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 (previously in earlier builds, independent unaligned settlements were possible, but are now no longer found in the full release version). [1] 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 update [0.6.0.20] weather was added. Light snow can fall in the tundra and frozen north, and the latter can see even full-grown snow storms. For now, these weather effects are purely cosmetic.
Grassland, Steppe and Tundra
Commonest and most Fatigue friendly terrain type
Open areas with no special advantages or disadvantages.
Battles initiated here will have tiles comprise 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 which block line of view and movement.
Moving on forest ground costs additional AP and builds up additional fatigue. Common tiles require 3AP, 6Fatigue to traverse. Tiles only requiring the usual 2AP, 4Fatigue are rare.
Autumn Woods
Similar to the standard forests but less cramped.
Trees, brushes and stones which 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 even more additional AP and builds up a lot of fatigue. Common tiles here are Murky Water (4AP, 14Fatigue) and Muddy Earth (3AP, 6Fatigue). Tiles designated as Plashy Grass, requiring only 2AP, 4Fatigue to move on to 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.