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Movement allows you to move your units to another location. How far a unit can move each turn on the strategic map depends on Movement TextSwimmingMovementEmbarked TextFloating TextFlying Text Movement Points, Terrain, Roads, and Movement Ablities. A unit's Movement Point maximum also matters during combat.

Attacking units which use a retreat hex during a battle lose their remaining movement points on the strategic map.

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 an adjacent hex on the strategic map is determined by summing the base Movement Text Movement cost of the target hex's Climate with its Terrain Feature modifier. Some unit Abilities can reduce the Movement Text Movement cost on certain terrain types.

The base Movement Text Movement cost of any Climate is 4 Movement Text :

  • 4 Movement Text Subterranian
  • 4 Movement Text Arctic
  • 4 Movement Text Blight
  • 4 Movement Text Temperate
  • 4 Movement Text Tropical
  • 4 Movement Text Volcanic
  • 4 Movement Text Water (only possible when Frozen)

This cost is modified by the Terrain Feature. These modifiers have the following magnitude:

  • +10Movement Text (Coastal) Mountains
  • +2 Movement Text Dirt Cavern Walls (When Tunneling)
  • +2 Movement Text Wetlands
  • +2 Movement Text Dense Vegetation
  • +0 Movement Text Barrens
  • +0 Movement Text Fertile Plains
  • +0 Movement Text Lava Pool (Occurs only on Volcanic) (Impassable by Movement Text without Lava Walking Lava Walking)
  • +0 Movement Text Frozen (Occurs only on Water) (Impassable by SwimmingMovement and Embarked Text)
  • +0 Movement Text Water (Impassable by Movement Text without SwimmingMovement or Embarking)

RoadsEdit

Roads will change the hex's movement cost to 3 Movement Text (and 3 Floating Text) 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 (2 Floating 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

BridgesEdit

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

  • The water is only 1 hex wide
  • The builder can enter the hex (usually requires Basic Seafaring Basic Seafaring and 12 Movement Text, see below)
  • Both ends of the bridge are clear of mountains, cavern walls, and impassable tiles
  • The water hex is not blocked (by units or when Frozen)
  • 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.

An Arch Druid using The Wild Hunt The Wild Hunt (or the hero Lardo the Builder equipped with Floating Floating or Flying Flying) can construct bridges over lava in the same way.

For movement, Bridges count as Roads.

Movement AbilitiesEdit

Movement Abilities define or modify the way a unit moves.

The Basic Movement abilities are:

  • Walking Walking Movement Text enables units to walk on dry land.
  • Lava Walking Lava Walking enables Walking Walking units to walk Movement Text on Lava Pools.
  • Swimming Swimming SwimmingMovement enables units to move over water without Embarking, at the cost of 3 SwimmingMovement.
  • Seafaring Seafaring Embarked Text enables units to move over water, at the cost of 3 Embarked Text.
  • Floating Floating Floating Text enables units to move over all hexes except cavern walls at the cost of 4 Floating Text (water costs 3 Floating Text), traverse Mountains at the cost of 6 Floating Text, and float over obstacles such as city walls in combat (like Pass Wall Pass Wall). Floating units benefit fully from roads. Overrides other forms of movement except for flying.
  • 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, fly over obstacles such as city walls in combat (like Pass Wall Pass Wall), and ignore all attacks of opportunity except for those at the location of take-off. Flying units do not benefit from roads. Overrides all other forms of movement. Flying Lesser Flying does not affect movement on the strategic map.

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

Floating Text Movement benefits from many of the Movement Text Movement Abilities, while Flying Text Movement does not.

The minimum Movement TextSwimmingMovementEmbarked TextFloating TextFlying Text Movement costs possible are:

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

EmbarkingEdit

Units with Walking Walking but without Swimming Swimming can Embarked Embark after Basic Seafaring Basic Seafaring is researched.

  • Embarking requires Movement Text 12 and sets remaining movement to 0 Embarked Text
  • Fast Embark Fast Embark reduces Movement Text Movement cost of Embarking to 1 Movement Text (total)
  • Disembarking always requires 6 Embarked Text plus the cost of the target hex; any remaining Embarked Text becomes Movement Text
  • Frigate transports (from Basic Seafaring Basic Seafaring) have 21 Embarked Text Movement
  • Galleon transports (after Advanced Seafaring Advanced Seafaring) have 27 Embarked Text Movement
  • Ironclad transports (after Produce Ironclad Warship Produce Ironclad Warship as Dreadnought) have 33 Embarked Text Movement

Combat Map Edit

A unit's movement in tactical combat is based on its maximum Movement Points. Each hex costs:

For example, each combat round a unit might reach:

Actions are handled by dividing a unit's maximum movement range into thirds, mostly rounded down. More movement allows for dramatically more and better actions compared to a slower unit starting from the same position.

Retreating on the tactical map will cause a unit to lose all of its remaining movement points on the strategic map, unless that unit has Guerilla Tactics Guerilla Tactics (via Partisan) and has not retreated yet on that turn.

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