Cold-Blooded

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 Cold3 or colder suffers additional Base Encumbrance, Cold-Blooded or not. The amount is the Temperature minus 1, so Cold3 adds +2, 4 points adds +3 and 5 points adds +4; Cold1 and Cold2 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 Cold3 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 Heat0 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
Cold1 +0 +2
Cold2 +0 +4
Cold3 +2 +8
4 points +3 +11
5 points +4 +14

Trivia