The Cold-Blooded beings in this game are either reptiles, such as C'tissians, or cave-adapted beings unused to temperature fluctuations (such as Zotz). They do not want to fight in the Cold.
Just for reference, everyone at
3 or colder suffers additional Base Encumbrance, Cold-Blooded or not. The amount is the Temperature minus 1, so
3 adds +2, 4 points adds +3 and 5 points adds +4;
1 and
2 add nothing on their own. Every 5 points of Cold Resistance on a unit removes 1 point of that addition, so 5 Cold Resistance leaves +1 at
3 and 10 Cold Resistance leaves nothing. The full rule is under Encumbrance.
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
0 adds 2 points, and the stat sheet lists it as Cold Blooded in cold climate, apart from the Severe Cold that everyone gets.
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 Cold temperature scale increases the Encumbrance of regular troops, versus Cold-Blooded ones. (Neither have Cold Resistance!)
| Temperature | Regular Fellas | Cold-Blooded Fellas |
|---|---|---|
| | +0 | +2 |
| | +0 | +4 |
| | +2 | +8 |
| 4 points | +3 | +11 |
| 5 points | +4 | +14 |
Max Age is 50% higher than the same creature would otherwise have, which puts an ordinary Cold-Blooded humanoid at 75 years rather than 50. Starting age is a third of that figure, so a Cold-Blooded creature begins life proportionally older as well. Roughly half of the Cold-Blooded roster is given a max age of its own instead, and those creatures keep their own number.