Page 1 of 1

Cropland movement costs

Posted: Tue Aug 15, 2006 2:54 am
by Legun
I've just found that cropland movement cost (15km/hex, full day turn, 150 movement bias) is increased from "1"(ACOW) to "2". Why? Is there more such changes?

RE: Cropland movement costs

Posted: Tue Aug 15, 2006 4:07 am
by JAMiAM
Yes, there are more changes from CoW. See the manual for details on the basic movement costs. Currently, some of the terrain effects are not properly "stacking" with regard to movement costs, and we want to fix those in the next patch or two. Cropland's movement point cost was raised to the amount stated in the CoW manual, to offer more differentiation between it and Open terrain. The former is assumed to be more heavily furrowed, irrigated with ditches, planted with orchards, shrubbery, or windbreaks, and contain more buildings than Open, and so would incur more of a movement cost for units moving through it. It is still a step below bocage, and forests, though in terms of movement costs, and combat effects.

RE: Cropland movement costs

Posted: Tue Aug 15, 2006 7:05 am
by Legun
OK - If so, I must adjust my scenarios - I used cropland just to show important areas.

Next related feature.
From manual:
Enemy Controlled Terrain-Up to 10% of original movement allowance.-Depends on unit reconnaissance capability. This cost also applies throughout the entire turn in which a location first becomes friendly controlled.

This is exaclty 100% for open terrain, but 20% for forest+river hex. This is just oposite to common sense - it's much more dangerous to explore enemy expected forrest than open steppe. I would like to see it increased to 40% but rounded down. There are no hex conversion costs for open terrain, but there are important costs for any difficulties.