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Terrain defense

Printed From: Illyriad
Category: Strategies, Guides & Help
Forum Name: General Questions
Forum Description: If your gameplay question isn't answered in the help files, please post it here.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=3338
Printed Date: 27 Mar 2026 at 02:57
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Topic: Terrain defense
Posted By: TSGH-RJS
Subject: Terrain defense
Date Posted: 24 Mar 2012 at 17:49
  I know mountains and forests provide more defense than plains for your city when built on. My questions are, what are the differences defensively between building on lonely peaks ( large mountain ), treacherous mountains ( small ), sharp crags ( small ) and so on? What are the differences defensively between dense forest ( large ), forested hilltop ( large ), light woods ( small ) and so on?

  I've been told there are differences. I just haven't been told what they are exactly.



Replies:
Posted By: Rorgash
Date Posted: 24 Mar 2012 at 17:52
The defense depends on which type of unit aswell, cav defense on mountains sucks.

From what i know there is no difference between small hill to to big hill, mountain might be included aswell and all mountains has the same.



Posted By: TSGH-RJS
Date Posted: 24 Mar 2012 at 18:37
Thanks CJ. I'm not talking about the defense units provide on terrains though. I'm asking about the defense a specific terrain provides. I've heard different sizes of mountains and different densities of forest provide different levels of defense for a city when built upon.


Posted By: Rill
Date Posted: 24 Mar 2012 at 18:41
Large mountains are "more" mountainy than small mountains, which are "more" mountainy than large hills; by the time you get to small hills they fight more like plains.

I think of everything as being on a continuum between plains and either forest or mountains.  The larger the forest/mountain, the more trouble that cavalry will have.  By the same token, the larger/thicker the mountain or forest, the more of an advantage that bows (on mountains) or spears and infantry (in forests) will have.

Small hills and light forests will fight a bit more like plains, while large mountains and large forests will have the most bonuses for those terrains.


Posted By: TSGH-RJS
Date Posted: 24 Mar 2012 at 18:49
Thanks Rill. Are there #s or %s that correspond to that? Ex: Do large mountains provide 10/10 vs cav whereas large hills provide 4/10?


Posted By: Rill
Date Posted: 24 Mar 2012 at 18:51
There are alliances out there that have estimates available internally, but they are understandably reluctant to share them.  I've heard numbers like 30% tossed out for cav bonus on plains, and something similar for penalty on buildings, which is the most challenging terrain for cav based on my personal experience fighting NPCs.  But I have not conducted the experiments myself, so I don't know if those estimates are accurate.


Posted By: kenber
Date Posted: 04 Apr 2012 at 11:16
I'm asking about the defense a specific terrain provides. 


Posted By: SugarFree
Date Posted: 04 Apr 2012 at 11:22
there is no such a thing, kenber.

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Nuisance


Posted By: Captain Ganoes Paran
Date Posted: 04 Apr 2012 at 11:47
yes some units have defence penalties on mountains/forest and some defence bonusses
the same goes for all terain types ,its all about the unit type 


Posted By: TSGH-RJS
Date Posted: 05 Apr 2012 at 01:07
I think there is such a thing SugarFree. Mountains and forests provide a better defense for a city that's built upon them than plains do. Putting specific #s to each one is the hard part though.


Posted By: SugarFree
Date Posted: 05 Apr 2012 at 01:15
no, it's unit specific. 
cavalry doesn't get any bonus on defense on mountains. i think.. but i am pretty sure 


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Nuisance


Posted By: TSGH-RJS
Date Posted: 05 Apr 2012 at 02:36
That's not the question being asked.


Posted By: Rohk
Date Posted: 05 Apr 2012 at 03:32
The reason why people like to build cities on mountains and forests is that the terrain limits what people will attack with (people with cavalry will suffer far more losses on mountains so the owner of the city can expect not to be attacked by them and change their defence accordingly) and they favour defensive (ranged, spears) troops. I don't think that there is a defensive bonus for the city itself, just the units within and the wall would boost that as well.


Posted By: Ancient Nightowl
Date Posted: 20 May 2012 at 00:25
A question that cropped up in GC that has me also wondering about terrain types for defence/ attack.

"Alluvial plain ( plains-jungle)" - is cavalry at an advantage (plains) or a disadvantage(Jungle) against infantry on this type of land?

To my thinking, cavalry would have the advantage of the "Plains" but would also need to have studied jungle warfare to reap the full advantage.

Can anyone explain this?



Posted By: Rill
Date Posted: 20 May 2012 at 00:56
There are two modifiers in play -- the terrain modifier and the biome modifier.  The "terrain" modifier specifies whether it is plains, hills/mountains, forest or buildings.  The "biome" modifier specifies if it is a specialized biome such as jungle, arctic or desert.

The biome modifier comes into play when one or both parties have a Warfare College in the city from which an army is sent relevant to the specific biome.  Thus if I live in or intend to fight in a jungle area I might build a Jungle Warfare College, which will give my armies boosts on squares that are labeled for that biome.

Terrain and biome are thus separate modifiers; the terrain modifier describes the offensive and defensive bonuses of the square, while the biome modifier tells you what (if any) Warfare College modifiers can be applied.  Both modifiers are used to calculate battle outcomes; the biome modifier is only used if one or both players has a specialized Warfare College in any city that has sent an army to fight on the square.

To put it another way:  Some forests are jungles, but not all jungles are forests.  (Some jungles are plains or even mountains.)  Likewise, not all deserts are plains -- some are mountains or even forests.  Arctic biome likewise contains plains and probably mountains or forests, although I'm not familiar enough with arctic terrain to be able to point to specific types.


Posted By: Ancient Nightowl
Date Posted: 20 May 2012 at 01:46

Thank you Rill,

So there are 3 modifiers in play (Land use, Terrain and Biome) as opposed to the more usual first 2 found in the central regions.
The first two are the same as have been described and discussed in this thread - but the third (Biome) adds an extra dimension.
I took a quick look up north and out west and see it repeated for those regions as you explained.




Posted By: Dew
Date Posted: 22 May 2012 at 06:48
Actually the modifiers are; Unit type, Terrain, & Biome. Though, I think there is some bonus for a player who has claimed sovereignty on a tile as well thus (Unit type, Terrain, Sovereignty, & Biome). Lastly I would like to clarify that some things change the underlying terrain type, such as a city or NPC well location to "Buildings".


Posted By: Rill
Date Posted: 22 May 2012 at 07:30
Originally posted by Dew Dew wrote:

Actually the modifiers are; Unit type, Terrain, & Biome. Though, I think there is some bonus for a player who has claimed sovereignty on a tile as well thus (Unit type, Terrain, Sovereignty, & Biome). Lastly I would like to clarify that some things change the underlying terrain type, such as a city or NPC well location to "Buildings".

Attacks and Raids on cities are fought on their underlying terrain.  Only raze/capture of cities is fought on Buildings terrain (when it is fought at all, which it isn't right now due to a glitch).  The other occurrence of Buildings terrain is on resource spawn sites such as Abandoned Towers.



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