preventing them from spawning.

References

  1. Testing done by Discord user @.jhazrun https://discord.com/channels/418545968666116096/716220199182925825/1196665391787823234
  2. 0.57.1 Seal Contracts Update patch notes https://store.steampowered.com/news/app/1336490/view/3650783611399924712?l=english