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 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). |
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 | |||||
|---|---|---|---|---|---|---|
| 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
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.
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


