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Ryan Babij edited this page Jul 16, 2018 · 8 revisions

Grassland

Fertile land. Has good agricultural output.

Plains

Open land with only a small amount of vegetation. Has moderate agricultural output.

Desert

Most units will suffer attrition on desert tiles.

Swamp

Most units will suffer attrition on swamp tiles.

Forest

Units will move slower through forests. Elven civs can be found around forests.

Jungle

Most units will suffer attrition on jungle tiles. Elven civs can be found around jungles.

Snow

Most units will suffer attrition on snow tiles.

Hilly

Units can navigate hilly terrain, but it is more difficult.

Mountainous

Only a small number of units can travel over mountain biomes, therefore they can function as strategic chokepoints. Mountains can be mined for metals. Dwarven civs get a bonus to mining.

Urban

Basically towns or cities will be considered urban biomes. This biome can be overlaid on other biomes.

River

I'm still deciding if a river should be its own tile, or should be on the border between tiles.

Ford

A special river tile. This is a section of river which can be crossed more easily by units.

Ocean

Naval units may go across ocean tiles.

Good/Neutral/Evil

Every biome has one of these attributes. A good biome has mostly peaceful creatures. Neutral biomes will have a mix of hostile and peaceful creatures. Evil biomes are full of powerful and evil creatures.

Biome Food
Grassland 4
Plains 2
Swamp 2
Forest 2
Jungle 2
Desert 1
Snow 1
Hilly 2
Mountain 1
Urban 1
River 2
Ocean 2