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Warhammer 40,000: Gladius - Relics of War Maps & Locations Guide: Every Area Covered

Complete Warhammer 40,000: Gladius - Relics of War maps and locations guide. Every area with difficulty, rewards, progression order, and what to do in each zone.

Researched and editorially reviewed. Updated .
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Proxy Studios and Slitherine shipped the first turn-based 4X game set in Warhammer 40,000 on 12 July 2018, and it strips the genre down to the part 40k actually supports. There is no diplomacy on Gladius Prime: you win by completing your faction's quest line or by killing everyone else. Four factions launched with the game, Space Marines, Astra Militarum, Orks and Necrons, and seven more arrived as DLC over the following five years: Tyranids in 2019, Chaos Space Marines in 2019, T'au in 2020, Craftworld Aeldari in 2020, Adeptus Mechanicus in 2021, Adepta Sororitas in 2022 and Drukhari in 2023. Each one runs a different economy, so switching faction changes far more than the unit art.

Warhammer 40,000: Gladius - Relics of War features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.

Area Progression Order

OrderLocationDifficultyKey RewardsRecommended Build
1Wire weedMatters from turn one to the end of the gameNothing. Treat it as impassable terrain and plan approaches around itAstra Militarum
2Imperial RuinsContested from the early expansion phase onwardBonus Ore from buildings, 33 percent ranged damage reduction, blocked line of sightAstra Militarum
3RiversRelevant whenever you plan a multi-turn advanceNo direct reward, but a defensive line you did not have to buildSpace Marines
4Artefact sitesEarly to mid game, once you can beat an Enslaver squadStacking faction and unit bonusesSpace Marines
5Ore fieldsDecides city placement from the first settle onwardIncreased output from surrounding buildingsSpace Marines

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Wire weed: Starting Area

A bio-engineered acidic plant that consumes all of a unit's movement points the moment it enters, permits zero building slots and deals damage every turn to whatever stands in it. It is a wall drawn on the map, and routing around it is almost always faster than pushing through.

AttributeDetail
DifficultyMatters from turn one to the end of the game
Key RewardsNothing. Treat it as impassable terrain and plan approaches around it
Recommended BuildAstra Militarum
Key EquipmentLeman Russ Battle Tank

What to Do Here


Imperial Ruins: Early Game

The remains of the human cities that were on Gladius Prime first. Buildings placed in ruins produce extra Ore, units inside take 33 percent less ranged damage and block line of sight, entry costs an extra movement point, and the tile caps at 2 building slots.

AttributeDetail
DifficultyContested from the early expansion phase onward
Key RewardsBonus Ore from buildings, 33 percent ranged damage reduction, blocked line of sight
Recommended BuildAstra Militarum
Key EquipmentLeman Russ Battle Tank

What to Do Here


Rivers: Mid Game

River tiles cost an extra movement point to enter, which sounds minor until an attack arrives one turn later than planned. Rivers are the terrain that most often decides whether a counterattack lands before or after a city falls.

AttributeDetail
DifficultyRelevant whenever you plan a multi-turn advance
Key RewardsNo direct reward, but a defensive line you did not have to build
Recommended BuildSpace Marines
Key EquipmentLeman Russ Battle Tank

What to Do Here


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Artefact sites: Late Game

Hovering rhombus-shaped relics attributed to the Old Ones, scattered across the map. Each one grants a stacking bonus to your faction and units, and each one is guarded by exactly one Enslaver squad, so taking them is a deliberate operation rather than an opportunistic grab.

AttributeDetail
DifficultyEarly to mid game, once you can beat an Enslaver squad
Key RewardsStacking faction and unit bonuses
Recommended BuildSpace Marines
Key EquipmentTactical Space Marines

What to Do Here

  • Full build optimization is expected by this point.
  • Tactical Space Marines should be your primary, fully upgraded.
  • Terrain that decides the fight mastery starts mattering here.
  • Farm resources for the push into Ore fields.

Ore fields: Endgame

Special resource tiles that cannot be built on but raise the production of matching buildings placed around them. Grox pastures and recaf plantations work the same way for their own resources, so reading these features before you place a city decides its ceiling.

AttributeDetail
DifficultyDecides city placement from the first settle onward
Key RewardsIncreased output from surrounding buildings
Recommended BuildSpace Marines
Key EquipmentTactical Space Marines

What to Do Here

  • This is endgame. Best-in-slot gear and a perfected build are mandatory.
  • See our boss guide for endgame fight strategies.
  • The reward loop: clear content → upgrade → push harder content.
  • Experiment with Tyranids for variety once you've mastered the meta.

Exploration Tips

  1. Clear areas in order: Wire weed → Imperial Ruins → Rivers → Artefact sites → Ore fields. Skipping areas means missing resources you'll need later.
  2. Check every corner: Hidden caches and secrets are often in non-obvious locations.
  3. Match your equipment: Some areas favor different equipment types.
  4. Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
  5. Don't rush: Clearing an area fully gives more resources than speedrunning two areas.

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