World Map modifiers

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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 Some information may be out of date.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. 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

pending table

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

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.

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