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Movement allows you to move your units to another location on the strategic or the combat map. How far you can move depends on Movement Text Movement Points, Terrain, Movement Ablities, and Roads.

Terrain TypesEdit

This page only regards the movement based factors of terrain types. For other uses, see Terrains

The amount of Movement Text Movement points a unit spends to enter the hex is determined by summarizing the base Movement Text Movement cost of the hex to it's Terrain Feature modifier. Some unit Abilities can reduce Movement Text Movement cost over certain terrain types.

The base Movement Text Movement cost of flat land in any Climate is 4 Movement Text :

  • 4 Movement Text Arctic
  • 4 Movement Text Blight
  • 4 Movement Text Temperate
  • 4 Movement Text Tropical
  • 4 Movement Text Volcanic
  • 4 Movement Text Subterranian
  • 4 Movement Text Water

After the Base Movement Text movement cost, the cost is modified by the Terrain Features. These modifiers have the following magnitude:

  • +10Movement Text (Coastal) Mountains
  • +2 Movement Text Dense Vegetation
  • +2 Movement Text Dirt Cavern Walls (When Tunneling)
  • +2 Movement Text Wetlands
  • +0 Movement Text Frozen (Occurs only on Water)
  • +0 Movement Text Lave Pool (Occurs only on Volcanic)
  • +0 Movement Text Barrens
  • +0 Movement Text Fertile Plains


Roads will change the movement cost to 3 regardless of terrain type. They can be placed with a Builder for 5 Gold Text Gold per hex. The Empire Upgrade Advanced Logistics Advanced Logistics reduces Movement Text cost further to 2 Movement Text. Roads follow further rules:

  • Roads cannot be built on water, mountains, or cavern walls
  • Building roads through dense vegetation costs an additional 5 Gold Text Gold per hex, and transforms the terrain into Barrens


Builders can build bridges on water for 60 Gold Text Gold if the following requirements are met:

  • The water is only 1 hex wide
  • Basic Seafaring Basic Seafaring is researched
  • The builder has 12 or more Movement Text Movement
  • Both ends of the bridge are clear of mountains, cavern walls, and impassable tiles
  • The water hex is not blocked
  • It is impossible to build a bridge right next to another bridge.

To construct the bridge, select the "Build a Road" option on the builder, and order it to move onto a water tile that meets the above conditions.

For movement, Bridges count as Roads.

Movement AbilitiesEdit

Movement abilities are unit Abilities that in any way modify the way a unit moves.

The Basic Movement abilities are:

  • Walking Walking Movement Text enables units to walk on dry land.
  • Swimming Swimming enables units to move over water without  embarking.
  • Flying Flying Flying Text enables units to move over all hexes except cavern walls at the cost of 3 Flying Text, traverse Mountains at the cost of 5 Flying Text and to fly over obstacles such as city walls in combat. Flying units do not benefit from roads and ignore all attacks of opportunity save for those at the location of take-off in tactical combat.
  • Floating Floating Floating Text enables units to move over all hexes except cavern walls at the cost of 4 Floating Text, traverse Mountains at the cost of 6 Floating Text and float over obstacles such as city walls in combat. Floating units still benefit from roads.
  • Lava Walking Lava Walking enables units to walk over Lava Pools.

The following abilities modify Movement Text Movement cost over certain terrain types:

The following abilities have a special effect:

  • Tunneling Tunneling allows units to traverse through Dirt Cavern Walls, transforming them to Barrens
  • Tree Crusher Tree Crusher will remove any Dense Vegetation the unit moves through, returning a small amount of gold and transforming the terrain to Barrens

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