Terrain: Difference between revisions
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=== Sand === | === Sand === | ||
* Sand is not a [[native terrain]] for any faction, armies including [[nomad]]s do not receive a [[terrain penalty]]. | * Sand is not a [[native terrain]] for any faction, armies including [[nomad]]s do not receive a [[Terrain Penalties|terrain penalty]]. | ||
* Movement cost: 150% (Compared to grass.) | * Movement cost: 150% (Compared to grass.) | ||
Revision as of 11:09, 22 August 2013
Terrain typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow and swamp. Water can also be considered as one of the basic terrains as well as rock, which is impassable (even with flying). Additionally, there are several types of magical terrains, that affect combat or spells, with exception of favorable winds, which increases movement over water.
Basic terrains
Grass
- Grass is native terrain for Castle, Rampart and Conflux.
- Movement cost: 100% (Other terrains movement costs are compared to grass.)
Dirt
- Dirt is native terrain for Necropolis and Neutral alignment troops.
- Movement cost: 100% (Compared to grass.)
Lava
- Lava is native terrain for Inferno.
- Movement cost: 100% (Compared to grass.)
Subterranean
- Subterranean is native terrain for Dungeon. It is usually found on the underground layer.
- Movement cost: 100% (Compared to grass.)
Rough
- Subterranean is native terrain for Stronghold.
- Movement cost: 125% (Compared to grass.)
Sand
- Sand is not a native terrain for any faction, armies including nomads do not receive a terrain penalty.
- Movement cost: 150% (Compared to grass.)
Snow
- Snow is native terrain for Tower.
- Movement cost: 150% (Compared to grass.)
Swamp
- Swamp is native terrain for Fortress.
- Movement cost: 175% (Compared to grass.)