- HERO MOVEMENT INFORMATION -
Did you know that slow creatures in your hero's army decrease the distance your hero can travel per day? The table below has the details. Here's a trick! If your hero is in the town, move all creature stacks except for the fastest one to the garrison. Your hero will have lots of movement on the next turn even after the rest of the army is back in his/her army. Even more wicked way is using another hero instead of the garrison, this way you can have lots of movement every turn! Using native terrain abbility is very important. If all creatures in your hero's army are of the same town type, that hero will experience no movement penalty on all of his creatures' native terrain (useful only to Fortress, Stronghold and Tower). When on native terrain, creatures have 1 added to their attack, defence and speed in combat.
Overall, Fortress heroes can make the best use of their native terrain.
Hero Movement Allowance Table |
Slowest creature speed | Movement |
super slow - extra slow (3-4) | 15 tiles |
slow (5) | 16 tiles |
swift - extra swift (6-7) | 17 tiles |
very swift (8) | 18 tiles |
ultra swift - super swift (9-10) | 19 tiles |
quick - super fast (11+) | 20 tiles |
|
Town type | Native terrain |
Castle | grass |
Rampart | grass |
Tower | snow |
Inferno | lava |
Necropolis | dirt |
Dungeon | subterranean |
Stronghold | rough |
Fortress | swamp |
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Terrain Movement Costs (larger numbers = slower travel) |
Terrain type | no pathfinding | basic pathfinding | advanced pathfinding | expert pathfinding |
Cobblestone road | 50% | 50% | 50% | 50% |
Gravel road | 65% | 65% | 65% | 65% |
Dirt road | 75% | 75% | 75% | 75% |
Dirt, Grass, Lava, Subterranean | 100% | 100% | 100% | 100% |
Rough | 125% | 100% | 100% | 100% |
Sand, Snow | 150% | 125% | 100% | 100% |
Swamp | 175% | 150% | 125% | 100% |
|
Wandering Creature Population Labels |
Few | 1-4 |
Several | 5-9 |
Pack | 10-19 |
Lots | 20-49 |
Horde | 50-99 |
Throng | 100-249 |
Swarm | 250-499 |
Zounds | 500-999 |
Legion | 1000+ |
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