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Weather
From AGEWiki
Weather plays a critical role in the conduct of operations. It affects movement, supply and combat in many ways, as shown on the following chart.
Important: Forces in a reasonably loyal region with a friendly structure ignore attrition due to bad weather. Please note that the force does not need to be located within the structure to benefit from its protection: the structure provides shelter to all forces in the region, both within and outside the structure to avoiding needless micro-management.
Weather | Movement and supply transport | Combat | Attrition |
---|---|---|---|
Mud | Moderate penalty. River crossing more difficult. | Slight penalty for the attacker | Mountain regions suffer attrition |
Snow | Moderate penalty. | Moderate penalty for the attacker. Battles start at close range. | All forces suffer attrition (unless sheltered) |
Frozen | Moderate penalty. Bodies of water may freeze, as shown by the ![]() | Moderate penalty for the attacker. | Same as snow, with slightly greater losses |
Blizzard | Severe penalty. Bodies of water may freeze. | Severe penalty for the attacker. Battles start at close range. | Same as frozen, with even greater losses |
Typical weather aliases are: (example from Rise of Prussia)
- // Weather types
- $Fair = 0
- $Mud = 1
- $Snow = 2
- $Frozen = 3
- $Freeze = 3
- $Blizzard = 4
- $HarshWeather = 3
- $VHarshWeather = 4
- // same with typo included ;)
- $Blizard = 4