The world map is randomly generated at the beginning of each game. Every world is filled with settlements which are aligned to one of the 3 Noble Factions. A typical setup involves a total of 17 settlements (2 City Halls, 3 Town Halls, 6 Village Halls, 2 Strongholds, 2 Castles, 2 Fortified Manors). Settlement distribution amongst Noble Houses can vary considerably, ranging from being roughly equal (6/6/5) to clearly lopsided (10/5/2). Settlements are where the Player Company can resupply (market/armorer/weaponsmith), find new recruits, treat injuries to make them heal faster (temple) and get an xp boost (training grounds).
Enemy camps which are revealed on taking contracts and on map exploration are locations that can be pillaged and destroyed.
Various terrain provide different environment for tactical fight.
With 0.6.0.20 update weather was added. Light snow can fall in the tundra and frozen north, and the latter can see even full-grown snow storms. These weather effects are purely cosmetic.
Terrain
Movement speed
Visibility radius
Food consumption
Plains
1
1
1
Farmland
1
1
1
Steppe
1
1
1.1
Tundra
0.9
1
1
Oasis
0.9
1
1
Badlands
0.9
1
1.25
Snow
0.75
1
1.1
Desert
0.75
1
1.5
Forest
0.65
1
1
Snowy Forest
0.65
1
1.1
Hills
0.65
1.25
1.1
Shore
0.5
1
1
Swamp
0.5
1
1.1
Mountains
0.25
2
2
Grassland, Steppe and Tundra[]
Most Common, easily traversable terrain type
Open area with no special advantages or disadvantages.
Battles initiated here will have tiles comprised predominantly of Grassland and Steppe (2AP, 4Fatigue) and less commonly Dry Steppe (2AP, 2Fatigue). If the battle occurs close to a road, Cobblestone Road tiles (2AP, 2Fatigue) are occasionally seen as well.
Forest[]
Slower global map movement
Trees, brushes and stones may block line of view and movement.
Moving on forested ground costs additional AP and requires additional fatigue. Common tiles necessitate 3AP, 6 Fatigue to traverse. Tiles only requiring the usual 2AP, 4 Fatigue are rare.
Autumn Woods[]
Similar to forests but has more room to maneuver.
Trees, brushes and stones may block line of view and movement.
Snow[]
Moving on snow costs additional AP and builds up additional fatigue. Common tiles here also require 3AP, 6Fatigue to traverse (similar to Forest). Tiles designated as Light Snow are less common and only require 2AP, 4Fatigue.
Snowy Forest[]
Slower movement (because of snow).
Swamps[]
Slower global map movement
Moving on swampy terrain costs additional AP and requires a lot of fatigue. Common tiles are Murky Water (4AP, 14 Fatigue) and Muddy Earth (3AP, 6 Fatigue). Tiles designated as Plashy Grass, requiring only 2AP, 4 Fatigue to traverse it are rare.
Gives 25% penalty to combat skills (Melee Attack, Melee Defense and Ranged Defense.)
Hills and Mountains[]
Hills have slower global map movement but increased sight radius. Mountains have much slower global map movement and an even larger sight radius.
Often has big differences in height level when battles are initiated here.
Some bad events where you brothers get injured are likely to happen when you traverse mountains. There is also a rare event where one of your brothers gets +1 Fatigue thanks to all the climbing.
Sea[]
Slower movement, if you can even walk on/over it.
Trivia[]
Previously in earlier builds, independent unaligned settlements were possible (no longer found in the full release version). [1]