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Urban & dense urban in same hex?
Posted: Thu Aug 08, 2019 12:50 pm
by Xenomorph
Hello!
In the editor I noticed you can place *both* urban and dense urban terrain in the same hex. It doesn’t show a change to the characteristics of the hex (dense urban = 30% entrenchment regardless of whether regular “urban” is in the hex or not). I’m wondering if having both together adds some other characteristics to the hex not immediately apparent. Thanks!
RE: Urban & dense urban in same hex?
Posted: Thu Aug 08, 2019 2:38 pm
by Lobster
ORIGINAL: Xenomorph
Hello!
In the editor I noticed you can place *both* urban and dense urban terrain in the same hex. It doesn’t show a change to the characteristics of the hex (dense urban = 30% entrenchment regardless of whether regular “urban” is in the hex or not). I’m wondering if having both together adds some other characteristics to the hex not immediately apparent. Thanks!
IMO it just looks better when you have urban and dense urban together. They 'blend'. Same with light woods and forest. Otherwise you get strips of stuff unless you go to the trouble of clicking on countless hex sides.
RE: Urban & dense urban in same hex?
Posted: Mon Aug 12, 2019 1:55 am
by Xenomorph
Agree! Just wanted to make sure it wouldn't alter anything gameplay wise. Thx for replying!
RE: Urban & dense urban in same hex?
Posted: Wed Dec 30, 2020 2:21 am
by governato
how does the game decide what terrain type to use? I have also seen badlands+swaps superimposed in some excellent scenarios, so it must work somehow.
I agree on the better look coming from superimposing them
RE: Urban & dense urban in same hex?
Posted: Wed Dec 30, 2020 9:02 am
by Lobster
The terrain that applies the most advantages is supposed to be the one that is used. If you have multiple terrains in a hex the effects are not supposed to stack.
There is a bug when light woods and forest are in the same hex. A mouse over displays only light woods even though forest is in the hex. However, when you mouse over the tool tip shows benefits for forest are applied.