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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 by [[File:UNIT WORKER.png|25px]] Worker units to produce [[File:YIELD WOOD.png|25px]] Wood but if this is done too often the vegetation will not grow back.
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 ==
Terrain primarily determines where units can move and where improvements can be constructed. It can also grant various bonuses or penalties to units and improvements.
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|50px]] Arid
| [[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|50px]] Lush
| [[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|50px]] Marsh
| [[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 Turn
* <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|50px]] Sand
| [[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 Turn
* <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|50px]] Temperate
| [[File:TERRAIN TEMPERATE.png|80px]] Temperate
|  
|  
| <span style="color:green;">'''Yes'''</span>
| <span style="color:green;">'''Yes'''</span>
|-
|-
| [[File:TERRAIN TUNDRA.png|50px]] Tundra
| [[File:TERRAIN TUNDRA.png|80px]] Tundra
|  
|  
| <span style="color:red;">'''No'''</span>
| <span style="color:red;">'''No'''</span>
|-
|-
| [[File:TERRAIN URBAN.png|50px]] Urban
| [[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|50px]] Water
| [[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 Icon Defense.png +50% Defense from ranged attacks and 20 YIELD WOOD.png Wood when cut.
  • Scrub provide Icon Defense.png +25% Defense from ranged attacks and 10 YIELD WOOD.png 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
TERRAIN ARID.png Arid
  • IMPROVEMENT QUARRY.png Quarry improvements produce +20%YIELD STONE.png Stone
  • IMPROVEMENT FARM.png Farm improvements produce -40% YIELD FOOD.png Food
Yes
TERRAIN LUSH.png Lush
  • IMPROVEMENT FARM.png Farm improvements produce +40% YIELD FOOD.png Food
Yes
TERRAIN MARSH.png Marsh
  • IMPROVEMENT FARM.png Farm improvements produce +20% YIELD FOOD.png Food
  • IMPROVEMENT FARM.png Farm improvements produce +2 YIELD WOOD.png Wood
  • -1 HP Per Turn
  • +1 Movement Cost
  • +1 Build Improvement Year
  • Cannot have Road
Few
TERRAIN SAND.png Sand
  • +1 Movement Cost
  • +1 Build Improvement Year
  • Cannot have Road
Few
TERRAIN TEMPERATE.png Temperate Yes
TERRAIN TUNDRA.png Tundra No
TERRAIN URBAN.png Urban
  • Spreads Borders
  • Extends Trade Network
  • Siege Units gain +50% Icon Attack.png Attack Strength when attacking units on this tile
  • Infantry Units gain +25% Icon Defense.png Defense Strength when being attacked on this tile
Urban improvements only
TERRAIN WATER.png Water
  • Only Ships and UNIT CARAVAN.png 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 ANCHOR.png Anchor action
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
CoastEditorIcon.png Coast
  • Cities can construct IMPROVEMENT HARBOR.png Harbor improvements
Yes
FlatEditorIcon.png Flat
  • If there is no vegetation or improvement, mounted units gain +25% Icon Attack.png Attack Strength
Yes
HillsEditorIcon.png Hill
  • IMPROVEMENT MINE.png Mine improvements produce +60%YIELD IRON.png Iron
  • +1 Range
  • +1 Movement Cost
  • +1 Build Improvements Year
Yes
MountainEditorIcon.png Mountain
  • IMPROVEMENT QUARRY.png Quarry adjacent improvements produce +40%YIELD STONE.png Stone
  • IMPROVEMENT SHRINE UNDERWORLD.png Shrine of Ereshkigal / Hades / Osiris adjacent improvements produce +50%YIELD CULTURE.png Culture
No
VolcanoEditorIcon.png Volcano
  • IMPROVEMENT QUARRY.png Quarry adjacent improvements produce +40%YIELD STONE.png Stone
  • IMPROVEMENT FARM.png Farm adjacent improvements produce +40% YIELD FOOD.png Food
  • IMPROVEMENT SHRINE UNDERWORLD.png Shrine of Ereshkigal / Hades / Osiris adjacent improvements produce +100%YIELD CULTURE.png Culture
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.
Resource Yearly resources (no Improvement) Yearly resources (Improvement) Luxury Resource Improvement
RESOURCE BARLEY.png Barley YIELD FOOD.png 1 Food YIELD FOOD.png 5 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT FARM.png Farm
RESOURCE CAMEL.png Camels YIELD MONEY.png 5 Money YIELD ORDERS.png 0.5 Orders No IMPROVEMENT CAMP.png Camp
RESOURCE CATTLE.png Cattle YIELD FOOD.png 1 Food YIELD FOOD.png 10 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT PASTURE.png Pasture
RESOURCE CITRUS.png Citrus YIELD FOOD.png 1 Food YIELD FOOD.png 10 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT GROVE.png Grove
RESOURCE CRAB.png Crabs YIELD FOOD.png 1 Food YIELD FOOD.png 10 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT NETS.png Nets
RESOURCE DYE.png Dyes YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD MONEY.png 20 Money
Yes IMPROVEMENT NETS.png Nets
RESOURCE ELEPHANT.png Elephants YIELD MONEY.png 5 Money YIELD ORDERS.png 0.5 Orders No IMPROVEMENT CAMP.png Camp
RESOURCE FISH.png Fish YIELD FOOD.png 1 Food YIELD FOOD.png 10 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT NETS.png Nets
RESOURCE FUR.png Fur YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD MONEY.png 20 Money
Yes IMPROVEMENT CAMP.png Camp
RESOURCE GAME.png Game YIELD FOOD.png 1 Food YIELD FOOD.png 10 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT CAMP.png Camp
RESOURCE GEM.png Gems YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD MONEY.png 20 Money
Unlocks Bullion
Yes IMPROVEMENT MINE.png Mine
RESOURCE GOAT.png Goats YIELD FOOD.png 1 Food YIELD FOOD.png 10 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT PASTURE.png Pasture
RESOURCE GOLD.png Gold YIELD MONEY.png 5 Money YIELD MONEY.png 40 Money
Unlocks Bullion
No IMPROVEMENT MINE.png Mine
RESOURCE HONEY.png Honey YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD FOOD.png 5 Food
Yes IMPROVEMENT GROVE.png Grove
RESOURCE HORSE.png Horses YIELD MONEY.png 5 Money YIELD ORDERS.png 0.5 Orders No IMPROVEMENT PASTURE.png Pasture
RESOURCE INCENSE.png Incense YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD MONEY.png 20 Money
Yes IMPROVEMENT GROVE.png Grove
RESOURCE LAVENDER.png Lavender YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD MONEY.png 20 Money
Yes IMPROVEMENT GROVE.png Grove
RESOURCE STONE.png Marble YIELD STONE.png 1 Stone YIELD STONE.png 5 Stone
YIELD CIVICS.png 2 Civics
No IMPROVEMENT QUARRY.png Quarry
RESOURCE OLIVE.png Olives YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD FOOD.png 5 Food
Yes IMPROVEMENT GROVE.png Grove
RESOURCE IRON.png Ore YIELD IRON.png 1 Iron YIELD IRON.png 5 Iron
YIELD TRAINING.png 2 Training
No IMPROVEMENT MINE.png Mine
RESOURCE PEARL.png Pearls YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD MONEY.png 20 Money
Unlocks Bullion
Yes IMPROVEMENT NETS.png Nets
RESOURCE PIG.png Pig YIELD FOOD.png 1 Food YIELD FOOD.png 10 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT PASTURE.png Pasture
RESOURCE SALT.png Sale YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD MONEY.png 20 Money
Yes IMPROVEMENT MINE.png Mine
RESOURCE SHEEP.png Sheep YIELD FOOD.png 1 Food YIELD FOOD.png 10 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT PASTURE.png Pasture
RESOURCE SILVER.png Silver YIELD MONEY.png 5 Money YIELD MONEY.png 40 Money
Unlocks Bullion
No IMPROVEMENT MINE.png Mine
RESOURCE SORGHUM.png Sorghum YIELD FOOD.png 1 Food YIELD FOOD.png 5 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT FARM.png Farm
RESOURCE WHEAT.png Wheat YIELD FOOD.png 1 Food YIELD FOOD.png 5 Food
YIELD GROWTH.png 2 Growth
No IMPROVEMENT FARM.png Farm
RESOURCE WINE.png Wine YIELD CULTURE.png 1 Culture YIELD CULTURE.png 2 Culture
YIELD FOOD.png 5 Food
Yes IMPROVEMENT GROVE.png Grove