Terrain

Terrain affects attack, defence and movement per troop class. Frontage limits how many units fight at the same time; the rest waits in reserve.

As of version 0.2.0 What’s new?

Terrain at a glance

TerrainMovement costDefence bonusFrontageClose air supportAttrition without supplyMechanic
Plains ×1 ±0% 12 units ×1.15 1% Open ground: fast movement, a wide front, no defence bonus. Armour, mechanised forces and artillery are at their strongest here, and close air support is amplified.
Farmland ×1 ±0% 10.8 units ×1.1 0.8% Developed open land: fast movement, a slightly narrower front than plains, low attrition. Armour, mechanised forces and artillery keep their edge.
Forest ×1.5 +25% 8.4 units ×0.7 1.2% Forest slows movement, narrows the front and shields the defender. Infantry and light forces fight better, armour and artillery worse; close air support is dampened.
Hills ×1.5 +30% 9 units ×0.9 1.2% Hills shield the defender and narrow the front a little. Light forces are strong, armour and mechanised forces weaker and slower.
Mountains ×2.5 +60% 4.8 units ×0.7 2% Mountains are the strongest defensive terrain: very slow, a very narrow front, close air support dampened. Mountain troops shine, tanks fail – superior numbers hold the front here but hardly break it.
Desert ×1.4 ±0% 14.4 units ×1.25 3% Desert: the widest front and the strongest air effect, but high attrition without supply. Armour and artillery have the edge, infantry is somewhat weaker.
Steppe ×1.1 ±0% 13.2 units ×1.2 1.4% Wide open grassland: a broad front, strong air effect, little cover. Armour and artillery have the edge, infantry is slightly disadvantaged.
Marsh ×2 +20% 6 units ×0.8 2% Marsh: very slow with a narrow front. Marines have the edge here, armour and mechanised forces barely advance.
Tundra ×1.6 +10% 9.6 units ×0.9 2.5% Tundra: slow, a somewhat narrower front and high attrition without supply. Light forces cope best.
Urban ×1.3 +40% 6 units ×0.6 0.5% Urban area: a high defence bonus, a narrow front, close air support strongly dampened. Infantry, light forces and marines defend stubbornly, armour is at a disadvantage.
Jungle ×2 +35% 5.4 units ×0.5 2.8% Jungle: very slow, a very narrow front, high attrition without supply and little effect from the air. Light forces and marines have the edge, heavy formations are at a clear disadvantage.

Frontage = 12 units × terrain factor. · Frontage · Reserve · Terrain effect · River and strait crossing

Water : Sea zones and waters. Land forces only cross by sealift or landing; fleets and sea control decide here.

Matrix: terrain × troop class

Each cell: attack / defence / movement factor. The movement factor multiplies the terrain’s movement cost. · = neutral.

TerrainInfantry Light forces Marines Mechanised Armour Artillery Support
Plains · · · +10% / ±0% / ×1 +20% / +5% / ×1 +15% / ±0% / ×1 ·
Farmland · · · +5% / ±0% / ×1 +10% / ±0% / ×1 +10% / ±0% / ×1 ·
Forest +10% / +10% / ×1 +15% / +15% / ×0.85 ±0% / +5% / ×1 −15% / −5% / ×1.2 −30% / −15% / ×1.3 −15% / −10% / ×1.2 ±0% / ±0% / ×1.1
Hills ±0% / +5% / ×1 +20% / +15% / ×0.8 · −10% / ±0% / ×1.1 −20% / −5% / ×1.2 ±0% / +5% / ×1.1 ±0% / ±0% / ×1.1
Mountains ±0% / +5% / ×1 +35% / +25% / ×0.7 −5% / ±0% / ×1 −30% / −15% / ×1.3 −50% / −30% / ×1.5 −30% / −10% / ×1.4 −10% / ±0% / ×1.3
Desert −10% / −5% / ×1 · −5% / ±0% / ×1 +10% / +5% / ×0.9 +25% / +10% / ×0.9 +20% / ±0% / ×1 ·
Steppe −5% / −5% / ×1 · · +10% / +5% / ×0.95 +25% / +5% / ×0.95 +20% / ±0% / ×1 ·
Marsh ±0% / +5% / ×1 +5% / +5% / ×0.9 +25% / +15% / ×0.7 −30% / −15% / ×1.5 −45% / −25% / ×1.7 −25% / −10% / ×1.4 −10% / ±0% / ×1.3
Tundra · +10% / +10% / ×0.85 · −10% / ±0% / ×1.1 −15% / −5% / ×1.15 −5% / ±0% / ×1.1 ±0% / ±0% / ×1.1
Urban +15% / +20% / ×1 +15% / +15% / ×1 +10% / +10% / ×1 −10% / ±0% / ×1 −30% / −20% / ×1.2 −10% / −10% / ×1 ±0% / +5% / ×1
Jungle +5% / +10% / ×1 +25% / +20% / ×0.75 +15% / +10% / ×0.85 −35% / −20% / ×1.4 −50% / −35% / ×1.6 −35% / −20% / ×1.4 −10% / ±0% / ×1.3

Troop classes

Infantry

Infantry: slight advantage in forest, cities and jungle, somewhat weaker in open desert and steppe.

Crossing relief
0%
Attack on the coast
±0%
Units
Infantry

Light forces

Mountain troops, special forces and light infantry: strong and faster in mountains, hills, forest and jungle.

Crossing relief
0%
Attack on the coast
±0%
Units
–

Marines

Marines: advantage in marshes and on the coast, suffer only half the river and strait crossing penalty.

Crossing relief
50%
Attack on the coast
+10%
Units
Marine Brigade

Mechanised

Mechanised formations: strong in open terrain, weaker and slower in forest, marsh, jungle, mountains and cities.

Crossing relief
0%
Attack on the coast
±0%
Units
Mechanised Infantry , Robotic Brigade , Autonomous Brigade

Armour

Armour: decisive on plains, steppe and desert; markedly weaker and slower in forest, marsh, jungle, mountains and cities.

Crossing relief
0%
Attack on the coast
±0%
Units
Armour

Artillery

Artillery and drones: strong with open fields of fire on plains, steppe and desert, weak in jungle, marsh and mountains.

Crossing relief
0%
Attack on the coast
±0%
Units
Artillery , Drone Battalion

Support

Air defence and coastal missiles: neutral in combat, slower in difficult terrain.

Crossing relief
0%
Attack on the coast
±0%
Units
Air Defence , Coastal Missile Battery