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dom6:underwater [2024/05/29 15:28] fenrir [Underwater] |
dom6:underwater [2024/07/16 20:30] (current) fenrir [Underwater Traits] |
{{:misc:gui:deep_sea.png?nolink }} There are four types of underwater provinces. **Seas** are typical underwater provinces. **Deep Seas** are deeper, [[darkness|darker]] provinces, with far more consistent [[Scales#Temperature|Temperatures]]. **Kelp Forests** are Seas with more vegetation, while **Gorges** are even deeper Deep Seas. | {{:misc:gui:deep_sea.png?nolink }} There are four types of underwater provinces. **Seas** are typical underwater provinces. **Deep Seas** are deeper, [[darkness|darker]] provinces, with far more consistent [[Scales#Temperature|Temperatures]]. **Kelp Forests** are Seas with more vegetation, while **Gorges** are even deeper Deep Seas. |
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Maps generally have fewer underwater provinces than land ones, not even counting the [[caves]]. In addition, most factions cannot build underwater [[forts]], though they can certainly try claiming them. Even underwater nations can't build Citadels (the fourth tier of forts) underwater, even in the Late Ages, though imps could make one in ??Three Red Seconds??. The administrative powers of sea forts end where dry land begins; likewise, that of land forts ends where the seas begin. | Maps generally have fewer underwater provinces than land ones, not even counting the [[caves]]. In addition, most factions cannot build underwater [[forts]], though they can certainly try claiming them. Even underwater nations can't build Citadels (the fourth tier of forts) underwater, even in the Late Ages, though imps could make one in ??Three Red Seconds??. The administrative powers of sea forts end at the coastline; likewise, that of land forts ends where the seas begin. |
===== Underwater Traits ===== | ===== Underwater Traits ===== |
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{{:abilities:water_breathing.png?nolink }} **Water Breathing** is a trait normally bestowed by commanders (for troops) or items (for commanders), that "upgrades" the bearer to a Poor Amphibian. For example, ??Pills of Water Breathing?? provide for 75 [[Size]] points worth of guys, including the commander holding them. | {{:abilities:water_breathing.png?nolink }} **Water Breathing** is a trait normally bestowed by commanders (for troops) or items (for commanders), that "upgrades" the bearer to a Poor Amphibian. For example, ??Pills of Water Breathing?? provide for 75 [[Size]] points worth of guys, including the commander holding them. |
* There's also a similar **Air Breathing** trait, for Aquatics, but it doesn't have a shared version. | * There's also a similar **Air Breathing** trait, for Aquatics, but it doesn't have a shared version. |
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| {{:abilities:cannot_pass_rivers.png?nolink }} Last but not least, some units **should not** enter the sea under any circumstances. This blacklist of death is not revealed anywhere in-game (despite the icon I have here, which is **Cannot Cross Rivers**), but it includes ??Vampire??s, [[Fire]] beings, and [[Air]] beings. |
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===== Underwater Combat ===== | ===== Underwater Combat ===== |
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{{:abilities:resist_pierce.png?nolink }} Underwater combat may seem odd for "landlubbers". For example, **Bludgeoning** and **Slashing** attacks suffer from significant drag, thus getting an [[Attack Skill]] penalty equal to their Length. Most aquatic troops use spears (which **Pierce**) for this reason. | {{:abilities:resist_pierce.png?nolink }} Underwater combat may seem odd for "landlubbers". For example, **Bludgeoning** and **Slashing** attacks suffer from significant drag, thus getting an [[Attack Skill]] penalty equal to their Length. Most aquatic troops use spears (which **Pierce**) for this reason. |
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| {{:abilities:rusty_equipment.png?nolink }} Water is not kind to iron gear, causing it to **[[rust]]** and become brittle. This concern is abstracted out above-ground, even though [[weather|rain]] might very well cause issues in real life; underwater, however, rusting can happen before your armies fight their first sea battle. |
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{{:misc:magic:blood.png?nolink }} The environment is also un-conducive to a wide variety of [[magic]] spells. The most-affected path is [[Blood]], since various forces (fluid dynamics, shark ghosts, et cetera) prevent [[gems|Blood Slave]] sacrifices from having any effect. Then there's [[Fire]], which is quite impeded by the inability to light a flame underwater, though it may still ??Boil?? and ??Incinerate?? foes. [[Air]] also has problems; aside from underwater fights not taking place in the open air, there's simply no way for a ??Thunder Strike?? to reach a target through millions of gallons of liquid. | {{:misc:magic:blood.png?nolink }} The environment is also un-conducive to a wide variety of [[magic]] spells. The most-affected path is [[Blood]], since various forces (fluid dynamics, shark ghosts, et cetera) prevent [[gems|Blood Slave]] sacrifices from having any effect. Then there's [[Fire]], which is quite impeded by the inability to light a flame underwater, though it may still ??Boil?? and ??Incinerate?? foes. [[Air]] also has problems; aside from underwater fights not taking place in the open air, there's simply no way for a ??Thunder Strike?? to reach a target through millions of gallons of liquid. |
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{{:abilities:swimming.png?nolink }} **[[Swimming]] does not let you enter the sea!** It merely improves the prospects of Poor Amphibians and the Water Breathing underwater. Likewise, all traits that let you enter the sea //also// let you cross Rivers. This added functionality to the Swimming trait is new to Dominions 6. | {{:abilities:swimming.png?nolink }} **[[Swimming]] does not let you enter the sea!** It merely improves the prospects of Poor Amphibians and the Water Breathing underwater. Likewise, all traits that let you enter the sea //also// let you cross Rivers. This added functionality to the Swimming trait is new to Dominions 6. |
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