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|
|Water||4||n/a||4 (must embark like other units)|
|Road (overrides underlying terrain)||5||4||5||5|
|Rough (Forest, Rocky, etc.)||8||6||5||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|
|Iron Deposit||+10 Production|| Mine|
|Gold Vein||+10 Gold||Mine|
|Mana Node||+10 Mana|| Conduit|
Magic material[edit | edit source]
Similar to Resource Nodes, Magic Materials give resources when annexed and enable the Conduit and 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.
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.
Infestations[edit | edit source]
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.