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underwater [2022/06/19 09:44] nunda internal links |
underwater [2023/01/25 12:25] (current) dude Add text about water breathing combat penalites |
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This sharp divide between which units can and cannot go beneath the waves is likewise reflected in the nations of Dominions 5. [[Nations]] whose capitals start UW are considered Underwater Nations, and their national rosters are taken up partially or entirely by Amphibious, Poor Amphibian, or Aquatic units. | This sharp divide between which units can and cannot go beneath the waves is likewise reflected in the nations of Dominions 5. [[Nations]] whose capitals start UW are considered Underwater Nations, and their national rosters are taken up partially or entirely by Amphibious, Poor Amphibian, or Aquatic units. | ||
- | Some [[items]] convey the ability for otherwise land-dwelling units to travel underwater. Usually, these items provide Water Breathing or [[Gift of Water Breathing]]. Similarly, Aquatic units can only travel on land if they have an item which conveys Air Breathing, although troops cannot be brought on land this way (in an un-modded setting) because no item conveys Gift of Air Breathing. | + | Some [[items]] convey the ability for otherwise land-dwelling units to travel underwater. Usually, these items provide Water Breathing or [[Gift of Water Breathing]]. Similarly, Aquatic units can only travel on land if they have an item which conveys Air Breathing, although troops cannot be brought on land this way (in an un-modded setting) because no item conveys Gift of Air Breathing. Land units (without the ambhibian tag) fighting underwater get the same penalties as poor amphibians (-3 Att, -3 Def, halved CS). |
Over-water terrain types are also sometimes modified when coinciding with an underwater terrain. For example, Forests become Kelp Forests and Mountains become Gorges. | Over-water terrain types are also sometimes modified when coinciding with an underwater terrain. For example, Forests become Kelp Forests and Mountains become Gorges. |