BrikWars battles are fought across the entire spectrum of imaginable environments. If it can be built, or even half-assed represented with a tablecloth thrown over some books, it's fair game. All that matters is that minifigures get to beat the snot out of one another in the coolest setting possible.
"NEEDS BASEPLATES" - Pesgores
Baseplates are plates that are thinner than normal that can serve as bases for Brikreations or other stuff.
Pesgores insists that all creations need baseplates to be cool, especially battlefields, but no one really cares.
Baseplates come in several varieties of sizes: 32 x 48, 32 x 32, and 48 x 48 are just some of them. Some 32 x 32 and 32 x 48 baseplates have patterns like roads, rivers, and some have raised sections. These last kind are called raised baseplates.
Planetary Classes represent, outside of space battles and inter-dimensional phenomena, the most fundamental battlefields on which armies can clash. They are the types of worlds Factions and Forces come from.
A BrikWorld is, very simply, a naturally occurring planet belonging to the BrikVerse. Usually, these planets are spawned from the universe itself but are on rarest occasion dumped into the BrikVerse from another universe during some MultiVersal event. A planet thus displaced only becomes a BrikWorld in the truest sense when the universal Legitimitium has taken root and converted the majority of the planet to studs and briks.
A FringeWorld is a planet that resides in "fringe" space, that is, a planet in the most remote regions of space, at the edges of galaxies or sectors. FringeWorlds are often highly isolated by vast distances or strange celestial phenomena, from one another and from the rest of the universe. They don't see much use on the main intergalaktik stage but serve as excellent vacation spots, secret laboratories and training centers, and invasion platforms. Many, however, are completely unknown to any but the natives.
A HomeWorld, sometimes called a MotherPlanet or some similar variation, is the central birthing place or staging area for a given culture or faction. HomeWorlds are often vast and resourceful, filled with all the goodies a faction needs to wage war on other planets and systems. In most cases, unless special measures are taken, those resources become thinner the farther out a faction ranges away from their HomeWorld. This, in combination with reality twisting Koincidence, has lead to the general intergalaktik territorial power structure, perhaps best exemplified in the Galaxia Nehellenium, seen in the BrikVerse.
A HubPlanet is a world littered with generally geo-stationary portals and gateways, natural or minifig made. These portals might lead to others of like kind on the same planet, they might lead to StarDoors halfway across the universe, or they might even lead to alternate dimensions. These worlds serve as the hub, or central point, for these portal networks and are often used militarily for their sheer tactical versatility.
WaterWorlds are planets with little to no above sea level landmass. They are blanketed in oceans and often populated with an incredible array of sea life. Non aquatic minifigs who live on these planets sometimes devise a means, often magikal or teknologikal, to survive beneath the waves but most commonly construct massive floating cities or platforms on which to live. WaterWorlds often change the dynamics of battle and teknology completely and are therefore notoriously difficult to conquer for all but the best equipped and tactikal minds.
Urban classes represent areas of developed civilization. These are often composed of a concentrated populace living among the various Structures used as terrain in warfare.
A village is a small community, often one of many scattered throughout an otherwise rural area. Villages are mostly residential and do not contain many of the fancier structures seen in larger settlements. Minifigs from these places can be some of the most dangerous and savage enemies to encounter, owing to their backward ways and fierce territoriality concentrated into a mob mentality.
Towns are quaint little settlements that have moved somewhat beyond backwater savagery and hunger for more sophisticated violence. They often fall short of the mark as they don't have quite the resources they'd like to pretend they do. Towns are often half-assed and clumsy, their ham-handed attempts at trying to look important even stymied by their own infighting and backbiting. Towns are rarely taken seriously.
Cities are where most of the real work gets done. They're large enough to have access to a wide assortment of structures and other resources and they have a sizable populace ready and trained for some serious violence. While cities have a solid polish, they lack the true power necessary to effect much change beyond their own domain.
Metropolises are the capital cities of large regions. It is here that most seats of power reside before coming to the country, kingdom, or empire level of power. A metropolis not only has access to all the structures and resources it can devise or take from somewhere else, it has multiple redundancies as well. Metropolises engage in gross decadence, indulging in every flavor of the same treat. Citizens of these grand cities often take everything around them for granted and have more StarFucks in which to do battle with bitchy barristas than a person could shake Poo on a Stick at.