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.
| Terrain | Ground vehicles | Ships | Buildings | Notes |
|---|---|---|---|---|
| Grass, sand | ✓ | — | ✓ | The baseline. |
| Road | ✓ 1.3× faster | — | ✗ | Lanes 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. |
| Forest | ✗ | — | ✗ | Blocks vehicles; aircraft fly over. |
| Rock | ✗ | — | ✗ | Ridges and cliffs. |
| Water, deep water | ✗ | ✓ | Naval Yard on the shoreline only | Ships only. |
| Lava | ✗ | ✗ | ✗ | Impassable 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.