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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. There are two types of 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 [[File:Icon Defense.png]] +50% Defense from ranged attacks and 20 [[File:YIELD WOOD.png|25px]] Wood when cut.
* '''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.
* '''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 +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
  • Quarry improvements produce +20% Stone
  • Farm improvements produce -40% Food
Yes
Lush
  • Farm improvements produce +40% Food
Yes
Marsh
  • Farm improvements produce +20% Food
  • Farm improvements produce +2 Wood
  • -1 HP Per Turn
  • +1 Movement Cost
  • +1 Build Improvement Year
  • Cannot have Road
Few
Sand
  • +1 Movement Cost
  • +1 Build Improvement Year
  • Cannot have Road
Few
Temperate Yes
Tundra No
Urban
  • Spreads Borders
  • Extends Trade Network
  • Siege Units gain +50% Attack Strength when attacking units on this tile
  • Infantry Units gain +25% Defense Strength when being attacked on this tile
Urban improvements only
Water
  • Only Ships and 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 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
Coast
  • Cities can construct Harbor improvements
Yes
Flat
  • If there is no vegetation or improvement, mounted units gain +25% Attack Strength
Yes
Hill
  • Mine improvements produce +60% Iron
  • +1 Range
  • +1 Movement Cost
  • +1 Build Improvements Year
Yes
Mountain
  • Quarry adjacent improvements produce +40% Stone
  • Shrine of Ereshkigal / Hades / Osiris adjacent improvements produce +50% Culture
No
Volcano
  • Quarry adjacent improvements produce +40% Stone
  • Farm adjacent improvements produce +40% Food
  • Shrine of Ereshkigal / Hades / Osiris adjacent improvements produce +100% 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
Barley 1 Food 5 Food
2 Growth
No Farm
Camels 5 Money 0.5 Orders No Camp
Cattle 1 Food 10 Food
2 Growth
No Pasture
Citrus 1 Food 10 Food
2 Growth
No Grove
Crabs 1 Food 10 Food
2 Growth
No Nets
Dyes 1 Culture 2 Culture
20 Money
Yes Nets
Elephants 5 Money 0.5 Orders No Camp
Fish 1 Food 10 Food
2 Growth
No Nets
Fur 1 Culture 2 Culture
20 Money
Yes Camp
Game 1 Food 10 Food
2 Growth
No Camp
Gems 1 Culture 2 Culture
20 Money
Unlocks Bullion
Yes Mine
Goats 1 Food 10 Food
2 Growth
No Pasture
Gold 5 Money 40 Money
Unlocks Bullion
No Mine
Honey 1 Culture 2 Culture
5 Food
Yes Grove
Horses 5 Money 0.5 Orders No Pasture
Incense 1 Culture 2 Culture
20 Money
Yes Grove
Lavender 1 Culture 2 Culture
20 Money
Yes Grove
Marble 1 Stone 5 Stone
2 Civics
No Quarry
Olives 1 Culture 2 Culture
5 Food
Yes Grove
Ore 1 Iron 5 Iron
2 Training
No Mine
Pearls 1 Culture 2 Culture
20 Money
Unlocks Bullion
Yes Nets
Pig 1 Food 10 Food
2 Growth
No Pasture
Sale 1 Culture 2 Culture
20 Money
Yes Mine
Sheep 1 Food 10 Food
2 Growth
No Pasture
Silver 5 Money 40 Money
Unlocks Bullion
No Mine
Sorghum 1 Food 5 Food
2 Growth
No Farm
Wheat 1 Food 5 Food
2 Growth
No Farm
Wine 1 Culture 2 Culture
5 Food
Yes Grove