Courland
Courland is a Knights of the Mediterranean Random Map based on the Gulf of Riga in the eastern Baltic. Teams start on opposite shores of a frozen gulf. Two Trade Routes and four Royal Houses are always present, making the crossing and central objectives important from the opening. Patches of ice branch off the gulf and can complicate wall placement; Mines do not spawn on ice, although herds can migrate across it.

Map character
Scout both Trade Routes, the four Royal House sites and the approaches across the gulf before committing the main army. Keep Coin gathering on land because Mines cannot appear on the ice, and check the ice branches for moving herds that can provide Food. Use walls carefully: the frozen patches make some placements difficult. Jagiellon, Oldenburg and Vasa settlements and Cossack Daredevil and Highwayman outlaws provide additional choices, but reaching a site across the gulf requires a protected route.
What to scout
Prioritize one Trade Route segment and a nearby Royal House that your army can reinforce, rather than splitting into small groups to touch every objective. Secure a safe crossing before moving Villagers or siege toward the far shore. If herds move across the ice, scout and gather them only when the route is safe; do not treat the ice as a source of Coin or as a reliable wall line.
The four Royal Houses and two Trade Routes are fixed objectives
Unlike the generated position of resource herds, Courland always includes two Trade Routes and four Royal Houses. These are separate control opportunities: a Trading Post can advance route shipments, while a Royal House offers its own alliance roster and technologies. Scout both groups before spending Wood on Trading Posts or sending Villagers to a distant palace. Choose a connected section that the army can defend, then expand control as the front moves. The opposite-shore starts mean that reinforcement time matters as much as the nominal reward.
Frozen ground changes walls and resource expectations
Ice branches off the gulf and can make wall placement difficult, so check the ground under each planned segment instead of assuming a continuous wall will seal the approach. Mines cannot spawn on ice; keep Coin plans anchored to land deposits. Herds may migrate across the frozen patches, however, so scouting can reveal Food opportunities and movement routes that change during the match. Secure the path to any herd before pulling Villagers away from the base, and avoid treating a temporary animal crossing as a permanent safe lane.
Choose a settlement or outlaw to solve a roster need
Jagiellon, Oldenburg and Vasa offer different Royal House options, while Cossack Daredevil and Highwayman are separate outlaw recruits. Check the related pages for the available units and technologies, then compare them with the army already being trained. A Trading Post on a settlement and a post on a Trade Route serve different purposes, so identify which one advances the immediate plan. Keep an escort on the approach across the gulf and reserve enough troops to prevent the opponent from taking the same objective.