Terrain refers to the different types of tiles found on the map (a.k.a. "the square"). Each map is randomly generated and unique, containing different types of terrain in varying proportions and arrangements.
The three primary terrain types are mountain, forest, and field. Terrain type impacts which resources can be spawned and which buildings can be built. In addition, mountains and forests hinder movement: units cannot move through them, excepting forests with Roads.
Each tribe has a unique set of spawn rates for terrain and resources on land. During the initial map generation, the land is distributed roughly equally between all tribes in the game. The look of different terrain types and resources will by tribe. These varying designs are purely cosmetic and do not impact gameplay. Terrain generation and starting technology are the only differences between regular tribes.
However, Polaris does not have its own set of spawn rates, nor is it accounted for in the initial land allocation. Instead, the map spawns with the terrain of the other tribes, then Polaris freezes the tiles in its territory. (The opposite occurs when a different tribe captures a Polaris city: the terrain of that city's territory is converted to that of the capturing tribe.) If all of the players on a map are playing Polaris, then Imperius terrain, which has unchanged spawn rates, is used.
Terrain Spawn Rates
Standard Spawn Rates
The standard spawn rate for resources are listed in the table below. "Inner city" refers to tile next to a city or village, while "outer city" refers to other land tiles not next to a city.
|Inner City||Outer City|
The standard spawn rate for fish is 50% among shallow water tiles. The spawn rate for whales is 40% among ocean tiles; this rate does not vary by tribe, unlike those of other resources.
All resources (not including empty forests) spawn only within two tiles of cities or villages. This fact can be used to locate villages and enemy cities.
Tribe Spawn Rate Modifiers
- Xin-xi: ++mountain +metal
- Imperius: unchanged
- Bardur: ++game +fruit --crop
- Oumaji: --forest (--water1)
- Kickoo: -mountain +fish ++water2
- Hoodrick: -mountain +forest
- Luxidoor: -game ++fruit
- Vengir: ++metal --game --fruit +crop --fish
- Zebasi: -mountain -forest -fruit
- Ai-Mo: +mountain --crop
- Quetzali: ++fruit --crop
- Yădakk: -mountain -forest +fruit (-water1)
- Aquarion: -forest +water2
- ∑∫ỹriȱŋ: -mountain +crop
- Polaris: “alien” - does not have its own set of terrain spawn rates3
1Reductions to the amount of water are found in the source code but are not actually translated into the world generation and do not actually impact the water rates.
3Games where all players are playing Polaris take place on Imperius land, which has the standard spawn rates for all resources.
|Cloud||N/A||Any tile that is unexplored will be covered with a cloud. These will disappear when they come into the line of sight of your unit. Clouds also block your units from moving further until the cloud tile is explored. Clouds that disappear are only visible to the player who explores them so you can't see what AI or other players explored.||N/A|
Farm (requires crop),
||Road, Lumber Hut, Sanctuary, Forest Temple|
|Water||fish||Port, Monuments, Water Temple|
||Monuments, Ice Temple, Outpost|
Bardur, Imperius, Kickoo, Zebasi, and ∑∫ỹriȱŋ are guaranteed to have at least two of the resources they can immediately use in their capital, with resources being force-spawned if the initial world generation does not provide enough.
Fish in ocean and Whales and Ruins in shallow water may occasionally spawn due to a bug caused by forced spawning, where a water tile is replaced by a resource tile, changing the "depth" of its surrounding tiles. Also, if forced spawning affects what was originally a mountain tile, it may continue to provide the increased sight radius despite no longer being a mountain due to another bug.
|AI Relationships, Combat, Population, Stars, Technology, Terrain, Unit Skills|