Age of Wonders 3 Wiki
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Basics[]

In order to move the army to an adjacent hex, you need every member of the army to have at least the movement cost of the terrain moved to after all abilities and effects are calculated. Note that only the hex moved to is part of the calculation and not the current one where the army is.

Hex[]

Both the Tactical and Strategic map are divided into hexagonal tiles, known as hexes. Each hex on the Strategic map can contain one army of six units, terrain, a single structure and a sack of items. The terrain of a hex determines its move cost.

Current Movement[]

After each tactical turn, all units replenish their movement to the max. When an army is selected, you can see at top the current movement points for the army and the movement type (lowest current movement points and the lowest movement capability). Also beneath each unit you can see its current movement points and type. Hovering over the current movement of each unit displays its movement abilities.

Movement Types[]

  • Seafaring: The unit is able to traverse water. Sign: water waves.
  • Walking: The unit is able to walk. Sign: Shoes.
  • Walking with an ability\abilities: The unit is able to walk and has a movement ability. Sign: Shoes highlights with light blue borders.
  • Floating: The unit can traverse each terrain type with a movement cost of 4. Sign: Whirlwind.
  • Flying: The unit can traverse each terrain type with a movement cost of 3. Sign: Two wings.

Roads[]

Roads are very useful to ensure fast movement inside your empire. Building roads on your most traversed routes is very essential to win a campaign/scenario. Movement cost for roads override current terrain and is set to 3 (2 after Advanced logistics empire upgrade). Any race builder can build roads by selecting the builder and clicking on the build menu below his current movement points, selecting build roads (third and last option) and choosing the destination.
  • It costs 5 gold for each hex including a hex with any structure on it like a dwelling, city core or a treasure site.
  • The builder might not choose the shortest path but the longest distance the builder can travel depending on its movement abilities, best route can be ensured by manualing adjusting the builder's current path
  • Roads can't be built on mountains.
  • Builders cannot dig Dirt Cavern Walls and build roads at the same time.
  • Bridges are considered roads and so cost the same movement points as roads to move to.

Impassable Terrains[]

  • Impassable Mountains: No unit can cross this terrain. it is identified by dark cloud over the mountains.
  • Rock Cavern Walls: No unit can cross this terrain. it is identified by black color walls.

Terrain[]

Clime in general doesn't effect Movement cost, however Subterranean clime which is the majority of the underground inflicts +2 Movement cost. This Clime penalty is removed for units with Cave Crawling. Note that all Dwarves and Goblins have Cave Crawling as inherted ability.

  • Barrens: Movement cost is 4.
  • Dense Vegetation: Movement cost is 6.
  • Dirt Cavern Walls: Movement cost is 8. Please refer to Dirt Cavern Walls in Strategic Map.
  • Fertile Plains: Movement cost is 4.
  • Lava Pools: Movement Cost is 4. Only units with Lava Walking, Floating, or Flying can traverse.
  • Mountains: Movement cost is 12. No roads can be built over the mountains.
  • Roads: Movement cost is 3 (2 after Advanced logistics empire upgrade) and overrides current terrain. Bridges are also considered roads.
  • Water: Movement cost is 4. Please refer to the Water section below.
  • Wetlands: Movement cost is 6.

Abilities[]

  • Advanced Logistics(Empire Upgrade): Reduce movement cost on roads for all floating and walking units to 2 movement points. Grants all flying units three extra movement points. Note that this skill tree is Basic Seafaring -> Advanced Seafaring -> Advanced logistics.
  • Arctic Walking:  Movement cost in Arctic Clime is reduced by 1.
  • Cave Crawling: Movement cost in Subterranean Clime is reduced by 2.
  • Forestry: Movement cost in Dense Vegetation is reduced by 2.
  • Free Movement: Removes all terrain penalties. Includes Arctic Walking, Cave Crawling, Forestry, Mountaineering, Swimming and Wetland Walking.
  • Lava Walking: The unit can traverse Lava Pools.
  • Mountaineering: Movement cost in Mountains is reduced by 4.
  • Plains Running: Movement cost in Fertile Plains is reduced by 1.
  • Seafaring: The unit can traverse water. (for ships)
  • Swimming: The unit can traverse water. (for land units)
  • Tunneling: The unit can dig Dirt Cavern Walls. Please refer to Dirt Cavern Walls in Strategic Map.
  • Wetland Walking: Movement cost in Wetlands is reduced by 2.

Water[]

Floating and Flying Units[]

All flying and floating units can traverse water at the cost of 3 movement points.

Embarking[]

Walking units can embark on water after researching Basic Seafaring (Empire Upgrade).
  • In order to embark, all units in the army must have at least half of the remaing movement points
  • Embarking consumes all remaining movement points
  • Embark (Basic Seafaring) Frigate Warship with 40 movement points but suffer -4 strength (unless the unit has Mariner)
  • Embark (Advanced Seafaring) Galleon Warship with 48 movement points but suffer -4 strength (unless the unit has Mariner)
  • Galleon Warship is a lot stronger than Frigate Warship and might prove useful in fights over the sea.
  • Traverseing the water and disembarking consumes the ships movement points not the unit's movement points. So when the unit disembarks it still has all its movement points for current turn intacted. If well planned, allows for fast and strong ambush.
  • Both Frigate Warship and Galleon Warship can be produced at a harbour after the proper Empire Upgrade, great way to control the sea and ambush embarked units trying to cross.
  • Floating and Flying units in the same army as embarked units will not embark and might hinder the movement of the army due to the boats high movement points.

Frozen Water[]

After casting a spell to turn water into frozen water, units can pass. This is a good strategic spell to turn the tides of war.

Other factors[]

  • Retreating from a battle by going to the arrows at the back consumes all remaining movement points.
  • Embarking consumes all remaining movement points. Note that it requires at least half the movement points remaining in order to embark.
  • Moving into the hazardous structure Giant Cobwebs soaks all remaining movement points.
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