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| {{Towns|noswitch=|noswitchwidth=}}
| | '''Towns''' is a place where heroes may recruit [[creature|troops]], replenish their [[spell points]], and learn new [[spell]]s. Additionally, towns are the main resource of [[gold]]. Each player must have at least one town under their control. If a player loses the control of his last town, he has time for seven days to conquer at least one town. |
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| '''Town''' typically refers to a structure on an [[Adventure Map]], where [[hero]]es can recruit [[troop]]s, replenish their [[spell point]]s, and learn new [[spell]]s. More generally, it can refer to one of the nine different ''town types'', that can be seen in the table on the right. In {{roe}}, there were only eight different town types, but {{ab}} expansion added [[Conflux]]. Moreover, unofficial [[Horn of the Abyss]] expansion added [[Cove]] and [[Factory]]. Every player must own at least one town, so as to remain in contention for any amount of time until winning or losing the scenario. If a player loses the control of his last town, or if a player starts with no towns, he has time for seven days to conquer at least one town, otherwise being eliminated from the game. A map without towns is therefore largely undesirable, though not fully unplayable.
| | At towns with marketplaces, a hero can trade surplus resources for resources in short supply. [[Town hall]]s provide you with daily gold income. Buildings unique to each of the eight [[town type]] can provide additional strengths and abilities for heroes. Towns have several structural defenses: [[Wall|fortifications—walls]], [[arrow tower]]s, and a [[moat]]. Also, the garrison can be filled with [[troop]]s, which may be lead by garrison stationed heroes. Additionally, a hero visiting a town will lend their army to the town's defense, forcing an attacker to fight the visiting hero's army before facing the town's garrison forces. |
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| Towns are also important source of [[gold]] with hall buildings producing it every day for the kingdom. If a town has a [[marketplace]], a player may trade surplus [[resource]]s for needed ones, and [[Resource Silo]] produces resources daily (but not gold). Towns have [[horde building]]s which increase units' growth. Buildings unique to each of the town types can provide additional strengths and abilities for heroes and units, produce resources, or support the gameplay on the adventure map.
| | Maximum number is 48 towns on any map. |
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| Town with [[fort]], [[citadel]] or [[Castle (structure)|castle]] have [[wall]]s surrounding them, and can be defended by heroes in a siege battle. Other town defending structures that come with the fortifications are [[arrow tower]]s and [[moat]]. Heroes can be located inside the town and inside the walls to protect the town. If a non-fortified town is sieged, a traditional [[combat|battlefield]] is shown, as if the combat were not in a town.
| | [[Category : Adventure map]] |
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| Each town has its own [[town themes|musical theme]]. Nine common towns have themes written by [https://en.wikipedia.org/wiki/Paul_Romero Paul Romero], while music for HotA's [[Cove]] is written by [https://www.celestialheavens.com/in-memory-of-docent-picolan-a-hero-of-might-and-magic Docent Picolan].
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| Maximum number of towns is 48 on any map.
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| == Towns on adventure map ==
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| In {{sod}} there are just three visual appearances of a town: [[Village Hall|Village]], [[Fort]] and [[Capitol]] (as a [[Fort]] with a flag). But the exact fortification level (fort/citadel/castle) always can be checked by an icon in the rightclick menu (the [[Halls|hall]] level is visible just for allies).
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| [[Horn of the Abyss]] represents towns accurately to their level of fortification.
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| {{towns on adventure map table}}
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| [[Category: Adventure Map]] | |
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