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Terrain

Six kinds of ground, each with an effect you can see.

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Six kinds of ground#

Ground Effect
Open ground Neutral; the best ground for cavalry and charges
Forest Infantry moves slowly; cavalry very slowly and without charge or formation; siege and caravans cannot enter. Gives cover from missiles and blocks line of sight
Hill Lets units see farther, helps defenders fighting uphill and makes downhill charges dangerous
Difficult ground Mud, marsh and rough ground slow movement and disrupt formations
Road Much faster movement for armies, caravans and reinforcements
Water Blocks land units except at fords and bridges

Forest here is open woodland you can walk through. Tree lines you harvest for wood still block movement.

In the development build#

  • Movement. In woodland, infantry moves at 70 percent of its speed and cavalry at 45 percent; rams, trebuchets and caravans cannot enter it. In marsh, infantry moves at 60 percent, cavalry at 50 and siege at 40. At a ford, infantry wades at 65 percent and cavalry at 70. Units plan their routes with these speeds, so cavalry often rides around a wood that infantry walks through.
  • Formations. Woodland, marsh and fords disrupt a formation. It re-forms once the soldiers are clear of that ground.
  • Cover. A unit standing in woodland takes 70 percent of an arrow's damage.
  • Hills. Hills rise in levels. Each level a unit stands on adds one tile to its sight. An attack on a unit standing higher than the attacker deals 80 percent of its damage. A hill's edge is shaded on the map.
  • Building. Buildings stand only on flat, open ground: not in woodland, marsh or a ford, and not across a change of level. A group that includes siege or caravans forms up outside woodland it knows about.

On generated maps#

Every generated map is mirrored, so each player has the same ground: a hill a short walk from home, woodland copses between neighbouring corners, marsh along some lake shores, and a stream between neighbouring corners that you cross at its two fords.

Choosing where to fight#

Hold a hill against an army that must climb it. Hide troops in a forest for an ambush, or draw heavy cavalry into it. Keep your formation out of marsh. The HIGH GROUND and FORMATION DISRUPTED callouts show when terrain is affecting a fight.

Forests block line of sight. From outside you see a unit standing at a wood's edge, but not one deeper inside or behind the trees, and a unit you cannot see cannot be shot at, or build on. A unit at the edge sees out; inside, it sees only its close neighbours. You still see where a wood lies: ground behind the trees is shown as last seen, not as open view. Hills give a longer view.

See Roads, rivers and bridges for movement across the map.