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 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... Dead villagers turn to stone. 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). | ||
| An ominous structure made from a material not known to contemporary scholars. Clouds swirl around the tip of this giant tower. Seasons have random durations from 50% to 200% (?). | ||
| 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). | ||
| By royal decree, this land belongs to the Merchant Guild, and only its appointed representatives may settle here. You begin with a single villager per species. Additional villagers from Embarkation Bonuses and World Events are not granted. | ||
| 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 (you get to choose which of the three Cornerstones to discard when picking the fourth one). | ||
| 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 (can't go below 1). | ||
| A revered site commemorating the peace forged after the Great Civil War. Your settlement can have four species at once, but you cannot choose Newcomer groups. Each Drizzle season, you gain I random villager for each discovered glade (including the starting glade). | ||
| 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
Modifiers can appear at any distance from the Citadel, as long as the tile is not directly adjacent to it. Positive and negative modifiers have different weighting depending on the distance:
- Positive modifiers have a higher chance of appearing near the Smoldering City, and a lower chance of spawning far away.[2]
- Negative modifiers have a higher chance of spawning further away, and a lower chance of appearing near the Smoldering City.[2]
According to the patch notes for 0.57.1 Seal Contracts update[3], 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:
- Caravan Wagons:
- +2 Vision and Embarkation range on the World Map for the next settlement.
- Supply Package:
- 4 Reserve Embarkation points (reserve Embarkation points last till the end of the current cycle).
- Obisidian Box:
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
All trading-based Orders, Perks, and Cornerstones are disabled.
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
All Fertile Soil or farming-based Ruins, Orders, Perks, and Cornerstones are disabled.
With no Fertile Soil to be found anywhere, the
Humans starting ability, proficiency, and species-specific housing upgrade 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.
Fishmen Ritual Site
Trade Hub and Queen's Gift Cornerstones are disabled.
Gathering Storm
Like most effects in the game, Gathering Storm's season duration increase is additive. It adds 12 seconds to each subsequent Storm, starting year 1. The increase is barely noticeable for the first few years past Prestige 2 (+100% Storm duration).
Haunted Forest
While the Glade warnings are removed, the placement of big Glade types relative to the starting Glade and the edge of the map is retained. You are unlikely to find Forbiddens in the immediate vicinity of the starting Glade, outside of Coastal Grove.
Monastery of the Holy Flame
Counterfeit Amber and Without Restrictions Cornerstones are disabled.
Riverlands
Mutually Exclusive Modifiers
As of Hotfix 1.8.10[4], Riverlands is restricted from spawning next to the following modifiers:
- Forbidden Lands
- Dangerous Lands
- Untamed Lands
- Ruins
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 more likely to be encountered than normal. 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 likely to pay off. Exceptions include modifiers like Barren Lands or Bandit Camp which prevent Fertile Soil and Traders from spawning, respectively, and the biomes Rocky Ravine, which has low soil fertility, and Bamboo Flats, which starts with no Fertile Soil at all.
| Biome | Avg. Fertile Soil Patches | Avg. Total Glades | Avg. % Fertile Soil Glades (Riverlands) | Avg. % Fertile Soil Glades (No Modifier) |
|---|---|---|---|---|
| Ashen Thicket | 4.6 | 6.8 | 67.5% | 29.6% |
| Bamboo Flats | 0 | 7 | 0.0% | 0.0% |
| Coastal Grove | 3 | 5.2 | 58.3% | 37.0% |
| Coral Forest | 3.4 | 6 | 59.1% | 26.9% |
| Rocky Ravine | 2.8 | 6.4 | 43.8% | 14.6% |
| Royal Woodlands | 4 | 6.8 | 58.2% | 48.6% |
| Biome | Data Type | Settlement 1 | Settlement 2 | Settlement 3 | Settlement 4 | Settlement 5 |
|---|---|---|---|---|---|---|
| Ashen Thicket | Number of Fertile Soil Glades | 6 | 3 | 5 | 4 | 5 |
| Total Number of Glades | 8 | 6 | 8 | 6 | 6 | |
| % Glades with Fertile Soil | 75.0% | 50.0% | 62.5% | 66.7% | 83.3% | |
| Bamboo Flats | Number of Fertile Soil Glades | 0 | 0 | 0 | 0 | 0 |
| Total Number of Glades | 8 | 6 | 9 | 5 | 7 | |
| % Glades with Fertile Soil | 0% | 0% | 0% | 0% | 0% | |
| Coastal Grove | Number of Fertile Soil Glades | 2 | 4 | 2 | 3 | 4 |
| Total Number of Glades | 6 | 6 | 4 | 4 | 6 | |
| % Glades with Fertile Soil | 33.3% | 66.7% | 50.0% | 75.0% | 66.7% | |
| Coral Forest | Number of Fertile Soil Glades | 4 | 2 | 4 | 3 | 4 |
| Total Number of Glades | 5 | 7 | 7 | 6 | 5 | |
| % Glades with Fertile Soil | 80.0% | 28.6% | 57.1% | 50.0% | 80.0% | |
| Rocky Ravine | Number of Fertile Soil Glades | 0 | 3 | 4 | 4 | 3 |
| Total Number of Glades | 6 | 7 | 6 | 6 | 7 | |
| % Glades with Fertile Soil | 0.0% | 42.9% | 66.7% | 66.7% | 42.9% | |
| Royal Woodlands | Number of Fertile Soil Glades | 4 | 5 | 2 | 4 | 5 |
| Total Number of Glades | 7 | 9 | 5 | 6 | 7 | |
| % Glades with Fertile Soil | 57.1% | 55.6% | 40.0% | 66.7% | 71.4% |
References
- ↑ Testing done by Discord user @.jhazrun https://discord.com/channels/418545968666116096/716220199182925825/1196665391787823234
- ↑ 2.0 2.1 0.53.2 Cycles Reforged update. https://eremitegames.com/cycles-reforged-update/
- ↑ 0.57.1 Seal Contracts Update patch notes. https://eremitegames.com/seal-contracts-update/
- ↑ 1.8.10 Hotfix patch notes. https://steamcommunity.com/games/1336490/announcements/detail/541113388287132035
- ↑ 5.0 5.1 Testing done by Discord user @Anteprefix. n=5 for Riverlands testing, n=1 for No Modifiers comparison.


