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atg:landscapes [2010/11/29 14:03] – vicatg:landscapes [2026/06/22 12:21] (current) – external edit 127.0.0.1
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 ==Forest== ==Forest==
-Hard to traverse for motorized units. Good entrenchment.+Hard to traverse for motorized units. Good entrenchment. Forests give attacking armor, artillery and aircraft a considerable penalty.
  
 ==Swamp== ==Swamp==
 Impossible to enter for motorized units. Low entrenchment.  Impossible to enter for motorized units. Low entrenchment. 
 Acts as plains when frozen. But movement for motorized units is still prohibited to avoid them getting stuck there when winter ends. Acts as plains when frozen. But movement for motorized units is still prohibited to avoid them getting stuck there when winter ends.
 +Gives attacking armor a very considerable penalty in offense and defense. (if road through swamp armor can attack)
  
 ==Low Mountains== ==Low Mountains==
-Hard to move into for all troops. Excellent entrenchment.+Hard to move into for all troops. Excellent entrenchment. Low mountains give attacking armor, artillery and aircraft a considerable penalty.
  
 ==High Mountains== ==High Mountains==
-You cannot build roads through high mountains. Motorized units cannot move into them. They provide the best natural entrenchment available.+You cannot build roads through high mountains. Motorized units cannot move into them. They provide the best natural entrenchment available. Gives attacking artillery and aircraft a high penalty.
  
 ==Urban== ==Urban==
 Urban terrain is immune from the negative effect of mud season on movement costs and also immune to the negative effect of readiness loss in the winter season. Urban terrain is immune from the negative effect of mud season on movement costs and also immune to the negative effect of readiness loss in the winter season.
-Urban is easy to move through, but has high entrenchment.+Urban is easy to move through, but has high entrenchment. Gives attacking armor, artillery and aircraft a considerable penalty.
  
 ==Suburban== ==Suburban==
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 ==Desert== ==Desert==
-There are desert variants of a number of the above mentioned terrains. The desert variations have considerably lower entrenchment scores. +There are desert variants of a number of the above mentioned terrains. The desert variations, except for urban and suburban, have considerably lower entrenchment scores. This is due to lack of cover the arid climate causes. 
  
 ===Rivers=== ===Rivers===
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 ===Roads=== ===Roads===
 There are railroads on the map and railroads can also be constructed with engineer units at a cost in raw materials. Railroads will make supply flow very far at very little AP cost. Also railroads will enable you to use trains in HQs to (strategicly) transfer without having to spend oil. Railroads also are considered to have a normal good road next to them and thus they provide quick lanes of movement to motorized units.  There are railroads on the map and railroads can also be constructed with engineer units at a cost in raw materials. Railroads will make supply flow very far at very little AP cost. Also railroads will enable you to use trains in HQs to (strategicly) transfer without having to spend oil. Railroads also are considered to have a normal good road next to them and thus they provide quick lanes of movement to motorized units. 
 +
 +===Fortifications===
 +Fortifications impose extra penalties on artillery and armour attack (but not to air!). Fortresses impose even higher penalties on such attack. The fact that these modifiers come on top of landscape combat modifiers means that a fortress placed on for example a mountain hex is very well protected from most forms of attack.
  
 ===Bridges=== ===Bridges===
 Bridges can be constructed by engineers at a cost in raw materials. Bridges can be constructed by engineers at a cost in raw materials.
atg/landscapes.1291039431.txt.gz · Last modified: 2026/06/22 12:14 (external edit)

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