World Map: Difference between revisions
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Revision as of 16:47, 16 January 2024
Contents
Overview
The World Map is where Viceroys plan their missions out from the Smoldering City to build settlements and make their way toward Seals. Choosing where on the map to go for the next mission and Embarking, including selecting caravans and difficulty, are done from the World Map.
Smoldering City
The Smoldering City is at the center of the world map and is where all Viceroys start. This is where Viceroys can buy Upgrades, check their game history and visit their Home, once unlocked.
Fog and visibility
The foggy cloud cover represents the unexplored world around the Smoldering City. The fog hides map tiles and their Biomes, World Events, and Map Modifiers until they are revealed by embarking and completing a mission nearby. Once a Viceroy gets close enough to an unexplored tile with a question mark icon, "?", the fog will be revealed until the next cycle.
Viceorys can use the Caravan Wagons Rewards on the when receiving a Royal Resupply to increase their visibility range on the world map.
Map tiles and biomes
The world map has 6 biomes. See their articles for more details.
- The Coral Forest
- The Cursed Royal Woodlands
- The Marshlands
- The Royal Woodlands
- The Scarlet Orchard
- The Sealed Forest
Each biome has a different assortment of Resources and unique mechanics. Some are simple, like double yields from cutting trees, or more complex like archaeology events.
You can read more about each biome on the Conditions and Summary tabs after clicking on a map tile, as seen on the image on the right.
Reward indicators
The rewards for completing a mission are determined by a number of factors, including biome and difficulty. These rewards are used in Upgrades within the Citadel and to pay for Stormforged Cornerstones.
On the left, the Summary screen shows exactly how many of each resource you would earn from a successful mission.
On the right, the world map shows what types will be rewarded on completion. These indicators can help you find the resources you need and to help you plan your route.
Food Stockpiles |
Machinery |
Artifacts |
Embarkation Costs
The cost of Embarkation Bonuses will change with every caravan, this is to encourage players to try out different starting patterns. They are as follows, per Discord user @cron3052:
Bonus | Cost |
---|---|
Amber | 2 - 5 |
Blueprints | 4 - 6 |
Bricks / Fabric | 2 - 4 |
Coal / Oil | 3 - 5 |
Cornerstone reroll | 2 - 3 |
Delivery Lines | 5 - 7 |
Eggs / Roots / Wood | 1 |
Meat / Vegetables | 1 - 2 |
Pack of Provisions | 2 - 4 |
Parts | 3 - 5 |
Planks | 2 - 3 |
Reed / Leather | 2 |
Stone / Clay | 2 |
Villagers | 1 - 2 |
World events
- Main article: World Events
World events are opportunities for Viceroys to earn extra rewards by completing a challenge or otherwise engaging a special opportunity. When a world event is within your visibility range, click on it to find out what it is.
World modifiers
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.
List of positive world modifiers
World modifier | Description |
---|---|
Abandoned Settlement | Another Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement in your initial glade. |
Fertile Grounds | Glades have an increased chance of including Fertile Soil. |
Forsaken Gods Temple | Due to a strange curse, villagers with low Resolve can't leave the settlement. None of your villagers will generate Reputation from Resolve. |
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. One of your starting Blueprint choices 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 Meat for every Stone or Clay gathered. |
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 modifier | Description |
---|---|
Ancient Battleground | This land was once the place of a mythical battle. You start with Hostility points. |
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. |
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 more Hostility Points per villager. |
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. |
Gathering Storm | A mysterious force is drawing in heavy clouds. Every year, the storm lasts longer. |
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 quicker, but every ongoing trade route reduces the Impatience generation speed. |
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, but every time a villager dies or leaves, Hostility decreases. |
Shattered Obelisk | You are unable to use the pause function. |
Sparkdew Crystals | The crown warned you not to settle near giant Sparkdew Crystals. Start with extra Impatience. |
Statue of the Forefathers | A crumbling statue depicting an unknown species. You can choose from 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). |
Seals
- Main article: Seals
On the world map, Seals are the endgame objectives for every Cycle. Viceroys work towards a Seal, enter the Sealed Forest, and successfully reforge a Seal to win the Cycle. The higher tier a Seal is, the further away it will spawn on the map. Seals and their tiers can be viewed on the Sealed Forest page.
On the left, after the last mission of the Cycle is over, clicking on End Cycle in the bottom right of the screen is the last action to take before starting over again from the Smoldering City.
On the right, a summary shows the Viceroy's accomplishments for that Cycle. Viceroys can choose which Seals can spawn on the map during the next Cycle.