====== Map Movement ====== {{:dom6:stats:mm.png?nolink }} **Map Movement** is the movement stat for the strategic map; that is, movement outside of battle. A unit with zero Map Movement is [[Immobile]], including in combat, but this page focuses on out-of-battle matters. Movement between provinces in Dominions is handled in "half-steps"; unit positions are abstracted to be in the center, so they have to **exit their current province** before they **enter the next province**. A unit can traverse more than one province; for example, if they go from province A and through province B to province C, they **exit province A**, **enter province B**, **exit province B**, and **enter province C**. ===== Base Movement Costs ===== Every terrain type has its own movement cost. ==== Surface ==== ^ Terrain ^ Half-Step Map Movement ^ | Plains & {{:misc:gui:farm.png?nolink}}Farms | 3 | | {{:misc:gui:forest.png?nolink}}Forests | 5 | | {{:misc:gui:waste.png?nolink}}Wastes | 5 | | {{:misc:gui:highlands.png?nolink}}Highlands | 6 | | {{:misc:gui:swamp.png?nolink}}Swamps | 7 | {{:misc:gui:mountain.png?nolink}}Mountain provinces have the same movement cost as whatever other terrain is present, or as a Plain if there are none. ==== Underwater ==== {{:misc:gui:sea.png?nolink }} [[Underwater]] half-step movement costs are always 5 points at base, at least for **Seas** and **Deep Seas**. It is not clear if it's any different for **Kelp Forests** or **Gorges**, at least since the manual forgets about them. ==== Underground ==== ^ Terrain ^ Half-Step Map Movement ^ | {{:misc:gui:cave.png?nolink}}Regular Caves | 4 | | {{:misc:gui:cave.png?nolink}}{{:misc:gui:forest.png?nolink}}Cave Forests | 6 | | {{:misc:gui:cave.png?nolink}}{{:misc:gui:highlands.png?nolink}}Crystal Caves | 6 | | {{:misc:gui:cave.png?nolink}}{{:misc:gui:swamp.png?nolink}}Drip Caves | 7 | ===== Flying ===== {{:abilities:flying.png?nolink }} **[[Flying]]** units pay no mind to province terrain, really; they do have to take breaks from time to time, so they have to respect whether or not they can breathe in a province they cross, but otherwise they are mostly fine. Stalactites and unfriendly peasants with bows may cause issues, though: ^ Terrain ^ Half-Step Map Movement ^ | {{:misc:gui:cave.png?nolink}}Enemy Caves | 6 | | {{:misc:gui:cave.png?nolink}}Friendly Caves | 5 | | All other Enemy Provinces | 4 | | All other Friendly Provinces | 3 | ===== Modifiers ===== {{:abilities:stealthy.png?nolink }} Pushing into enemy lines is very difficult, as the local peasants are decent at defense in depth. For the **non-Flying**, the half-step movement cost for entering and exiting **enemy** provinces is **4 points higher**, or **only 3 points higher** for the **[[Stealthy]]**. {{:abilities:snow_move.png?nolink }} **[[Scales#Temperature|Cold]]** provinces have **snow** on them, which makes the half-step movement cost for **non-Fliers** entering and exiting them **1 point higher**, unless they have **[[Snow Move|Snow Movement]]**. **Roads**, a holdover from previous Dominions games, may be on some specially designed custom maps. They connect provinces, and the movement cost for entering and exiting provinces along these roads is **2 points lower**; unless you're a Flier, of course, in which case you're too stuck-up to walk. The **minimum map movement cost** per half-step, however, is **2**. ==== Terrain Survival ==== The Terrain Survival traits each make the half-step movement cost for entering and exiting certain terrains **2 points lower**, down to the minimum stated above. ^ Trait ^ Terrain ^ | {{:abilities:forest_survival.png?nolink}}[[Forest Survival]] | {{:misc:gui:forest.png?nolink}}Forests & Cave Forests | | {{:abilities:wasteland_survival.png?nolink}}[[Wasteland Survival]] | {{:misc:gui:waste.png?nolink}}Wastes | | {{:abilities:mountain_survival.png?nolink}}[[Mountain Survival]] | {{:misc:gui:highlands.png?nolink}}Highlands & Crystal Caves | | {{:abilities:swamp_survival.png?nolink}}[[Swamp Survival]] | {{:misc:gui:swamp.png?nolink}}Swamps & Drip Caves | //Everyone// in a squad (both the commander and their troops) has to have the respective Terrain Survival trait to benefit from it, at least for Map Movement purposes. ===== Other Special Cases ===== {{:misc:scales:cold.png?nolink }} In provinces with {{scales>C1}} or more Coldness on the scales, **Mountain Range** crossings are **closed** to everyone who //doesn't// have [[Mountain Survival]] (or [[Flying]]). Only one of the provinces has to be cold for this to be the case. {{:misc:scales:heat.png?nolink }} In provinces with {{scales>H0}} or more Heat on the scales, **River** crossings are **closed** to everyone who //doesn't// have [[Swimming]], [[Flying]], or some sort of [[Water Breathing]]. Only one of the provinces has to be warm (not cold) for this to be the case. ===== Example Stats ===== Map Movement is highly dependent on the [[Size]] of the unit, and on the **Map Movement Penalty** of their Armor. ^ Example Unit ^ Their MM ^ | The Immobile | 0 | | A Hoburg (Size 2) | 8 | | A human soldier in full knight armor | 8 | | A ??Vaetti?? (Size 2) | 10 | | An untrained human Militiaman | 10 | | A human infantryman in Scale/Plate armor | 10 | | A human infantryman in Ring armor | 12 | | **The average lightly-armored human** | 14 | | **The average scout or lightly-armored commander** | 16 | | A Giant or half-Giant Scout (Sizes 4-7) | 18 | | Light Cavalry | 20 | | A Titan [[Pretender God]] form (Size 8-10) | 22 | | A ??Vanadrott#948?? of [[vanheim-ea|Vanheim]] | 26 | | A "western" ??Dragon?? (Size 10 w/ Wings) | 28 | | A ??Black Harpy?? of [[pangaea-ma|Pangaea]] | 34 | | An "eastern" Dragon (Size 10 w/ magical Flight) | 34 | | A ??Solar Eagle?? | 40 | {{:abilities:teleport.png?nolink }} If a unit has **100** Map Movement, that means they can **[[Teleport]]**. They cannot travel into the fog of war, but they are otherwise unimpeded by whatever's between them and their destination. Many [[Horrors|Doom Horrors]] have this much Map Movement.