Off-Map CPs represent the lower rungs of civilization, and are quite miniscule compared to the major cities of the Region.  All are small-town sized or smaller.

Off-Map CPs do not possess the robust economies of the larger Cities.  Instead, they have a limited options available, depending upon the terrain and type of CP you have found.  Like the Larger CPs, each Off-Map CP is completely Unique, with its own name, its own traits, and what kind of offerings are available.

Diplomacy with CPs
SizeBonus
Hamlet+1
Village+2
Settlement+3
Small Town+4

Diplomacy with CPs
AttitudeBonus
Indifferent+0
Friendly+1
Loyal+3
Fanatical+6

All OFFMCPs, when first discovered begin at either Hamlet or Village sized.  This size can grow up to Small Town by conducting trade with them.  This means if you Scout and discover an Off-Map CP that was a Settlement or Small Town: Other Usurpers have been here before!

As with On-Map CPs, there can only be one CP per Grid, ever.  And, no new CP will ever replace an old one.  Whereas the larger CPs have sizable forces that can be used to defend them: Off-Map CPs have little in the way of such luxuries.  Their militias tend to be small, and their defensive structures little more than thatch applied to sharpened logs to slow incoming cavalry.  This means they can be attacked and destroyed (OMCPs can as well - it's just far more difficult) by Usurpers or other forces.


Why would you want to Scout-out and trade with Off-Map CPs?  Off-Map CPs have more personality.  You can affect their Attitude Status towards you with a little effort and Diplomacy.  Normally Off-Map CPs begin at a Hostile Status or at least Unfriendly.  This can be improved with high diplomacy checks.  Additionally, by trading with an off-Map CP; you can improve the Trading terms for items and resources.


When you first enter an Off-Map CP to conduct Diplomacy with it: the starting Attitude status is Hostile, unless you bring a Leader that shares a race with at least one of the member races of that CP, in which case it will begin as Unfriendly.  (For example: if your Chief (human) and Cohort (Goblin) enter a Goblin Hamlet on the first time - the CP's status will be unfriendly.)

OFFMCPs, Traits, and Recruitment


Different CPs each have between 2 and 3 traits associated to them.  Each of these traits determines what Extras, Unique Units, and Special Opportunities can be found there.

A CP possesses the traits of both its inhabiting race(s) as well as other trait(s).  If a trait is duplicated (such as an Elf village with the Agile trait [Elves already have the Agile trait associated]), this changes the 'weight' of random distribution in determining who will be recruited there.

When you achieve both Friendly or better Attitude Status and the CP is Village-sized or larger; you are able to recruit Unique Units from it on subsequent visits.  One Unit per visit.

A CP can have a recruitment opportunity for each trait (both in Unique Units and in Extras.)

If all of the potential Unique Units in a CP have been recruited/exploited; then, you will receive Units as if it were an On-Map CP (though limited to that race.)

Each off-Map CP has a quest associated to it that will trigger when the correct Extra is brought to visit.  This represents the Extra's home town or is in someway associated to the Extra's Background.


Off-Map CP Item and Resource Key:
St = Stone, Ir = Iron, Lu = Lumber
Ho = Horses, Do = Donkey, Fo = Foodstuffs
ET = Earth Tools, CT = Crafter's Tools, OT = Construction Tools
SG = Spyglass, Sh = Shields, MW = Melee Weapons, RW = Ranged Weapons
A1 = Armor (Type 1), A2 = Armor (Type 2)

Every Possible OffMCP: OffMCP List