Age of Wonders I Wiki
(Switching to other editing method)
Tag: Visual edit
(Information about flying units and movement abilities)
Line 6: Line 6:
 
Standard terrain can be defined as any hex that has no forests, hills, roads, mountains, cavern walls or structures of any kind occupying it. The type of base terrain doesn't matter, i.e. grasslands, steppe, wasteland, etc. Forests and hills cost 6 movement points for a unit to traverse, while roads (including bridges) and structures cost only 3 movement points. Even structures that cannot be captured have this effect, such as [[Monster Lair|monster lairs]] and [[Arena|arenas]]. In the caverns and depths layers, terrain is treated as standard, with bridges and structures behaving the same as on the surface. Water is also treated as standard terrain for [[:Category:Ships|ships]] and units with [[Swimming|swimming]].
 
Standard terrain can be defined as any hex that has no forests, hills, roads, mountains, cavern walls or structures of any kind occupying it. The type of base terrain doesn't matter, i.e. grasslands, steppe, wasteland, etc. Forests and hills cost 6 movement points for a unit to traverse, while roads (including bridges) and structures cost only 3 movement points. Even structures that cannot be captured have this effect, such as [[Monster Lair|monster lairs]] and [[Arena|arenas]]. In the caverns and depths layers, terrain is treated as standard, with bridges and structures behaving the same as on the surface. Water is also treated as standard terrain for [[:Category:Ships|ships]] and units with [[Swimming|swimming]].
   
Non-standard terrain can affect unit movement in different ways depending on what [[:Category:Terrain Movement Abilities|abilities]] they possess. There are also some
+
Non-standard terrain can affect unit movement in different ways depending on what [[:Category:Abilities|abilities]] they possess. There are also some [[:Category:Spells|spells]] that can affect the way units move around terrain such as [[Haste]] and [[Free Movement]]. [[Flying]] and [[Floating|floating]] units only require 4 movement points to move onto any type of terrain except mountains, which requires 8 movement points. This also means that these units do not benefit from roads or structures however, so you will find that a grounded unit may be able to outpace a flying unit with more movement points if traveling by road.
   
This table displays types of terrain and the cost in movement points of traversing them given different terrain movement abilities inherent in the unit that is moving.
+
This table displays types of terrain and the cost in movement points of traversing them given different [[:Category:Terrain Movement Abilities|terrain movement abilities]] inherent in the unit that is moving.
   
 
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 movement-affecting Spells.
 
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 movement-affecting Spells.

Revision as of 19:46, 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 further in a single turn over some types of terrain or may not be able to move at all over others. The maximum allowed value for movement points on any unit is 50, although only heroes and leaders can increase their movement points.

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. 

Standard terrain can be defined as any hex that has no forests, hills, roads, mountains, cavern walls or structures of any kind occupying it. The type of base terrain doesn't matter, i.e. grasslands, steppe, wasteland, etc. Forests and hills cost 6 movement points for a unit to traverse, while roads (including bridges) and structures cost only 3 movement points. Even structures that cannot be captured have this effect, such as monster lairs and arenas. In the caverns and depths layers, terrain is treated as standard, with bridges and structures behaving the same as on the surface. Water is also treated as standard terrain for ships and units with swimming.

Non-standard terrain can affect unit movement in different ways depending on what abilities they possess. There are also some spells that can affect the way units move around terrain such as Haste and Free Movement. Flying and floating units only require 4 movement points to move onto any type of terrain except mountains, which requires 8 movement points. This also means that these units do not benefit from roads or structures however, so you will find that a grounded unit may be able to outpace a flying unit with more movement points if traveling by road.

This table displays types of terrain and the cost in movement points of traversing them given different terrain movement abilities inherent in the unit that is moving.

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 movement-affecting Spells.

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

Units have a large variety of movement point values. Typically, basic infantry and archer units have 26 movement points (24 for smaller races like Halflings and 30 for Highmen), while cavalry have anywhere from 32 (Halfling Pony Riders, Orc Heavy Cavalry) up to 40 (Azrac Riders, Highman Paladins). Level 3 and 4 units have dramatically varied movement points depending on their size and assumed speed. 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