This limit is necessary to avoid endless battles (it's possible that neither side has attack/defense power in a battle). After 10 battle rounds in total, the battle is over. In subsequent battle rounds there is no air combat, and not every type of targeted attack fires (see the descriptions below to see which type does or does not fire in battle rounds after the first). After the targeted attacks starts the regular combat. Then all targeted attacks fire, followed by the removal of casualties of those attacks.
An exception is the territory Falls of Rauros, which is a waterfall and as such impassable.īattles start with 1 round of air combat, in which air units participate with their air attack and air defense. Units can move along rivers through bridges, fords and settlements, but enemy control of those territories blocks passage to naval units. The Belegaer, the ocean is entirely impassable to units. Sea-going naval units ( dromunds and black ships) can enter both seas and major rivers, while rivercraft can only enter (and be placed on) the latter. They can use up all of their movement to get to battle. Fortresses, ancient towers, walls and ancient walls can't move.Īir units don't need to land on friendly territory - they can end their turn over recently conquered, enemy owned or water territories. Most land units can't enter mountains - only those with the mountaineer ability can. Land units have a movement of 2 or greater, but no land unit can Blitz. Placement of these constructions is independent of other units, so none of them count towards the Unit Production value of the settlements. Rivercraft ( rafts and swan-boats) can be placed on major rivers next to any owned territory without limits. Only 1 can be placed per territory per turn. Walls can be placed in settlements, or on territories with a fortress or ancient tower. Fortresses can be placed anywhere, but only 1 ancient tower or fortress can be present on a territory at a time. Some units ignore regular placement rules (constructions). Sea-going naval units ( dromunds and black ships) can be placed on water territories next to settlements. Fortress and ancient tower units can also produce 1 unit outside of settlements. Unit Production value is 8 for capitals, 5 for other major settlements, 3 otherwise. Settlements can produce units without the need for factories up to the Unit Production value of the territory, a number represented by an anvil on the map. Units can usually only be placed on settlements. (You keep your PUs, can still collect PUs, can produce, etc.) Practically, the game will be over long before this happens in most cases.Īside from counting towards victory, capitals have no special role.
Good achieves victory by controlling all Good capitals and at least 3 Evil capitals.