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Steel Tide

Terrain

What blocks, what slows and what speeds up ground vehicles; where ships and buildings can go.

Maps are tile grids (one tile is 32 world pixels), and every tile has one terrain type. Terrain decides three things: who can enter a tile, how fast ground vehicles cross it, and whether a building can stand on it.

TerrainGround vehiclesShipsBuildingsNotes
Grass, sandThe baseline.
Road✓ 1.3× fasterLanes reward early map control; foundations cannot be placed on them.
Snow✓ 0.82×Mild slowdown.
Rubble✓ 0.72×Collapsed urban ground.
Mud✓ 0.68×Punishes heavy columns.
Marsh✓ 0.48×The slowest passable ground.
ForestBlocks vehicles; aircraft fly over.
RockRidges and cliffs.
Water, deep waterNaval Yard on the shoreline onlyShips only.
LavaImpassable to everything but aircraft.

Aircraft ignore terrain entirely. Submarines follow ship rules. Metal deposits sit on grass and take an Metal Extractor only.

Using it

  • Chokepoints. Ridge chains and forest walls turn open maps into a few lanes. Two cannon turrets in a lane do the work of six in the open.
  • Roads cut both ways. They speed your reinforcements and the enemy's raid. Buggies on a road cross a map before a tank column has formed up.
  • Slow ground is a kill zone. An army wading through marsh under artillery fire takes twice the shells before it reaches anything.
  • Flank by air and sea. A Pelican Transport Helicopter or Landing Craft ignores every wall a tank has to drive around.

Guarantees

Every map, generated or authored, is checked for connectivity before play: spawns and deposits stay drivable, on ground maps every spawn shares one landmass, and naval maps keep a single connected ocean. A move target a unit cannot reach is snapped to the nearest tile in its own region, so ships never chase inland ponds and tanks never queue against a cliff.