Dominions 3: The Awakening/Terrain: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
 
(51 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{Header Nav|game=Dominions 3: The Awakening}}
{{floatingtoc}}
Terrain plays a major role in Dominions. The type of terrain in a province dictates the amount of gold and resources that might be available there, it affects the (random) [[Dominions 3: The Awakening/Special sites|magic sites]] that may appear in the province as well as the likelihood and number of such sites, it affects the supplies that are available to passing armies, and it affects the performance of troops in battles that take place in the province.


{{All Game Nav|game=Dominions 3: The Awakening}}
==Terrain Types==
Terrain plays a major role in Dominions.  The type of terrain in a province dictates the amount fo gold and resources that might be available there, it affects the (random) [[Dominions 3: The Awakening/Special sites|magic sites]] that may appear in the province as well as the likelihood and number of such sites, it affects the supplies that are available to passing armies, and it affects the performance of troops in battles that take place in the province.
There can be many different terrain types in a given province.  For instance, there can be both Mountains and Waste in a province, or even Farmlands and WasteSome terrain types are mutually exclusive however, like Swamp and Sea.
 
;Plains: The "Plains" terrain type is not actually listed in Dominions 3 like it was in the previous Dominions games.  If a provinces has no other terrain type, it is assumed to be "Plains". There is a  chance to find a magic site, especially a Astral site, in such a province.
 
;Farmland: Farmland provinces are usually well populated and give you much gold and population (tax base, blood slaves). The chance of finding a magic site is very low in Farmland provinces.
 
;Swamp: Units without the "Swamp Survival" ability get penalties for moving through swamp provinces (strategic movement reduced to 1, except flying units). Units with swamp survival fight better in swamps than other units (see table below). The chance to find a magic site in a swamp province is very good.
 
;Waste: Units without the "Waste Survival" ability get penalties for moving through waste provinces (strategic movement reduced to 1, except flying units). The chance to find a magic site, especially a death site, is very good.
 
;Forest: Units without the "Forest Survival" ability get penalties for moving through forest provinces (strategic movement reduced to 1, except flying units). The chance to find a magic site, especially a nature site, is good.


== Terrain Types ==
:Some nature spells like '''Faery Trod''' or '''Beckoning''' work only in forest provinces.
There can be many different terrain types in a given province.  For instance, there can be both Mountains and Waste in a province, or even Farmlands and Waste.  Some terrain types are mutually exclusive however, like Swamp and Sea.
=== Plains ===
The "Plains" terrain type is not actually listed in Dominions 3 like it was in the previous Dominions games.  If a provinces has no other terrain type, it is assumed to be "Plains".
=== Farmland ===
Farmland provinces are usally well populated and give you much gold and population (tax base, blood slaves). The chance of finding a magic site is very low in Farmland provinces.


=== Swamp ===
;Mountain: Mountain provinces are usually resource rich, but low populated. Making a castle in such a province is a good idea to produce high-resource units like ''knights''.
Units without the "Swamp Survival" ability get penaltys for moving throug swamp provinces (strategic movement reduced to 1, except flying units). Units with swamp survival fight better in swamps than other units (see table below). The chance to find a magic site in a swamp province is better than in a farmland province.


=== Waste ===
:Units without the "Mountain Survival" ability get penalties for moving through mountain provinces (strategic movement reduced to 1, except flying units). The chance to find a magic site, especially a earth or fire site, is good.
Units without the "Waste Survival" ability get penaltys for moving throug waste provinces (strategic movement reduced to 1, except flying units). The chance to find a magic site in a waste province is better than in a farmland province.


=== Forest ===
;Border Mountain: A few provinces might be rolling plains or forests, but on one border a towering chain of mountains rise over the landscape. Border mountains do not affect movement in the province in question, but units are unable to cross the mountains as they are considered too high and way too impractical to even try. Same chances of magical sites as mountain.
Units without the "Forest Survival" ability get penaltys for moving throug forest provinces (strategic movement reduced to 1, except flying units). The chance to find a magic site, especially a nature site, is good.


=== Mountain ===
;Sea: A Sea province is a underwater province. Sea provinces can only entered by ''amphibious'' or ''aquatic'' units. A commander with the ''sailing'' ability can move over one sea province into another land province, but cannot enter the sea province. Usually, sea provinces give much gold and have an average chance to contain magic sites. The special site-searching spell ''Voice of Tiamat'' finds all elemental sites (Fire, Earth, Air, Water) in a underwater province. Only some spells work underwater and only some nations  build castles or raise province defense in underwater provinces.
{{sect-stub}}
=== Border Mountain ===
{{sect-stub}}
=== Sea ===
{{sect-stub}}
=== Deep Sea ===
{{sect-stub}}
=== Coastal ===
{{sect-stub}}
=== Fresh Water ===
{{sect-stub}}


== Economic Effects ==
;Deep Sea: see ''Sea'' above.
{{sect-stub}}


== Site Likelihood ==
;Coastal: Any land province neighboring a underwater province is a coastal province. Some rituals like ''Lure of the Deeps'' affect only coastal provinces. Otherwise same as Sea provinces, although certain amphibious unit recruitment sites tend to be found in coastal areas.
Magic sites are more likely to be found in some provinces and less likely to be found in others.


In general, Mountain and Forest terrain will contain more [[Dominions 3: The Awakening/Special sites|magic sites]] while Farmland will contain fewer.
;Fresh Water:
{{sect-stub}}


== Gem Types ==
==Economic Effects==
Beyond the overall chance of finding a site of any kind in a province, the type of terrain in a province affects the likelihood of certain magic sites over other sites.  For instance, you are more likely to find a site that provides Nature gems in a forest province than a Waste province.  
The terrain type in a province affects money, production, starting population as well as supply. The map-wide relative availability/scarcity of money, production, and supply are determined in the settings menu during game creation.


{| border="1"
{| {{prettytable}}
|+ Types of gem sites that are associated with a particular terrain type (P = Primary, s = Secondary)
! Terrain !! Population !! Gold !! Production !! Supply
! Terrain !! Air !! Fire !! Water !! Earth !! Astral !! Nature !! Death !! Blood
|-
|-
! Plains
! Plains
|   || || || ||P|| || ||  
| medium ||normal ||normal ||medium
|-
|-
! Farmland
! Farmland
|   || || || || || || ||
| high ||high ||poor ||high
|-
|-
! Swamp
! Swamp
|   || || || || || || ||
|very low ||very low ||normal ||medium
|-
|-
! Waste
! Waste
|   || || || || || ||P||
| medium ||medium ||low ||low
|-
|-
! Forest
! Forest
|   || || || || ||P|| ||
| medium ||medium ||good ||good
|-
|-
! Mountain
! Mountain
|   ||s|| ||P|| || || ||
| low ||low ||excellent ||low
|-
|-
! Border Mountain
! Border Mountain
|   || || || || || || ||
| low ||low ||high ||low
|-
|-
! Sea
! Sea
|   || ||P|| || ||s|| ||
| ? ||? ||? ||?
|-
|-
! Deep Sea
! Deep Sea
|   || ||P|| || ||s|| ||
| ? ||? ||? ||?
|-
|-
! Fresh Water
! Fresh Water
|   || ||P|| || ||s|| ||
| ? ||? ||? ||?
|}
|}
== Combat Effects ==
Certain terrain types will adversely affect units if they do not have a countering property.  For instance, units without the Swamp Survival skill suffer from increased endurance penalties when fighting in Swampy terrain.


{| border="1"
However changes in the Dominion scales as well as the current population during the game will also massively affect the economies of individual provinces. Essentially terrain type determines the "basic" economic possibilities of gold, production and supply, scales create a temporary "modifier" that adjust the basic economy up or down, and population determines a permanent "multipler" that will either grow or shrink the basic economy.
|+ Terrain Combat Effects
 
For example a profitable farmland province under high Order will hardly be affected by Productivity or Sloth scales, but can become a poor provider under Chaos, albeit only temporarily till the scales change again. On the other hand, Growth or Death scales will respectively increase or decrease the population, leaving a permanent impact even if the scales change later. A province with 0 population is effectively dead. It produces 0 gold and only 1-2 production points, offers minimal supply and will never grow again (unless there is a random event that new settlers migrate there). If a death scale becomes the predominant Dominion on the map, province ownership will slowly become economically irrelevant.
 
Tax and unrest is completely independent of terrain, but also has a huge inpact on gold. Taxation in a province is the only modifier that can be freely changed by the owner. But taxation affects unrest, so the players have heavy direct influence over unrest as well.
 
{| {{prettytable}}
|+ Effect of Growth and Death scales on population after a certain number of turns
|-
! Turns
! Death 3
! Death 2
! Death 1
! Neutral
! Growth 1
! Growth 2
! Growth 3
|-
| 10
|94%
|96%
|98%
|100%
|102%
|104%
|106%
|-
| 20
|89%
|92%
|96%
|100%
|104%
|108%
|113%
|-
|30
|83%
|89%
|94%
|100%
|106%
|113%
|120%
|-
|50
|74%
|82%
|90%
|100%
|111%
|122%
|135%
|-
|100
|55%
|67%
|82%
|100%
|122%
|149%
|182%
|-
|150
|41%
|55%
|74%
|100%
|135%
|182%
|245%
|-
|200
|30%
|45%
|67%
|100%
|149%
|222%
|331%
|}
 
This table doesn't take into account natural nor conjured disasters nor the effects of pillaging and patrolling.
 
==Site Likelihood==
Magic sites are more likely to be found in some provinces and less likely to be found in others. Each site present in a province increases the likelihood of there being another, up to a maximum of 4 sites possible. Whether magic sites are plentiful or scarce is determined in the settings menu during game creation, with 40% considered "normal".
 
In general, Swamp and Waste have the highest probability of containing sites, Mountain and Forest terrain will contain more than average while Farmland will contain fewer. There is also a (map-designer-enabled) site variable called "many", which makes it more likely for magic sites to be present in a province.<ref>Dominions 3 Mapmaking Manual v3.22</ref> See the exact chances under [[Dominions 3: The Awakening/Magic/Magic_Sites|magic sites]].
 
==Gem Types==
Terrain directly affects which sites can be found there. The vast majority of sites are split between land or sea (never both). Also there are far fewer sites that can only be found in one particular terrain (ie. some sites can ''only'' be found in swamp, waste, forest, mountain or deepsea). In this sense, terrain affects gem income. Additionally, the map designer ''can'' (but doesn't have to) optionally specify if a particular province should have sites tending towards a particular magic path.<ref>Dominions 3 Mapmaking Manual v3.22</ref> 
 
Thus if you are seeing a tendency of Nature sites showing up in forest provinces, this is either random chance, or the map designer has in fact done this. But any trend is not necessarily consistent between different maps. That said, the best map designs do tend to include this feature. So as you get used to playing your favorite map, it ''can'' be a good idea to pay attention to what gems sites are located where.
 
==Combat Effects==
 
 
{|{{prettytable|float=right|style=margin-left:1.4em}}
! Terrain !! Effect !! Counter
! Terrain !! Effect !! Counter
|-
|-
! Plains
! Plains
|   ||  
| ||  
|-
|-
! Farmland
! Farmland
|   ||  
| ||  
|-
|-
! Swamp
! Swamp
Line 98: Line 184:
|-
|-
! Waste
! Waste
|   ||  
| ||  
|-
|-
! Forest
! Forest
|   ||  
| ||  
|-
|-
! Mountain
! Mountain
|   || Mountain Survival
| || Mountain Survival
|-
|-
! Border Mountain
! Cave
|   ||  
| ||  
|-
|-
! Sea
! Sea
|   || Aquatic, Amphibian
| || Aquatic, Amphibian
|-
|-
! Deep Sea
! Deep Sea
|   || Aquatic, Amphibian
| || Aquatic, Amphibian
|-
|-
! Fresh Water
! Fresh Water
|   ||  
| ||  
|}
|}
Certain terrain types will adversely affect units if they do not have a countering property.  For instance, units without the Swamp Survival skill suffer from increased endurance penalties when fighting in Swampy terrain.
{{Footer Nav|game=Dominions 3: The Awakening|prevpage=Buildings|nextpage=Logistics and Movement}}
Anonymous user