Regions and Zones: Difference between revisions
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== Regions == | == Regions == | ||
From the [[Encarta]]:<blockquote>The game-map is divided into Regions, irregularly shaped chunks of terrain, generally following natural borders like rivers, streams, or shorelines. Regions are the basic map unit. Your Nation will be composed of a bunch of Regions. Forces move from Region to Region according to your orders. Multiple Forces can occupy the same Regions (they're large). Improvements (farms, camps, etc.) are constructed in Regions. You begin your [[Nation]] in a single region that contains your Capital City: a small settlement which will ultimately grow into a large metropolis.</blockquote> | From the [[Encarta]]:<blockquote>The game-map is divided into Regions, irregularly shaped chunks of terrain, generally following natural borders like rivers, streams, or shorelines. Regions are the basic map unit. Your Nation will be composed of a bunch of Regions. Forces move from Region to Region according to your orders. Multiple Forces can occupy the same Regions (they're large). Improvements (farms, camps, etc.) are constructed in Regions. You begin your [[Nation]] in a single region that contains your Capital City: a small settlement which will ultimately grow into a large metropolis.</blockquote> | ||
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== Zones == | == Zones == | ||
Regions are divided into | Regions are divided into 1 to 6 Zones. 1 and 6 zone regions are very rare. | ||
Some zones have [[Resources]]. | Some zones have Harvestable [[Resources]]. Certain harvestable resources are not revealed until the player reaches a corresponding technology era. | ||
Zones are also where you place individual improvements, and each zone can only house one. You cannot build on a zone if it is occupied by predators or an enemy. | Zones are also where you place individual improvements, and each zone can only house one. You cannot build on a zone if it is occupied by predators or an enemy. | ||
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When a player founds a new city, they will place the initial improvement ([[Gathering Hall]]) on an individual zone. When players start a game, their capital already has a [[Great Hearth]] placed on an individual zone. | When a player founds a new city, they will place the initial improvement ([[Gathering Hall]]) on an individual zone. When players start a game, their capital already has a [[Great Hearth]] placed on an individual zone. | ||
== Tribes == | |||
Tribes will disappear after Act 1 culling? | |||
Trible Units will improve as the eras go on in Act 1. | |||
Tribe Sentiment will have a meter. Hostile, Bitter, Unfriendly, Neutral, Friendly, Grateful, Loyal. |
Latest revision as of 04:06, 26 October 2024
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Regions[edit | edit source]
From the Encarta:
The game-map is divided into Regions, irregularly shaped chunks of terrain, generally following natural borders like rivers, streams, or shorelines. Regions are the basic map unit. Your Nation will be composed of a bunch of Regions. Forces move from Region to Region according to your orders. Multiple Forces can occupy the same Regions (they're large). Improvements (farms, camps, etc.) are constructed in Regions. You begin your Nation in a single region that contains your Capital City: a small settlement which will ultimately grow into a large metropolis.
As cities level up, they will gain claims to add more regions to the their city. The new region must border an already claimed region of that city.
Zones[edit | edit source]
Regions are divided into 1 to 6 Zones. 1 and 6 zone regions are very rare.
Some zones have Harvestable Resources. Certain harvestable resources are not revealed until the player reaches a corresponding technology era.
Zones are also where you place individual improvements, and each zone can only house one. You cannot build on a zone if it is occupied by predators or an enemy.
A triumph will take up all the zones in a region.
When a player founds a new city, they will place the initial improvement (Gathering Hall) on an individual zone. When players start a game, their capital already has a Great Hearth placed on an individual zone.
Tribes[edit | edit source]
Tribes will disappear after Act 1 culling?
Trible Units will improve as the eras go on in Act 1.
Tribe Sentiment will have a meter. Hostile, Bitter, Unfriendly, Neutral, Friendly, Grateful, Loyal.