DeletedUser1782
Movement cost
I believe that's pretty accurate. I count the ratios as follows: if Grass costs 1, then Woods/Bushes 1.5, Hills 2~2.5, Rocks ~2.5, and Swamp 2.5~3. Also, to make this work right, divide the unit's Range by 2. What this means for your tactics, is that your ranged units should hide behind swamps and/or rocks, and melee units should be placed to block the narrow passages between these obstacles. Just don't forget that an archer standing ON a rock can still be melee-attacked from any adjacent hex like plains or woods, so make sure you put him behind the costly terrain - not ON it.
As far as I got behind this, the number really shows the movement. It's just that plain grass takes two away. Trees/bushes take around 3 and swamps/hills like 4 or something like that...
Also it seems that just being "in turn" costs 2 points. For expample a unit with 14 movement minus 2 has 12 movement when in turn, thus walks 6 fields on plain grass. Or maybe the "in turn" penalty ist kept for attacks and expires if not used.
I believe that's pretty accurate. I count the ratios as follows: if Grass costs 1, then Woods/Bushes 1.5, Hills 2~2.5, Rocks ~2.5, and Swamp 2.5~3. Also, to make this work right, divide the unit's Range by 2. What this means for your tactics, is that your ranged units should hide behind swamps and/or rocks, and melee units should be placed to block the narrow passages between these obstacles. Just don't forget that an archer standing ON a rock can still be melee-attacked from any adjacent hex like plains or woods, so make sure you put him behind the costly terrain - not ON it.