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Movement[edit | edit source]

Needs verification. The in-game text is not comprehensive.

The base Move Point cost to move into a hex is as follows:

Terrain Cost by movement type
Default X Walk Floating Flying
Water 4 n/a 4 (must embark like other units)
Road (overrides underlying terrain) 5 4 5 5
Clear 6 5 5 5
Rough (Forest, Rocky, etc.) 8 6 5 5
River 12 6 5 5
Chasm 12 8 5 5
Mountain 16 8 8 5

"X Walk" refers to traits that provide a movement bonus on that type of terrain.

Armies that are building roads benefit from them as they move.

Friendly domains reduce Move Point costs by 2. This can be reduced by another 2 with Rangers, the penultimate Nature empire skill. The final move point cost cannot be less than 2.

Underground[edit | edit source]

The Underground is a second layer of the map. The view between Underground and Surface can be changed by the arrows button on top of the minimap.

Armies may travel between the surface and the underground using Underground Passages. Cities cannot annex provinces through an Underground Passage.

With the Excavation Empire Skill, Diggable Earth provinces can be excavated by armies in adjacent hexes. Each army may excavate one province per turn. Such provinces can also be excavated using the Earth Shatter spell. Most provinces containing Uninhabitable Bedrock cannot be excavated, though some do contain an excavatable channel of Earth. Excavating a province may reveal a pickup or a monster army.

Resource node[edit | edit source]

These give extra resources when annexed. They also enable additional types of improvements in their province.

Resource Node Annex resources Enables province improvements
Pastures
Oasis
+10 Resource food.png Food
Iron Deposit +10 Resource structure production.png Production Province improvement mine.png Mine
Province improvement quarry.png Quarry
Gold Vein +10 Resource gold.png Gold Province improvement mine.png Mine
Mana Node +10 Resource mana.png Mana Province improvement conduit.png Conduit
Province improvement research post.png Research Post

Magic material[edit | edit source]

Similar to Resource Nodes, Magic Materials give resources when annexed and enable the Province improvement conduit.png Conduit and Province improvement research post.png Research Post improvements in their province.

Furthermore, owning a Magic Material also gives a global bonus. Owning all three Magic Materials of a type will give an additional global bonus. Multiples of the same Magic Material do not stack their global bonuses. Magic Materials can be traded with Free Cities and other Rulers.

Type
Collection effect
Magic Material Annex resources Global bonus
Ores
Heroes gain:
  • +1 Defense Defense
  • +1 Unit stats resistance.png Resistance
  • +10% damage
Magic material ArcaniumOre.png Arcanum Ore +10 Resource structure production.png Production
+10 Resource mana.png Mana
Hurry Recruitment for Units is 25% cheaper.
Magic material FocusCrystals.png Focus Crystals +10 Resource gold.png Gold
+10 Resource knowledge.png Knowledge
Units gain +10% Experience.png Experience.
Magic material FireforgeStones.png Fireforge Stones +20 Resource structure production.png Production Units cost 20% less Resource unit production.png Draft.
Liquids
Mana Nodes grant +10 Resource mana.png Mana and Resource knowledge.png Knowledge.
Magic material ArchonBlood.png Archon Blood +20 Resource mana.png Mana +20 Casting points combat.png Combat Casting Points.
Magic material AstralDew.png Astral Dew +10 Resource mana.png Mana
+10 Resource knowledge.png Knowledge
+20 Casting points world map.png World Map Casting Points.
Magic material TranquilityPool.png Tranquility Pool +20 Resource knowledge.png Knowledge Researching Spells cost -10% Resource knowledge.png Knowledge.
Plants
+10 Resource imperium.png Imperium income.
Magic material HasteBerries.png Haste Berries +20 Resource unit production.png Draft Founding, migrating, and absorbing Cities takes -2 time turns.
Magic material SilverTongueFruit.png Silvertongue Fruit +10 Resource food.png Food
+10 Resource unit production.png Draft
Resource whispering stones.png Whispering Stones give +1 Allegiance.png Allegiance.
Magic material RainbowClover.png Rainbow Clover +5 Resource imperium.png Imperium
+10 Morale.png Stability
+100 Relations with Free city.png Free Cities and Rulers.

Ancient wonder[edit | edit source]

An Ancient Wonder is a location that has to be manually explored by a single army led by a Hero, triggering a battle with a unique map layout. Depending on empire resources and affinities, it may be possible to reduce the difficulty of the battle or avoid it entirely. Once cleared, its province can be annexed, acting as a super-improvement with high yields, additional city- or empire-wide bonuses, and adding units to the Rally of Lieges. Ancient Wonders cannot be razed or pillaged, but can be captured by hostile units. Ancient Wonders come in Bronze, Silver and Gold rarity. The rarer the Ancient Wonder, the more difficult its defending army is and the greater its rewards.

Each Ancient Wonder on the map has a randomly generated name; the names here are as shown in the in-game encyclopedia.

Ancient Wonder Rarity Improvement type Yield Effects Rally of Lieges
Ancient Cave Province wonder bronze.png Province improvement quarry.png Quarry +5 Resource imperium.png Imperium
+20 Resource structure production.png Production
-5 Morale.png Stability
+2 Resource mana.png Mana per Province improvement quarry.png Quarry in city domain. Stormscale Serpent
Plague Serpent
Castle Ruins Province wonder bronze.png Province improvement research post.png Research Post +5 Resource imperium.png Imperium
+20 Resource knowledge.png Knowledge
-5 Morale.png Stability
+5 City stats Defense.png Fort Health per Province improvement quarry.png Quarry in city domain.
Can be set as unit deploy location .
Brewer Ogre
Butcher Ogre
Crystal Forest Province wonder bronze.png Province improvement conduit.png Conduit +5 Resource imperium.png Imperium
+20 Resource mana.png Mana
-5 Morale.png Stability
+2 Resource mana.png Mana per Province improvement conduit.png Conduit in city domain. Astral Keeper
Hidden Wellspring Province wonder bronze.png Province improvement farm.png Farm +5 Resource imperium.png Imperium
+20 Resource food.png Food
-5 Morale.png Stability
+2 Morale.png Stability per Province improvement fishery.png Fishery, Province improvement farm.png Farm, or Province improvement forester.png Forester in city domain.
Units in city domain heal +30 Hit points HP per strategic turn.
Spring Fairy
Summer Fairy
Autumn Fairy
Winter Fairy
Lost Tomb Province wonder silver.png Province improvement research post.png Research Post +5 Resource imperium.png Imperium
+25 Resource knowledge.png Knowledge
-5 Morale.png Stability
+2 Resource mana.png Mana and +2 Resource knowledge.png Knowledge for each hero in crypt.
+1 Resource souls.png Souls per hero in crypt with Soul Harvest.
Corrupt Soul
Magma Forge Province wonder silver.png Province improvement mine.png Mine +5 Resource imperium.png Imperium
+15 Resource unit production.png Draft
+10 Resource gold.png Gold
-5 Morale.png Stability
Units cost -25% Resource gold.png Gold to recruit. Fire Giant
Secret Temple Province wonder silver.png Province improvement conduit.png Conduit +5 Resource imperium.png Imperium
+25 Resource mana.png Mana
-5 Morale.png Stability
+2 Resource knowledge.png Knowledge per Province improvement research post.png Research Post in city domain. Blessed Soul
Golden Ziggurat Province wonder gold.png Province improvement mine.png Mine +5 Resource imperium.png Imperium
+30 Resource gold.png Gold
-5 Morale.png Stability
Magic Origin units cost -50% upkeep in city domain.
Note: Unit upkeep cannot be reduced by more than -50%.
Phoenix
Lost Wizard Tower Province wonder gold.png Province improvement conduit.png Conduit +5 Resource imperium.png Imperium
+15 Resource mana.png Mana
+15 Resource knowledge.png Knowledge
-5 Morale.png Stability
Counts as a Spell Jammer. (Enemies cannot use spells in city domain.)
Wizard's Bombardment siege project (15 City stats DefenseBreached.png Fort Damage).
Bone Dragon
World Tree Province wonder gold.png Province improvement forester.png Forester +5 Resource imperium.png Imperium
+15 Resource food.png Food
+15 Resource structure production.png Production
-5 Morale.png Stability
+2 Resource mana.png Mana and +2 Resource knowledge.png Knowledge per Province improvement forester.png Forester in city domain. Entwined Thrall
Entwined Protector
Entwined Scourge

Infestations[edit | edit source]

An Infestation

Infestation are sites that spawn hostile armies. If an Infestation is not cleared within a number of semi-random turns it will become active, expand and possibly create new armies. Unless the World Threat realm setting was set to Passive, new armies will attack the nearest city. Provinces with an Infestation will have a glowing red border. Defeating an infestation grants significant rewards.