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Weather

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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.
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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.
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''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.''
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''Important: Forces in a reasonably [[Loyalty|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.''
   
   
{| border=1
{| border=1
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|''Mud''
|''Mud''
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|Moderate penalty. [[River]] crossing more difficult.
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|Moderate penalty. River crossing more difficult.
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|Slight penalty for the [[attacker]]
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|Slight penalty for the attacker
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|[[Mountain]] regions suffer attrition
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|Mountain regions suffer attrition
|-
|-
|''Snow''
|''Snow''
|Moderate penalty.
|Moderate penalty.
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|Moderate penalty for the attacker. Battles start at close [[range]].
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|Moderate penalty for the attacker. Battles start at close range.
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|All forces suffer attrition (unless [[shelter]]ed)
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|All forces suffer attrition (unless sheltered)
|-
|-
|''Frozen''
|''Frozen''

Latest revision as of 15:57, 5 May 2010

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 Map navalfrozen.png icon. 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
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