Shazman
Posts: 118
Joined: 1/4/2009 Status: offline
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quote:
ORIGINAL: LLv34_Snefens I tried to replicate your results, but can't! Below is the cost I get for a foot movement, non-mountain, non-special forces unit. Numbers in brackets are for the terrain WITH badlands: Badlands= 3 Hills= 2 (6) Mountain= 3 (9) Mountain+hills= 4 (12) Light woods= 2 (6) Forrest= 3 (9) Forrest+Light Woods= 3 (9) Hills+Light Woods= 2 (6) Rocky= 2 (4) Hills+Light Woods+Rocky= 3 (7) Hills+Forrest= 3 (9) Hills+Forrest+Rocky= 4 (10) Mountain+Hills+Rocky= 5 (13) Farmland= 2 (3) Bocage= 3 (3) Marsh= 3 (9) Points to note seem to be that Rocky in itself give +1 (manual says +2), but this is applied AFTER the badlands multiplier, and that badlands isn't applied to farmland or bocage cost. Light woods only have effect if there isn't other terrain in hex. With those exceptions Badlands give a x3 mulitplier. Ah, now I see. The manual is entirely misleading. The x3 used for badlands only applies to specific time scales combined with specific map scales. For instance with half day turns and 10km hexes badlands adds only +3 to infantry movement in mountains. But at half week turns and 10km hexes badlands adds x3 to movement in mountains. Movement rates are highly variable. But your test is correct if it's done in a narrow band of time and space. Below are the pertinent paragraphs in the Scenario Design portion of the manual and in the portion of the manual concerning movement. I guess if you read only portions of the manual you miss out on the really important stuff, eh? But apparently I'm not the only one that just skims. - Map Scale: Each Map location can be 2.5, 5, 10, 15, 20, 25, or 50 kilometers across. This affects game movement and the Map Size calculation used to determine the number and location of Weather Zones. - Turn Length: Turn length can be six hours, half day, full day, half week, or full week. This affects Movement, Weather progression, and the availability of day/night effects. And in the movement section of the manual: 11.8 Movement Costs and Allowances In order for a unit to enter a location, it must have sufficient remaining Movement Allowance. If a unit has not moved or attacked previously in the Turn, it can always move at least once into any allowed location regardless of cost. Unit Movement Allowances are based on the Supply levels and equipment assigned, and the Scenario physical and time scales.
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