Every tile has an elevation and a terrain type, and together they decide what that ground is good for. Terrain is generated so that coastlines, plains, and mountain ranges emerge naturally rather than being placed by hand.
The lay of the land
Broadly, the world runs from open water and coast, up through lowland plains (the best ground for settling and farming), into rocky highlands and mountains, and on to cold, inhospitable peaks. Where a tile sits on that range decides how useful it is to you.
How it shapes play
- Building. Cities and districts sit on land; water is never claimed. Some buildings care about the ground beneath them.
- Harvesting. Resource deposits follow the terrain. Forests, stone, and ore each favor different ground, so the land itself hints at where to expand for a given material.
- Movement. Land and naval units travel on different layers: water blocks ground forces and carries ships, and rough ground shapes the routes armies take.
Why it matters
Terrain is the first thing you read on any patch of map. A fertile coast with forest nearby is worth fighting for; a wall of mountains is both a barrier and a source of materials. Reading the land well is how you turn the shared world to your advantage.
This article reflects the game in active development and will change as systems evolve.