Movement

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Movement is the transfer of a [[Unit]] from one [[hex]] to another, or from one [[Zone]] to another. Movement does not include the meanderings of a Unit inside a single hex.
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Movement is the transfer of a [[Unit]] from one [[hex]] to another, or from one [[City#City Zones|Zone]] to another. Movement does not include the meanderings of a Unit inside a single hex.
=Proposed Canon=
=Proposed Canon=
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A [[Unit]] can Move only on its own [[Turn]]. At the beginnning of a Turn, the Unit's Movement is set to the value of its [[Move]] stat.  The Unit's Move statistic is the number of hexes that [[Unit]] can enter per [[Turn]]; thus, each hex a Unit enters normally reduces its Movement by 1.  A Unit may freely move inside a hex at no Move cost at night and on other [[Side|Side's]] Turns.  At the end of Turn, the Unit's Movement is set to zero, preventing the Unit from Moving again that day: this prevents Movement by a Unit that becomes an [[Alliance|ally]] during another Side's Turn if it allies during its Turn, while still allowing it to otherwise perform as if on Turn.
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A [[Unit]] can Move only on its own [[Turn]]. At the beginning of a Turn, the Unit's Movement is set to the value of its [[Move]] stat.  The Unit's Move statistic is the number of hexes that [[Unit]] can enter per [[Turn]]; thus, each hex a Unit enters normally reduces its Movement by 1.  A Unit may freely move inside a hex at no Move cost, at night and on other [[Side|Side's]] Turns.  At the end of Turn, the Unit's Movement is set to zero, preventing the Unit from Moving again that day: this prevents Movement by a Unit that becomes an [[Alliance|ally]] during another Side's Turn if it allies during its Turn, while still allowing it to otherwise perform as if on Turn.
==Types of Movement==
==Types of Movement==
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== Terrain ==
== Terrain ==
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''Main Article: [[Terrain Type]]s''
Some terrain types are restricted, allowing entry to only particular types of units. Likewise, terrain inflicts a penalty to the [[move]] of troops that cross it.
Some terrain types are restricted, allowing entry to only particular types of units. Likewise, terrain inflicts a penalty to the [[move]] of troops that cross it.
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*[[Mountains]] can only be passed by Fliers, at a penalty. Tunnels may be created to allow passage for non-Fliers, but only for light [[unit]]s.{{Erf|1|082}}<sup> and </sup>{{Erf|1|098a}}
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* [[Mountain]]s - can only be passed by Fliers, at a penalty. Tunnels may be created to allow passage for non-Fliers, but only for light [[unit]]s, and certain types of [[Heavy Unit]]s.{{Erf|1|082}}<sup> and </sup>{{Erf|1|098a}}
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*[[Hills]]/Foothills
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* [[Hill]]s/Foothills
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*Plains/Grassland
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* Plains/Grassland
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*[[Roads]]
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* [[Road]]s
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*[[Forests]]
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* [[Forest]]s
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*Heavy trees
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** Heavy trees
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*[[Water]] hexes may not be entered except by [[flying unit|flier]]s and water units{{Erf|1|060}}
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* [[Water]] hexes - may not be entered except by [[flying unit|flier]]s and water units{{Erf|1|060}}
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*[[Lava lake]] may only be crossed by fliers and may not be landed on.
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* [[Lava lake]] - may only be crossed by fliers and may not be landed on.
=== Cities ===
=== Cities ===
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[[City|Cities]] are divided into [[Zones]]. A city is treated as a single [[hex]] for the owning [[Side]]: no Movement is expended for the owning Side's [[unit]]s when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes [[time]] to actually move the distance). Enemy [[side]]s must expend [[Move]] in order to enter a city Zone. There may be restrictions on where Units in a Zone can attack, or what terrain features must be dealt with before an attack may occur.  (ie. Courtyard could only be attacked from Outer Walls, if Outer Walls had been breached.)  See [[Zone]] for more detailed information on Zones.
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[[City|Cities]] are divided into [[City#City Zones|Zones]]. A city is treated as a single [[hex]] for the owning [[Side]]: no Movement is expended for the owning Side's [[unit]]s when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes [[time]] to actually move the distance). Enemy [[side]]s must expend [[Move]] in order to enter a city Zone. There may be restrictions on where Units in a Zone can attack, or what terrain features must be dealt with before an attack may occur.  (ie. Courtyard could only be attacked from Outer Walls, if Outer Walls had been breached.)  See [[City#City Zones|City]] for more detailed information on Zones.
====Known City Zones====
====Known City Zones====
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''Main Article: [[City Zones]]
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The most thoroughly described [[city]] [[Zone|zones]] come from [[Gobwin Knob]]. Other cities may be built differently. {{Erf|1|098a}}<sup> and </sup>{{Erf|1|116a}}
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The most thoroughly described [[city]] [[City#City Zones|zones]] come from [[Gobwin Knob]]. Other cities may be built differently. {{Erf|1|098a}}<sup> and </sup>{{Erf|1|116a}}
*Outer Walls -- may only be passed if breached
*Outer Walls -- may only be passed if breached
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*Tunnels -- may only be entered by light [[Units]], with some exceptions
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*Tunnels -- may only be entered by light [[Unit]]s, with some exceptions
*Airspace -- may only be entered by [[flying unit|fliers]]
*Airspace -- may only be entered by [[flying unit|fliers]]
*Garrison -- must be [[Siege engine|breached]] like Outer Walls, but may be breached from any of the other zones above. In Gobwin Knob, Garrison is further divided into three zones
*Garrison -- must be [[Siege engine|breached]] like Outer Walls, but may be breached from any of the other zones above. In Gobwin Knob, Garrison is further divided into three zones
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**Dungeon -- may only be attacked from Tunnels or other Garrison zones
**Dungeon -- may only be attacked from Tunnels or other Garrison zones
*Special Zones:
*Special Zones:
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**Lava Lake -- theoretically once part of the Courtyard, this area is inaccessible to most units, but fliers may cross it (and battle over it, presumably) but may not land.
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**Some cities have special zones. For example, Gobwin Knob is situated on a Volcano and has a [[Lava lake]] zone
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The city of [[Transylvito]] has been described as having an Outer Walls [[zone]] as well as a Garrison [[zone]] and an Airspace.  There are also towers, but it is unknown if these are [[Zone|zones]] in and of themselves, or parts of the Garrison or Outer Walls.
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====Magic Kingdom Portals====
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A caster using a [[portal]] to the [[Magic Kingdom]] may not be considered movement since the linked [[Maggie]]-[[Wanda]]-[[Sizemore]] and [[Parson]] were able to use [[Gobwin Knob]]'s portal to the Magic Kingdom during the turn of the [[Royal Crown Coalition]].{{erf|1|136}}  At the time, Parson was a garrison unit who could not cross hex boundaries.{{blog|2009|08|summer-updates-–-027}}  This seems to imply that portal travel costs no Move.
=Speculation=
=Speculation=
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Different Terrain types may cost more Movement to enter than 1, and there may be different values for different [[Units]]. Forest Units may pay less than non-forest Units when entering a forest hex, for instance.  This may also be the case for non-flying units entering a mountain hex that is still passable (such as, if there is a pass or a trail).{{blog|2009|07|summer-updates-017}}   
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Different Terrain types may cost more Movement to enter than 1, and there may be different values for different [[Unit]]s. Forest Units may pay less than non-forest Units when entering a forest hex, for instance.  This may also be the case for non-flying units entering a mountain hex that is still passable (such as, if there is a pass or a trail).{{blog|2009|07|summer-updates-017}}   
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The [[Move]] stat is affected by [[Level]].  A higher Level means a higher Move in relation to [[Unit|units]] of the same type.{{Erf|1|046a}}  The increase of Move vs. Level is probably a linear function.{{ref|1|1}}
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The [[Move]] stat is affected by [[Level]].  A higher Level means a higher Move in relation to units of the same type.{{Erf|1|046a}}  The increase of Move vs. Level is probably a linear function.{{ref|1|1}}
It is not known if Allied units expend [[Move]] when moving from Zone to Zone inside an Allied city.  However; when Parson observes Bogroll through the 3-D glasses Bogroll's Move stat is listed at zero,{{Erf|1|040a}} implying that crossing a Zone boundary does not require the expense of Movement.
It is not known if Allied units expend [[Move]] when moving from Zone to Zone inside an Allied city.  However; when Parson observes Bogroll through the 3-D glasses Bogroll's Move stat is listed at zero,{{Erf|1|040a}} implying that crossing a Zone boundary does not require the expense of Movement.
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It is not known if a [[Zone]] is a small part of a single [[hex]] or is made of multiple hexes.
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It is not known if a [[City#City Zones|Zone]] is a small part of a single [[hex]] or is made of multiple hexes.
The size of a [[hex]] is not known.
The size of a [[hex]] is not known.
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A caster using a [[portal]] to the [[Magic Kingdom]] may not be considered movement since the linked [[Maggie]]-[[Wanda]]-[[Sizemore]] and [[Parson]] were able to use [[Gobwin Knob]]'s portal to the Magic Kingdom during the turn of the [[RCC]].{{erf|1|136}}  This may imply that a moving is defined as crossing a hex side, and all portal travel is free.
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==Speculated Types of Movement==
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==Types of Movement==
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*Tunneling may be a movement type, a Natural Ability, or both.
*Tunneling may be a movement type, a Natural Ability, or both.

Latest revision as of 14:35, 16 May 2011

Movement is the transfer of a Unit from one hex to another, or from one Zone to another. Movement does not include the meanderings of a Unit inside a single hex.

Contents

[edit] Proposed Canon

A Unit can Move only on its own Turn. At the beginning of a Turn, the Unit's Movement is set to the value of its Move stat. The Unit's Move statistic is the number of hexes that Unit can enter per Turn; thus, each hex a Unit enters normally reduces its Movement by 1. A Unit may freely move inside a hex at no Move cost, at night and on other Side's Turns. At the end of Turn, the Unit's Movement is set to zero, preventing the Unit from Moving again that day: this prevents Movement by a Unit that becomes an ally during another Side's Turn if it allies during its Turn, while still allowing it to otherwise perform as if on Turn.

[edit] Types of Movement

There are two known types of movement:

  • Walking
  • Flight

[edit] Terrain

Main Article: Terrain Types

Some terrain types are restricted, allowing entry to only particular types of units. Likewise, terrain inflicts a penalty to the move of troops that cross it.

[edit] Cities

Cities are divided into Zones. A city is treated as a single hex for the owning Side: no Movement is expended for the owning Side's units when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes time to actually move the distance). Enemy sides must expend Move in order to enter a city Zone. There may be restrictions on where Units in a Zone can attack, or what terrain features must be dealt with before an attack may occur. (ie. Courtyard could only be attacked from Outer Walls, if Outer Walls had been breached.) See City for more detailed information on Zones.

[edit] Known City Zones

Main Article: City Zones

The most thoroughly described city zones come from Gobwin Knob. Other cities may be built differently. Erf-b1-p098aSame-site.PNG and Erf-b1-p116aSame-site.PNG

  • Outer Walls -- may only be passed if breached
  • Tunnels -- may only be entered by light Units, with some exceptions
  • Airspace -- may only be entered by fliers
  • Garrison -- must be breached like Outer Walls, but may be breached from any of the other zones above. In Gobwin Knob, Garrison is further divided into three zones
    • Courtyard -- may only be passed if breached, may only be attacked from Outer Walls or other Garrison zones
    • Tower -- may only be attacked from Airspace or other Garrison zones
    • Dungeon -- may only be attacked from Tunnels or other Garrison zones
  • Special Zones:
    • Some cities have special zones. For example, Gobwin Knob is situated on a Volcano and has a Lava lake zone

[edit] Magic Kingdom Portals

A caster using a portal to the Magic Kingdom may not be considered movement since the linked Maggie-Wanda-Sizemore and Parson were able to use Gobwin Knob's portal to the Magic Kingdom during the turn of the Royal Crown Coalition.Erf-b1-p136Same-site.PNG At the time, Parson was a garrison unit who could not cross hex boundaries.summer-updates-–-027 External.png This seems to imply that portal travel costs no Move.

[edit] Speculation

Different Terrain types may cost more Movement to enter than 1, and there may be different values for different Units. Forest Units may pay less than non-forest Units when entering a forest hex, for instance. This may also be the case for non-flying units entering a mountain hex that is still passable (such as, if there is a pass or a trail).summer-updates-017 External.png

The Move stat is affected by Level. A higher Level means a higher Move in relation to units of the same type.Erf-b1-p046aSame-site.PNG The increase of Move vs. Level is probably a linear function.[1]

It is not known if Allied units expend Move when moving from Zone to Zone inside an Allied city. However; when Parson observes Bogroll through the 3-D glasses Bogroll's Move stat is listed at zero,Erf-b1-p040aSame-site.PNG implying that crossing a Zone boundary does not require the expense of Movement.

It is not known if a Zone is a small part of a single hex or is made of multiple hexes.

The size of a hex is not known.

[edit] Speculated Types of Movement

  • Tunneling may be a movement type, a Natural Ability, or both.
  • The existence of water Units and water Technology implies the Movement types Swimming and Sailing.

[edit] References

1. ^  WoT-6012585
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