Lethis - Path of Progress

Lethis - Path of Progress

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The Sandbox Tour Guide
By Wraith
A brief overview of the 11 sandbox maps and their geography and resources.
   
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Introduction
Hi everyone. While I may be late to the party for a game that came out in 2015, I enjoy playing this game and wanted to give something back. I decided on making this overview of sandbox maps because the in-game sandbox selection screen doesn't give you much information besides the map dimensions and I haven't seen other guides or wikis talk much about the differences between the sandboxes. While veteran players will likely already be familiar with most of the ins and outs of each sandbox map, I felt a brief overview of the geography of each sandbox would be useful to newer players picking their first sandbox, while the summary of map resources I included could be a useful reference for the more experienced players.

There are 11 Sandboxes in Lethis and each will have a section dedicated to them with a screenshot, a description, and a resource summary table. At the end there will be a collected table of all the sandbox resources for comparison purposes. Difficulty doesn't change the starting amount of Floriens or other map resources.

Change Log
Changes:
02/04/2021 - Added sections for Trading and for Monument Building and Related Achievements
02/02/2021 - First Published
Sandbox 1 - Open Grasslands

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
1
200x200
Mostly Grass
40,000
8
7
5
8
29
10
2 Narrow Lakes and 1 Sandy Pond
3 Medium Patches

A decent first sandbox, there is plenty of open grassland while still having access to all the resources in the game.
Sandbox 2 - Coastal Shoreline with River Inlet

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
2
200x200
Coastal Shoreline, River Inlet, and Corner Mountains
40,000
9
10
5
8
28
9
Coastline and River Inlet
1 Large Island

While all the farmland is in one spot separated by a river, requiring you to use bridges, the rest of the map is fairly open.
Sandbox 3 - Crater Lake Above Swamps

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
3
200x200
Corner Mountain Crater Lake above Swamp Land
40,000
13
11
7
8
6
4
1 Small Lake
1 Large Corner

The crater lake in the north has the only fishing water but most of the edges are fortunately straight. There is a broad band of swampy marshland going across the middle of the map which separates you from the southern corner of farmland (not visible in the screenshot above).
Sandbox 4 - Central Lake Grasslands

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
4
300x300
Grassland with Corner Forests, a Crescent-Shaped Mining Range, and Central Lake
60,000
19
17
10
9
29
12
1 Large Lake with a River
2 Wide River Banks

As the largest sandbox map, one screenshot wasn't able to show everything but there is plenty of space and resources. If you just want as much building space as possible, this is the one to choose. Resources are high on this map, as it has the second highest steam geysers, copper, gold, and iron vein counts.
Sandbox 5 - Pass Between Two Mountain Ranges

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
5
200x200
Pass between Two Mountain Ranges
40,000
20
20
10
10
47
9
2 Lakes
1 Large Patch

This sandbox reminded me of a high mountain pass with lakes. It has the highest total amount of metal veins for copper, gold, and iron while also maintaining a balance across all three. Only one other map has more gold, at two more veins, but it had significantly less copper and iron in comparison to this sandbox. It also has the most steam geysers at 20, with sandbox 4 coming in at a close second with 19.
Sandbox 6 - Skull Swamp

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
6
120x120
Marsh with Central Swampy Lake
20,000
5
2
3
4
No
7
No
2 Medium Corners

The swampy lake in the center resembles a skull. It is bridgeable but you'll be building most of your buildings along the sides of the map. Lowest starting budget, no sand, and no fishing. Compared to the other sandboxes it has below average metal veins and the lowest steam geyser count. A challenge map for sure, it does have enough room for all four monuments if you trade for the sand and glass you'll need. You may also need to trade for utensils if you have a large worker population.
Sandbox 7 - Five Oasis Desert

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
7
150x150
5 Oasis Desert with Central Mining
30,000
7
2
12
2
No
4
5 Small Lakes
Scattered Patches Near Lakes

Plenty of open space but you'll need to split up your food production across the five oases, each of which has enough straight shorelines to support at least a couple fisheries. There is no sand, however, and while you have the most gold veins of all the sandboxes, you only have two each of copper and iron veins, so you may need to trade for them as well.
Sandbox 8 - Desert River Banks

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
8
150x150
Desert River with Narrow Banks
30,000
16
No
No
No
No
6
Long River
Scattered River Bank Patches

A more challenging sandbox. While you have narrow farmlands on either riverbank surrounded by the open spaces of the desert, you also have no metal veins or sand deposits, requiring you to trade for all of your metal and utensil needs.
Sandbox 9 - River Delta

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
9
200x200
Large River Delta with Corner Mountain
40,000
14
12
6
8
60
No
River Delta with Six Inlets
4 Islands of Different Sizes

This sandbox has the highest count of available sand mine locations, though the full 60 is probably far too many for most setups. There should be plenty of room for fisheries across the six river inlets, though any coastline broken up diagonally won't be usable. All the farmland is out in the river delta, some of which is narrow, but they should all be bridgeable to each other or the mainland. There are also no Fae Mushrooms at all, so you'll need to trade for it or brew beer instead.
Sandbox 10 - River Bend and Mountain Ring

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
10
200x200
River Bend with a Mountain Ring
40,000
9
12
8
8
No
6
1 Bending River
2 Medium River Bank Patches

A fairly balanced sandbox with the exception of not having any sand. The river should support fishing, though the actual number of them may be low because of how much the river curves.
Sandbox 11 - Forest Lake

Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
11
100x100
Forest Lake
40,000
6
3
3
4
6
9
1 Small Lake
Scattered Ring Around Lake

This sandbox has a lot of non-removable trees, which can make placing housing loops more challenging. The small lake has room for 5 fisheries and the sandbank has room for 6 sand mines. While there aren't that many metal veins (all located in the four corners), 3 copper should be enough to support a working population of 4-6 thousand and with careful zoning there is enough room for all four monuments if you are willing to build over half of the farmland.
Summary Table of Sandbox Resources
Map
Dimensions
Notable Geography
Florins
Steam
Copper
Gold
Iron
Sand Mines
Fae
Fishing Water
Farmland
1
200x200
Mostly Grasslands
40,000
8
7
5
8
29
10
2 Narrow Lakes and 1 Sandy Pond
3 Medium Patches
2
200x200
Coastal Shoreline, River Inlet, and Corner Mountains
40,000
9
10
5
8
28
9
Coastline and River Inlet
1 Large Island
3
200x200
Corner Mountain Crater Lake above Swamp Land
40,000
13
11
7
8
6
4
1 Small Lake
1 Large Corner
4
300x300
Grassland with Corner Forests, a Crescent-Shaped Mining Range, and Central Lake
60,000
19
17
10
9
29
12
1 Large Lake with a River
2 Wide River Banks
5
200x200
Pass between Two Mountain Ranges
40,000
20
20
10
10
47
9
2 Lakes
1 Large Patch
6
120x120
Marsh with Central Swampy Lake
20,000
5
2
3
4
No
7
No
2 Medium Corners
7
150x150
5 Oasis Desert with Central Mining
30,000
7
2
12
2
No
4
5 Small Lakes
Scattered Patches Near Lakes
8
150x150
Desert River with Narrow Banks
30,000
16
No
No
No
No
6
Long River
Scattered River Bank Patches
9
200x200
Large River Delta with Corner Mountain
40,000
14
12
6
8
60
No
River Delta with Six Inlets
4 Islands of Different Sizes
10
200x200
River Bend with a Mountain Ring
40,000
9
12
8
8
No
6
1 Bending River
2 Medium River Bank Patches
11
100x100
Forest Lake
40,000
6
3
3
4
6
9
1 Small Lake
Scattered Ring Around Lake
Notes on Trade

Trade
Balloon Color
Arrival/Departure Times
Trade Goods
Import
Blue
10th day of the first month of each season plus travel time to the Trade Center.
One quarter of the yearly order total, maximum of 2000
Export
Orange
Varies (?) but is a consistent day in the last month of the season.
Maximum of 2000 or less depending on warehouse access and current stock.

The Trade Center, a storage building, opens up the ability to trade with other cities in the empire.

Blue import balloons will arrive on the map on the 10th day of the first month of each season by the door your immigrants come through. They will then travel to your trade center and descend into one of the silos. Orange export balloons will spawn on the 5th day (?) of the last month of the season before rising out of the silo and making their way towards the side of the map with the immigrant door. If you want to cut down on their air travel time, build your trade center as close to the immigrant door as you can.

My current hypothesis is that all production buildings work on a 30 day/1 month cycle. A cycle of production will only begin once the walker has delivered all the required resources. Each production building can hold a certain amount of products before it stops making more. Once emptied by a walker, production will resume. It would also appear that the trade center prefers to grab from a warehouse instead of directly from a production building.

The maximum of one resource you can export is always 2000 at a rate of four times per year, so any excess you are not using for your own purposes will just sit in your warehouses and take up space.
Monument Building and Related Achievements
Observatory
Botanical Gardens
Science Fair
Zeppelin Hangar
Benefit
+1000 Florins each season it is in operation
Increased Farm Yields by 50%
Doubles Available Migrants
+20 Happiness
Seasonal Completion Achievements
Summer Sky
Winter Garden
Springtime Science
Autumn Flight
Grid Dimensions
10 x 10
20 x 20
20 x 12
30 x 15
Initial Cost
1000 Florins
2000 Florins
2000 Florins
3000 Florins
Total Sand
4000 Sand
7200 Sand
7200 Sand
11,000 Sand
Total Steel
6800 Steel
19,600 Steel
19,600 Steel
18,400 Steel
Total Glass
4800 Glass
29,000 Glass
8000 Glass
4800 Glass
Total Ornaments
2400 Ornaments
6000 Ornaments
12,000 Ornaments
12,000 Ornaments
Construction Phases
18/19 steps
30/31 steps
32/33 steps
36/37 steps
Inventor's workshop Item
100 Refractor lens
100 Big Trees
100 Clockwork
100 Zeppelin Motors
Inventor's workshop Required Patrons
2 Patrons
3 Patrons
4 Patrons
5 Patrons

Monuments finish when their workshop item is installed. Oddly, however, this takes place not during the last listed step but during the second to last step. If you are going for the seasonal monument completion achievements and are in the incorrect month, then you must pause the construction no later than during the workshop item installation step, as this last step after the workshop item installation has no requirements and finishes immediately afterward.

Completing each of the seasonal monument achievements (in any order or play thru) will earn you the Monumental Year achievement. Building all four in one map earns you the Master Architect achievement.
Acknowledgments
At this point I would like to thank and give shout outs to Sokar and Skirlasvoud, whose guides on how to play Lethis helped me a lot in figuring out how this game worked. I would also like to thank hydro-guppy[JP] for sharing their discoveries on the in-game calendar and time system.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=506184947
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=484205593
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=479562629