World Map modifiers: Difference between revisions
→Positive modifiers: added negative mods section and table |
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| {{Perk|{{PerkGreen}}|File:AbandonedSettlement.png}} Abandoned Settlement | | {{Perk|{{PerkGreen}}|File:AbandonedSettlement.png}} Abandoned Settlement | ||
| {{rl|Food Stockpiles|medium|display=notext}} | |||
| Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement (3 [[Ruins]]) in your initial glade. | | Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement (3 [[Ruins]]) in your initial glade. | ||
|- | |- | ||
| {{Perk|{{PerkGreen}}|File:FertileGrounds.png}} Fertile Grounds | | {{Perk|{{PerkGreen}}|File:FertileGrounds.png}} Fertile Grounds | ||
| {{rl|Food Stockpiles|medium|display=notext}} | |||
| Glades have an increased chance of including [[Fertile Soil]] (around +44%)<sup>[[#References|[1]]]</sup>. | | Glades have an increased chance of including [[Fertile Soil]] (around +44%)<sup>[[#References|[1]]]</sup>. | ||
|- | |- | ||
| {{Perk|{{PerkGreen}}|File:ForsakenGodsTemple.png}} Forsaken Gods Temple | | {{Perk|{{PerkGreen}}|File:ForsakenGodsTemple.png}} Forsaken Gods Temple | ||
| {{rl|Artifacts|medium|display=notext}} | |||
| The Forsaken Gods' blessings can be ambiguous. You have a higher chance of receiving timed [[Order]]s from the Crown. | | The Forsaken Gods' blessings can be ambiguous. You have a higher chance of receiving timed [[Order]]s from the Crown. | ||
|- | |- | ||
| {{Perk|{{PerkGreen}}|File:LevitatingMonument.png}} Levitating Monument | | {{Perk|{{PerkGreen}}|File:LevitatingMonument.png}} Levitating Monument | ||
| {{rl|Artifacts|medium|display=notext}} | |||
| The power of a nearby monument makes everything feel lighter. You can move most [[buildings]] in your settlement. | | 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 | | {{Perk|{{PerkGreen}}|File:OverGrownLibrary.png}} Overgrown Library | ||
| {{rl|Food Stockpiles|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| 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). | | 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). | ||
|- | |- | ||
| {{Perk|{{PerkGreen}}|File:PetrifiedNecropolis.png}} Petrified Necropolis | | {{Perk|{{PerkGreen}}|File:PetrifiedNecropolis.png}} Petrified Necropolis | ||
| {{rl|Food Stockpiles|medium|display=notext}} | |||
| Rocks in this region have a very peculiar shape. And they smell funny... Gain 5 {{rl|Meat}} for every 10 {{rl|Stone}} or {{rl|Clay}} produced. | | Rocks in this region have a very peculiar shape. And they smell funny... Gain 5 {{rl|Meat}} for every 10 {{rl|Stone}} or {{rl|Clay}} produced. | ||
|- | |- | ||
| {{Perk|{{PerkGreen}}|File:RoyalOutpost.png}} Royal Outpost | | {{Perk|{{PerkGreen}}|File:RoyalOutpost.png}} Royal Outpost | ||
| {{rl|Food Stockpiles|medium|display=notext}} | |||
| The proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of [[Orders|Order choices]] will increase by 1. | | 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 | | {{Perk|{{PerkGreen}}|File:RuinedArmory.png}} Ruined Armory | ||
| {{rl|Food Stockpiles|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| An old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a [[trader]]. | | 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 | | {{Perk|{{PerkGreen}}|File:RuinsModifier.png}} Ruins | ||
| | | {{rl|Machinery|medium|display=notext}} | ||
| This region was settled very frequently in the past. The chance of finding [[Ruins]] in Glades is much higher. | | 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 | | {{Perk|{{PerkGreen}}|File:WatchTower.png}} Watchtower | ||
| {{rl|Food Stockpiles|medium|display=notext}} | |||
| The Royal Guard is watching over this region. Discovering [[Glades]] doesn't increase [[Hostility]]. | | The Royal Guard is watching over this region. Discovering [[Glades]] doesn't increase [[Hostility]]. | ||
|} | |} | ||
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|- | |- | ||
| {{Perk|Red|File:AncientBattleground.png}} Ancient Battleground | | {{Perk|Red|File:AncientBattleground.png}} Ancient Battleground | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| 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]]). | | 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]]). | ||
|- | |- | ||
| {{Perk|Red|File:BanditCamp.png}} Bandit Camp | | {{Perk|Red|File:BanditCamp.png}} Bandit Camp | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| [[Traders]] are afraid, and will not visit this area. Neither [[trading]] nor [[#Trade Routes|trade routes]] are available. | | [[Traders]] are afraid, and will not visit this area. Neither [[trading]] nor [[#Trade Routes|trade routes]] are available. | ||
|- | |- | ||
| {{Perk|Red|File:BarrenLands.png}} Barren Lands | | {{Perk|Red|File:BarrenLands.png}} Barren Lands | ||
| | | {{rl|Machinery|medium|display=notext}} | ||
| The soil is too acidic. There is no [[Fertile Soil]] anywhere in this region. | | The soil is too acidic. There is no [[Fertile Soil]] anywhere in this region. | ||
|- | |- | ||
| {{Perk|Red|File:CorrosiveTorrent.png}} Corrosive Torrent | | {{Perk|Red|File:CorrosiveTorrent.png}} Corrosive Torrent | ||
| | | {{rl|Machinery|medium|display=notext}} | ||
| The rain is especially toxic in this region. No [[resources]] will be refunded after destroying a [[building]]. | | The rain is especially toxic in this region. No [[resources]] will be refunded after destroying a [[building]]. | ||
|- | |- | ||
| {{Perk|Red|File:DangerousLands.png}} Dangerous Lands | | {{Perk|Red|File:DangerousLands.png}} Dangerous Lands | ||
| | | {{rl|Machinery|medium|display=notext}} | ||
| Only [[#Glades#Dangerous_Glades|Dangerous Glades]] can be found in this region. | | Only [[#Glades#Dangerous_Glades|Dangerous Glades]] can be found in this region. | ||
|- | |- | ||
| {{Perk|Red|File:Icon Modifier Drylands.png}} Drylands* | | {{Perk|Red|File:Icon Modifier Drylands.png}} Drylands* | ||
| | | {{rl|Machinery|medium|display=notext}} | ||
| 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. | | 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 | | {{Perk|Red|File:FishmenRitualSite.png}} Fishmen Ritual Site | ||
| {{rl|Artifacts|medium|display=notext}} | |||
| A holy site for the Fishmen. No envoy dares to pass through here. [[Orders]] are disabled. | | A holy site for the Fishmen. No envoy dares to pass through here. [[Orders]] are disabled. | ||
|- | |- | ||
| {{Perk|Red|File:FloodedMines.png}} Flooded Mines | | {{Perk|Red|File:FloodedMines.png}} Flooded Mines | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| 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]]). | | 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]]). | ||
|- | |- | ||
| {{Perk|Red|File:ForbiddenLands.png}} Forbidden Lands | | {{Perk|Red|File:ForbiddenLands.png}} Forbidden Lands | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| Only [[#Glades#Forbidden_Glades|Forbidden Glades]] can be found in this region. | | Only [[#Glades#Forbidden_Glades|Forbidden Glades]] can be found in this region. | ||
|- | |- | ||
| {{Perk|Red|File:Frosts.png}} Frosts | | {{Perk|Red|File:Frosts.png}} Frosts | ||
| | | {{rl|Machinery|medium|display=notext}} | ||
| A bizarre cold rises from below and engulfs the Sacred Flame. Reduces the radius of [[Hearths]] by 3 tiles (down to 6). | | A bizarre cold rises from below and engulfs the Sacred Flame. Reduces the radius of [[Hearths]] by 3 tiles (down to 6). | ||
|- | |- | ||
| {{Perk|Red|File:GatheringStorm.png}} Gathering Storm | | {{Perk|Red|File:GatheringStorm.png}} Gathering Storm | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| A mysterious force is drawing in heavy clouds. Every year, the storm lasts 10% longer (additive). | | A mysterious force is drawing in heavy clouds. Every year, the storm lasts 10% longer (additive). | ||
|- | |- | ||
| {{Perk|Red|File:HauntedForest.png}} Haunted Forest | | {{Perk|Red|File:HauntedForest.png}} Haunted Forest | ||
| {{rl|Artifacts|medium|display=notext}} | |||
| Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden [[Glade]] warnings are disabled. | | Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden [[Glade]] warnings are disabled. | ||
|- | |- | ||
| {{Perk|Red|File:LandOfGreed.png}} Land of Greed | | {{Perk|Red|File:LandOfGreed.png}} Land of Greed | ||
| | | {{rl|Machinery|medium|display=notext}} | ||
| 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|trade route]] reduces the Impatience generation speed by 20%. | | 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|trade route]] reduces the Impatience generation speed by 20%. | ||
|- | |- | ||
| {{Perk|Red|File:MonasteryoftheHolyFlame'.png}} Monastery of the Holy Flame | | {{Perk|Red|File:MonasteryoftheHolyFlame'.png}} Monastery of the Holy Flame | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| The Monks of the Holy Flame are a fanatically egalitarian order. You cannot [[Consumption Control | forbid consumption]], or [[favor]] any species. | | The Monks of the Holy Flame are a fanatically egalitarian order. You cannot [[Consumption Control | forbid consumption]], or [[favor]] any species. | ||
|- | |- | ||
| {{Perk|Red|File:Caravanner Portrait.png}} Ominous Presence | | {{Perk|Red|File:Caravanner Portrait.png}} Ominous Presence | ||
| {{rl|Artifacts|medium|display=notext}} | |||
| 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). | | 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). | ||
|- | |- | ||
| {{Perk|Red|File:Icon Modifier Riverlands.png}} Riverlands* | | {{Perk|Red|File:Icon Modifier Riverlands.png}} Riverlands* | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| 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. | | 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. | ||
|- | |- | ||
| {{Perk|Red|File:ShatteredObelisk.png}} Shattered Obelisk | | {{Perk|Red|File:ShatteredObelisk.png}} Shattered Obelisk | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| You are unable to use the pause function. | | You are unable to use the pause function. | ||
|- | |- | ||
| {{Perk|Red|File:Icon Modifier SilentDominion.png}} Silent Dominion* | | {{Perk|Red|File:Icon Modifier SilentDominion.png}} Silent Dominion* | ||
| {{rl|Artifacts|medium|display=notext}} | |||
| 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. | | 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. | ||
|- | |- | ||
| {{Perk|Red|File:SparkdewCrystals.png}} Sparkdew Crystals | | {{Perk|Red|File:SparkdewCrystals.png}} Sparkdew Crystals | ||
| {{rl|Artifacts|medium|display=notext}} | |||
| The crown warned you not to settle near giant Sparkdew Crystals. Start with 6 [[Impatience]]. | | The crown warned you not to settle near giant Sparkdew Crystals. Start with 6 [[Impatience]]. | ||
|- | |- | ||
| {{Perk|Red|File:StatueoftheForefathers.png}} Statue of the Forefathers | | {{Perk|Red|File:StatueoftheForefathers.png}} Statue of the Forefathers | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| A crumbling statue depicting an unknown species. You can choose from 1 fewer [[Cornerstones]]. | | A crumbling statue depicting an unknown species. You can choose from 1 fewer [[Cornerstones]]. | ||
|- | |- | ||
| {{Perk|Red|File:UntamedWilds.png}} Untamed Wilds | | {{Perk|Red|File:UntamedWilds.png}} Untamed Wilds | ||
| {{rl|Artifacts|medium|display=notext}}{{rl|Machinery|medium|display=notext}} | |||
| 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]]). | | 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]]). | ||
|} | |} | ||
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==== Riverlands ==== | ==== Riverlands ==== | ||
Map generation examples: | |||
<gallery mode=nolines class="left" widths="150px" heights="150px"> | |||
AT riverlands example.png | Ashen Thicket | |||
BF riverlands example.png | Bamboo Flats | |||
CG riverlands example.png | Coastal Grove | |||
CF riverlands example.png | Coral Forest | |||
RR riverlands example.png | Rocky Ravine | |||
RW riverlands example.png | Royal Woodlands | |||
</gallery> | |||
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 {{rl|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. | 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 {{rl|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. | ||
Revision as of 00:19, 16 September 2025

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 modifier | Rewards | Description |
|---|---|---|
| Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement (3 Ruins) in your initial glade. | ||
| Glades have an increased chance of including Fertile Soil (around +44%)[1]. | ||
| The Forsaken Gods' blessings can be ambiguous. You have a higher chance of receiving timed Orders from the Crown. | ||
| The power of a nearby monument makes everything feel lighter. You can move most buildings in your settlement. | ||
| 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). | ||
| Rocks in this region have a very peculiar shape. And they smell funny... Gain 5 | ||
| The proximity of a Royal Outpost makes it easier to communicate with the crown. The pool of Order choices will increase by 1. | ||
| An old abandoned armory, left behind after the Great Civil War. No villagers will die when attacking a trader. | ||
| This region was settled very frequently in the past. The chance of finding Ruins in Glades is much higher. | ||
| The Royal Guard is watching over this region. Discovering Glades doesn't increase Hostility. |
List of negative world modifiers
| World modifier | Rewards | Description |
|---|---|---|
| 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). | ||
| Traders are afraid, and will not visit this area. Neither trading nor trade routes are available. | ||
| The soil is too acidic. There is no Fertile Soil anywhere in this region. | ||
| The rain is especially toxic in this region. No resources will be refunded after destroying a building. | ||
| Only Dangerous Glades can be found in this region. | ||
| 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. | ||
| A holy site for the Fishmen. No envoy dares to pass through here. Orders are disabled. | ||
| 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). | ||
| Only Forbidden Glades can be found in this region. | ||
| A bizarre cold rises from below and engulfs the Sacred Flame. Reduces the radius of Hearths by 3 tiles (down to 6). | ||
| A mysterious force is drawing in heavy clouds. Every year, the storm lasts 10% longer (additive). | ||
| Sometimes, viceroys condemn their people to a terrible fate... Dangerous and Forbidden Glade warnings are disabled. | ||
| 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%. | ||
| The Monks of the Holy Flame are a fanatically egalitarian order. You cannot forbid consumption, or favor any species. | ||
| 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). | ||
| 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. | ||
| You are unable to use the pause function. | ||
| 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. | ||
| The crown warned you not to settle near giant Sparkdew Crystals. Start with 6 Impatience. | ||
| A crumbling statue depicting an unknown species. You can choose from 1 fewer Cornerstones. | ||
| 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). |
* Nightwatchers DLC exclusive modifier
Modifiers and meta resource rewards
Positive modifiers
Negative modifiers
* Nightwatchers DLC exclusive modifier
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 | |||||
|---|---|---|---|---|---|---|
| Barren Lands | Fertile Grounds | |||||
| Bandit Camp | ||||||
| None | ||||||
| None | ||||||
| None | ||||||
| Dangerous Lands | Forbidden lands | Haunted Forest | Monastery of the Holy Flame | Riverlands | Untamed Wilds | |
| Dangerous Lands | Forbidden Lands | Riverlands | Untamed Wilds | Ruins | ||
| None | ||||||
| Dangerous Lands | Forbidden Lands | Riverlands | ||||
| World Map modifiers can't generate next to Sealed Forest | ||||||
Royal Resupply

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 nodes unique to this modifier. These nodes occupy the closest available tile, but can destroy roads. Stone and
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 nodes.
Petrified Necropolis Stone nodes have the following byproducts:
Meat (20%)
Leather (10%)
Sea Marrow (10%)
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 Caravan if they are available, since Academy is a
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' 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 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 deficiency.
Planks,
Bricks, and
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
Map generation examples:
-
Ashen Thicket
-
Bamboo Flats
-
Coastal Grove
-
Coral Forest
-
Rocky Ravine
-
Royal Woodlands
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 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
- Testing done by Discord user @.jhazrun https://discord.com/channels/418545968666116096/716220199182925825/1196665391787823234
- 0.57.1 Seal Contracts Update patch notes https://store.steampowered.com/news/app/1336490/view/3650783611399924712?l=english


