![]() No roads can be built over the mountains. Only units with Lava Walking, Floating, or Flying can traverse. Please refer to Dirt Cavern Walls in Strategic Map. Dirt Cavern Walls: Movement cost is 8.Note that all Dwarves and Goblins have Cave Crawling as inherted ability. This Clime penalty is removed for units with Cave Crawling. it is identified by black color walls.Ĭlime in general doesn't effect Movement cost, however Subterranean clime which is the majority of the underground inflicts +2 Movement cost. Rock Cavern Walls: No unit can cross this terrain.it is identified by dark cloud over the mountains. Impassable Mountains: No unit can cross this terrain.Bridges are considered roads and so cost the same movement points as roads to move to.Builders cannot dig Dirt Cavern Walls and build roads at the same time. ![]() The builder might not choose the shortest path but the longest distance the builder can travel depending on its movement abilities, best route can be ensured by manualing adjusting the builder's current path.It costs 5 gold for each hex including a hex with any structure on it like a dwelling, city core or a treasure site.Any race builder can build roads by selecting the builder and clicking on the build menu below his current movement points, selecting build roads (third and last option) and choosing the destination. Movement cost for roads override current terrain and is set to 3 (2 after Advanced logistics empire upgrade). Building roads on your most traversed routes is very essential to win a campaign/scenario. Roads Roads are very useful to ensure fast movement inside your empire. Flying: The unit can traverse each terrain type with a movement cost of 3.Floating: The unit can traverse each terrain type with a movement cost of 4.Sign: Shoes highlights with light blue borders. Walking with an ability\abilities: The unit is able to walk and has a movement ability.Seafaring: The unit is able to traverse water.Hovering over the current movement of each unit displays its movement abilities. Also beneath each unit you can see its current movement points and type. When an army is selected, you can see at top the current movement points for the army and the movement type (lowest current movement points and the lowest movement capability). Current Movement After each tactical turn, all units replenish their movement to the max. The terrain of a hex determines its move cost. Each hex on the Strategic map can contain one army of six units, terrain, a single structure and a sack of items. Hex Both the Tactical and Strategic map are divided into hexagonal tiles, known as hexes. Note that only the hex moved to is part of the calculation and not the current one where the army is. In order to move the army to an adjacent hex, you need every member of the army to have at least the movement cost of the terrain moved to after all abilities and effects are calculated.
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