
CK3 Terrain IDs
17 Terrain IDs
A complete and up-to-date searchable list of all CK3 terrain type IDs.
Terrain types determine movement speed, combat advantage, supply, and which men-at-arms perform best in a province.
| Description | Terrain ID | |
|---|---|---|
| A shallow sea zone bordering the coast that fleets cross to ferry armies between provinces. As water, it has no land terrain effects on movement, combat, supply, or development. | ||
| Arid open terrain. Armies move at 70% speed with no defender advantage, and county supply limit (-30%) and development growth (-50%) are both heavily reduced — one of the poorest terrains to hold. | ||
| Broken highlands in arid regions and one of the strongest defensive terrains. Armies crawl at 50% movement speed, defenders gain a +12 advantage and inflict 30% fewer losses on a retreating enemy, while supply (-60%) and development growth (-50%) are slashed. | ||
| Dry but easily traversed lowland. Armies move at full speed with no combat modifier, and development growth is only slightly reduced (-5%) — a serviceable terrain to build on. | ||
| The best terrain to hold. Full movement speed, +50% county supply limit, and +20% development growth make it ideal for capitals and tall play, though it grants no defensive advantage. | ||
| Fertile river plains. Full movement, +35% supply limit, and +20% development growth make them strong economic holdings, but a narrower 75% combat width and no defender advantage leave them exposed. | ||
| Wooded terrain that slows armies to 80% movement speed and gives defenders a +3 advantage. County supply limit is cut by 10%, with no effect on development growth. | ||
| Rugged elevated ground. Armies move at 80% speed and defenders gain a +5 advantage, while both supply limit (-10%) and development growth (-10%) take a penalty. | ||
| Dense tropical terrain. Movement slows to 50% speed while defenders gain a +6 advantage, and supply (-25%) and development growth (-40%) are both badly reduced. | ||
| The premier defensive terrain alongside desert mountains. Armies move at only 50% speed and defenders gain a +12 advantage, while supply limit is halved (-50%) and development growth drops 25%. | ||
| A fertile pocket within arid lands. Full movement with no combat modifier, plus a modest +10% to both county supply limit and development growth. | ||
| Open, flat ground and the neutral baseline terrain. Armies move at full speed with no combat modifier and no penalty to supply limit or development growth. | ||
| Open ocean that fleets cross to move armies between distant coasts. As water, it has no land terrain effects on movement, combat, supply, or development. | ||
| Vast open grassland. Armies move at full speed with no combat modifier, but development growth is cut by 50%, reflecting its sparse, nomadic character. | ||
| Cold northern forest. Armies move at 80% speed and defenders gain a +4 advantage, while supply limit (-20%) and development growth (-5%) are reduced. | ||
| Cultivated hillsides. Defenders gain a +5 advantage at 80% movement speed, and unlike ordinary hills both supply limit and development growth get a +10% boost. | ||
| Boggy, waterlogged ground with the narrowest 60% combat width. Armies slow to 70% speed and defenders gain a +5 advantage; routed enemies suffer +25% retreat losses and +20% fatal casualties, while supply (-25%) and development growth (-25%) both drop. |
coastal_sea
desert
desert_mountains
drylands
farmlands
floodplains
forest
hills
jungle
mountains
oasis
plains
sea
steppe
taiga
terraced_hills
wetlands