====== Cold-Blooded ====== {{:abilities:cold_blooded.png?nolink }} The **Cold-Blooded** beings in this game are either reptiles, such as [[c-tis-ea|C'tissians]], or cave-adapted beings unused to temperature fluctuations (such as [[xibalba-ea|Zotz]]). They do //not// want to fight in the [[Scales#Temperature|Cold]]. {{:misc:scales:cold.png?nolink }} Just for reference, everyone within Temperatures colder than {{scales>C1}} suffers additional **Base [[Encumbrance]]**. The //first// point beyond {{scales>C1}}, {{scales>C2}}, adds 0.5; this is trivial, unless the unit is [[mounted]] and has another half-point from their Armor-&-Shield Encumbrance being halved. {{scales>C3}} adds 1.5, **plus** the penalty from {{scales>C2}}. Every 5 points of [[Cold Resistance]] on a unit keeps them comfy in another point of Coldness, so 5 Cold Resistance removes the penalty from {{scales>C2}}, 10 Cold Resistance removes the penalty from both {{scales>C2}} and {{scales>C3}}, and so on. {{:dom6:stats:enc.png?nolink }} On top of the above, Cold-Blooded fellows suffer **__extra__ Base [[Encumbrance]]** from Cold Scales, on top of the typical penalties for this stuff. Each point of Cold colder than {{scales>H0}} adds **2 points**. {{:abilities:resist_cold.png?nolink }} New to Dominions 6, Cold Resistance can relieve Cold-Blooded units in the Cold. 5 Points will reduce their additional penalty by 50%, while 10 Points will remove that extra penalty entirely. Almost all Cold-Blooded nations have some source of this resistance. For reference, here's how Coldness increases the Encumbrance of regular troops, versus Cold-Blooded ones. (Neither have Cold Resistance!) ^ Temperature ^ Regular Fellas ^ Cold-Blooded Fellas ^ | {{scales>C1}} | +0 | +2 | | {{scales>C2}} | +0.5 | +4.5 | | {{scales>C3}} | +2 | +8 |