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== Vegetation == | == Vegetation == | ||
Certain areas on the map may have vegetation on them. Vegetation increases movement cost by 1. It can be cut down | Certain areas on the map may have vegetation on them. Vegetation increases movement cost by 1. It can be cut down and will take a couple of years to grow back. During this time vegetation can be cut down completely, which will prevent it from ever growing again. There are two types of vegetation: | ||
* '''Trees''' provide [[File:Icon Defense.png]] +50% Defense from ranged attacks and 20 [[File:YIELD WOOD.png|25px]] Wood when cut. | |||
* '''Scrub''' provide [[File:Icon Defense.png]] +25% Defense from ranged attacks and 10 [[File:YIELD WOOD.png|25px]] Wood when cut. | |||
== Terrain == | == Terrain == | ||
The terrain of each hex determines where units can move and where improvements can be constructed. It can also grant various bonuses or penalties to units and improvements. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Terrain !! Effects !! Supports improvements | ! Terrain !! Effects !! Supports improvements | ||
|- | |- | ||
| [[File:TERRAIN ARID.png| | | [[File:TERRAIN ARID.png|80px]] Arid | ||
| | | | ||
* [[File:IMPROVEMENT QUARRY.png|25px]] Quarry improvements produce <span style="color:green;">'''+20%'''</span>[[File:YIELD STONE.png|25px]] Stone | * [[File:IMPROVEMENT QUARRY.png|25px]] Quarry improvements produce <span style="color:green;">'''+20%'''</span>[[File:YIELD STONE.png|25px]] Stone | ||
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| <span style="color:green;">'''Yes'''</span> | | <span style="color:green;">'''Yes'''</span> | ||
|- | |- | ||
| [[File:TERRAIN LUSH.png| | | [[File:TERRAIN LUSH.png|80px]] Lush | ||
| | | | ||
* [[File:IMPROVEMENT FARM.png|25px]] Farm improvements produce <span style="color:green;">'''+40%'''</span> [[File:YIELD FOOD.png|25px]] Food | * [[File:IMPROVEMENT FARM.png|25px]] Farm improvements produce <span style="color:green;">'''+40%'''</span> [[File:YIELD FOOD.png|25px]] Food | ||
| <span style="color:green;">'''Yes'''</span> | | <span style="color:green;">'''Yes'''</span> | ||
|- | |- | ||
| [[File:TERRAIN MARSH.png| | | [[File:TERRAIN MARSH.png|80px]] Marsh | ||
| | | | ||
* [[File:IMPROVEMENT FARM.png|25px]] Farm improvements produce <span style="color:green;">'''+20%'''</span> [[File:YIELD FOOD.png|25px]] Food | * [[File:IMPROVEMENT FARM.png|25px]] Farm improvements produce <span style="color:green;">'''+20%'''</span> [[File:YIELD FOOD.png|25px]] Food | ||
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* <span style="color:red;">'''-1'''</span> HP Per Turn | * <span style="color:red;">'''-1'''</span> HP Per Turn | ||
* <span style="color:red;">'''+1'''</span> Movement Cost | * <span style="color:red;">'''+1'''</span> Movement Cost | ||
* <span style="color:red;">'''+1'''</span> Build Improvement | * <span style="color:red;">'''+1'''</span> Build Improvement Year | ||
* Cannot have Road | * Cannot have Road | ||
| <span style="color:orange;">'''Few'''</span> | | <span style="color:orange;">'''Few'''</span> | ||
|- | |- | ||
| [[File:TERRAIN SAND.png| | | [[File:TERRAIN SAND.png|80px]] Sand | ||
| | | | ||
* <span style="color:red;">'''+1'''</span> Movement Cost | * <span style="color:red;">'''+1'''</span> Movement Cost | ||
* <span style="color:red;">'''+1'''</span> Build Improvement | * <span style="color:red;">'''+1'''</span> Build Improvement Year | ||
* Cannot have Road | * Cannot have Road | ||
| <span style="color:orange;">'''Few'''</span> | | <span style="color:orange;">'''Few'''</span> | ||
|- | |- | ||
| [[File:TERRAIN TEMPERATE.png| | | [[File:TERRAIN TEMPERATE.png|80px]] Temperate | ||
| | | | ||
| <span style="color:green;">'''Yes'''</span> | | <span style="color:green;">'''Yes'''</span> | ||
|- | |- | ||
| [[File:TERRAIN TUNDRA.png| | | [[File:TERRAIN TUNDRA.png|80px]] Tundra | ||
| | | | ||
| <span style="color:red;">'''No'''</span> | | <span style="color:red;">'''No'''</span> | ||
|- | |- | ||
| [[File:TERRAIN URBAN.png| | | [[File:TERRAIN URBAN.png|80px]] Urban | ||
| | | | ||
* Spreads Borders | * Spreads Borders | ||
* Extends Trade Network | * Extends Trade Network | ||
* Siege Units gain <span style="color:green;">'''+50%'''</span> [[File:Icon Attack.png]] Attack when attacking units on this tile | * Siege Units gain <span style="color:green;">'''+50%'''</span> [[File:Icon Attack.png]] Attack Strength when attacking units on this tile | ||
* Infantry Units gain <span style="color:green;">'''+25%'''</span> [[File:Icon Defense.png]] Defense when being attacked on this tile | * Infantry Units gain <span style="color:green;">'''+25%'''</span> [[File:Icon Defense.png]] Defense Strength when being attacked on this tile | ||
| <span style="color:orange;">'''Urban improvements only'''</span> | | <span style="color:orange;">'''Urban improvements only'''</span> | ||
|- | |- | ||
| [[File:TERRAIN WATER.png| | | [[File:TERRAIN WATER.png|80px]] Water | ||
| | | | ||
* Only Ships and [[File:UNIT CARAVAN.png|25px]] Caravan units may move on this tile | * Only Ships and [[File:UNIT CARAVAN.png|25px]] Caravan units may move on this tile | ||
* Land units can traverse this tile if it is within the Zone-Of-Control of a ship that uses the [[File:ANCHOR.png|25px]] Anchor action | * Land units can traverse this tile if it is within the Zone-Of-Control of a ship that uses the [[File:ANCHOR.png|25px]] Anchor action | ||
| <span style="color:red;">'''No'''</span> | |||
|} | |||
== Height == | |||
The height of each hex determines if units can move through and how difficult it is. It can also grant combat bonuses to units or yield bonuses to adjacent improvements. | |||
{| class="wikitable" | |||
! Terrain !! Effects !! Passable | |||
|- | |||
| [[File:CoastEditorIcon.png|80px]] Coast | |||
| | |||
* Cities can construct [[File:IMPROVEMENT HARBOR.png|25px]] Harbor improvements | |||
| <span style="color:green;">'''Yes'''</span> | |||
|- | |||
| [[File:FlatEditorIcon.png|80px]] Flat | |||
| | |||
* If there is no vegetation or improvement, mounted units gain <span style="color:green;">'''+25%'''</span> [[File:Icon Attack.png]] Attack Strength | |||
| <span style="color:green;">'''Yes'''</span> | |||
|- | |||
| [[File:HillsEditorIcon.png|80px]] Hill | |||
| | |||
* [[File:IMPROVEMENT MINE.png|25px]] Mine improvements produce <span style="color:green;">'''+60%'''</span>[[File:YIELD IRON.png|25px]] Iron | |||
* <span style="color:green;">'''+1'''</span> Range | |||
* <span style="color:red;">'''+1'''</span> Movement Cost | |||
* <span style="color:red;">'''+1'''</span> Build Improvements Year | |||
| <span style="color:green;">'''Yes'''</span> | |||
|- | |||
| [[File:MountainEditorIcon.png|80px]] Mountain | |||
| | |||
* [[File:IMPROVEMENT QUARRY.png|25px]] Quarry adjacent improvements produce <span style="color:green;">'''+40%'''</span>[[File:YIELD STONE.png|25px]] Stone | |||
* [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Shrine of Ereshkigal / Hades / Osiris adjacent improvements produce <span style="color:green;">'''+50%'''</span>[[File:YIELD CULTURE.png|25px]] Culture | |||
| <span style="color:red;">'''No'''</span> | |||
|- | |||
| [[File:VolcanoEditorIcon.png|80px]] Volcano | |||
| | |||
* [[File:IMPROVEMENT QUARRY.png|25px]] Quarry adjacent improvements produce <span style="color:green;">'''+40%'''</span>[[File:YIELD STONE.png|25px]] Stone | |||
* [[File:IMPROVEMENT FARM.png|25px]] Farm adjacent improvements produce <span style="color:green;">'''+40%'''</span> [[File:YIELD FOOD.png|25px]] Food | |||
* [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Shrine of Ereshkigal / Hades / Osiris adjacent improvements produce <span style="color:green;">'''+100%'''</span>[[File:YIELD CULTURE.png|25px]] Culture | |||
| <span style="color:red;">'''No'''</span> | | <span style="color:red;">'''No'''</span> | ||
|} | |} |
Latest revision as of 23:34, 12 March 2023
Vegetation
Certain areas on the map may have vegetation on them. Vegetation increases movement cost by 1. It can be cut down and will take a couple of years to grow back. During this time vegetation can be cut down completely, which will prevent it from ever growing again. There are two types of vegetation:
- Trees provide +50% Defense from ranged attacks and 20 Wood when cut.
- Scrub provide +25% Defense from ranged attacks and 10 Wood when cut.
Terrain
The terrain of each hex determines where units can move and where improvements can be constructed. It can also grant various bonuses or penalties to units and improvements.
Terrain | Effects | Supports improvements |
---|---|---|
Arid | Yes | |
Lush | Yes | |
Marsh | Few | |
Sand |
|
Few |
Temperate | Yes | |
Tundra | No | |
Urban | Urban improvements only | |
Water | No |
Height
The height of each hex determines if units can move through and how difficult it is. It can also grant combat bonuses to units or yield bonuses to adjacent improvements.
Terrain | Effects | Passable |
---|---|---|
Coast | Yes | |
Flat | Yes | |
Hill | Yes | |
Mountain | No | |
Volcano | No |
Map resources
Map resources appear on certain hexes on the map and can be refined into regular resources. They can also be desired by certain Families. Map resources can be exploited in three ways:
- Having the natural resource within the Nation's borders provides a small amount of resources each year.
- Constructing a certain improvement on the natural resource provides a large amount of resources each year.
- Certain units may harvest from the natural resource every couple of years, providing a large amount of resources.