Age of Wonders I Wiki
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== Movement Cost ==
 
== Movement Cost ==
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Each unit has an amount of movement points, which determine how far they can move in a single game turn or combat turn. Moving a grounded unit one hex across standard terrain will use up 4 movement points. Therefore, if a unit has 24 movement points in total, they could move 6 hexes across standard terrain in one turn. If a unit has 26 movement points, it would still only be able to move 6 hexes on standard terrain, having 2 unused movement points left over at the end of the turn.
By default moving 1 hex cost 4 movement points. Moving over hill or through forest cost 6, and by the road cost 3 movement points.
 
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This table displays the number of hexes a grounded unit can move across standard terrain, roads and forests or hills given many different common values for movement points. For the purpose of the table, it is assumed that the unit does not have any movement abilities and is not under the effects of any Spells such as Haste.
 
{| class="article-table"
 
{| class="article-table"
 
!Movement
 
!Movement
 
Points
 
Points
  +
!Hexes
!Tiles
 
  +
!Road
  +
!Forest / Hills
  +
|-
  +
|50
  +
|13
  +
|16
  +
|8
  +
|-
  +
|44
  +
|11
  +
|14
  +
|7
 
|-
 
|-
 
|40
 
|40
 
|10
 
|10
  +
|13
  +
|6
 
|-
 
|-
 
|36
 
|36
 
|9
 
|9
  +
|12
  +
|6
 
|-
 
|-
 
|32
 
|32
 
|8
 
|8
  +
|10
  +
|5
  +
|-
  +
|30
  +
|7
  +
|10
  +
|5
 
|-
 
|-
 
|28
 
|28
 
|7
 
|7
  +
|9
  +
|4
  +
|-
  +
|26
  +
|6
  +
|8
  +
|4
 
|-
 
|-
 
|24
 
|24
 
|6
 
|6
  +
|8
  +
|4
 
|-
 
|-
 
|20
 
|20
 
|5
 
|5
  +
|6
  +
|3
 
|}
 
|}
 
The unit with the highest movement in the game is the Goblins' Level 4 unit, the [[Karagh]],''''' '''''with 44 movement points. Grounded [[:Category:Machines|Machines]] such as [[Battering Ram|Battering Rams]] and [[Flame Thrower|Flame Throwers]] have the lowest movement in the game at only 20 movement points.
 
The unit with the highest movement in the game is the Goblins' Level 4 unit, the [[Karagh]],''''' '''''with 44 movement points. Grounded [[:Category:Machines|Machines]] such as [[Battering Ram|Battering Rams]] and [[Flame Thrower|Flame Throwers]] have the lowest movement in the game at only 20 movement points.

Revision as of 16:23, 13 August 2020

Movement is one of the core stats which determines how far a unit can move per turn on the world map and in combat. Depending on their abilities, units may be able to move more quickly over some types of terrain or may not be able to move at all over others.

Movement Cost

Each unit has an amount of movement points, which determine how far they can move in a single game turn or combat turn. Moving a grounded unit one hex across standard terrain will use up 4 movement points. Therefore, if a unit has 24 movement points in total, they could move 6 hexes across standard terrain in one turn. If a unit has 26 movement points, it would still only be able to move 6 hexes on standard terrain, having 2 unused movement points left over at the end of the turn.

This table displays the number of hexes a grounded unit can move across standard terrain, roads and forests or hills given many different common values for movement points. For the purpose of the table, it is assumed that the unit does not have any movement abilities and is not under the effects of any Spells such as Haste.

Movement

Points

Hexes Road Forest / Hills
50 13 16 8
44 11 14 7
40 10 13 6
36 9 12 6
32 8 10 5
30 7 10 5
28 7 9 4
26 6 8 4
24 6 8 4
20 5 6 3

The unit with the highest movement in the game is the Goblins' Level 4 unit, the Karagh, with 44 movement points. Grounded Machines such as Battering Rams and Flame Throwers have the lowest movement in the game at only 20 movement points.

Army Movement

When several types of units are grouped together in a party, the lowest common denominator determines the movement for the whole party. For instance, suppose you are playing the halflings, and your leader has been trained with mountaineering and forestry and has a movement of 33. He bands with a halfling swordsman who has a movement of 24, and an eagle rider who can fly and has a movement of 40. The party would be restricted to the movement of the halfling swordsman because the halfling swordsman’s movement is the lowest common denominator. Since he only has a movement of 24, the rest of the party is restricted to 24. The halfling swordsman also does not have flying nor does your hero, so your party cannot fly, and since the halfling swordsman does not have mountaineering, your party cannot cross mountains. If you needed to cross a mountain, you would have to leave the halfling swordsman behind, but the others could cross as the hero has the mountaineering skill and the eagle rider can fly. If you needed to cross a body of water, only the eagle rider would be able to do that.

Transporting Units

Some units have the Transport ability, allowing them to carry other units over terrain they would otherwise not be able to cross. This serves a secondary and sometimes more important purpose however, which is conserving the movement of the units being transported for later use in the same turn. Especially pertinent for Dwarven Balloon and Human Air Galley, this means you can move an army much farther in a single turn than they would normally be able to move. Transporting units across water on ships can still be used for this purpose if quick movement along a coast is desired, but the ability for flying transports to move anywhere makes them far more useful.

See also

Terrain Movement Abilities