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Thread: Movement through marshes

  1. #1

    Movement through marshes

    Had a situation where I figured my archers were safe standing their ground two hexes from enemy pikemen with mountains to their left and right and marshes directly ahead. The Civpedia states that two movement points are required to move through marsh or mountains.

    During the AI turn, the pikemen move up and attack my archers killing them easily. This is very early in the game before I would expect anyone to have any promotions to move through marshes. Am I missing something?

  2. #2
    Join Date
    Sep 2010
    Posts
    157
    What faction were they.
    Are you sure it was all marsh and not marsh, grass, marsh?

  3. #3
    Join Date
    Sep 2010
    Posts
    27
    Off the top of my head: Persia, golden age movement bonus. If they were not persian then dunno.

  4. #4
    It was Russian pikemen which I expect have a movement of 2. Just moving one space into the marsh should have ended the movement, eh?

  5. #5
    Join Date
    Sep 2010
    Posts
    156
    AI Scout with 2x upgrade ruins maybe? Scout + 1 upgrade ruin = Archer 2nd = Pikeman with ignore terrain type = grasslands movement cost for all tiles.

  6. #6
    Quote Originally Posted by The Rockman View Post
    AI Scout with 2x upgrade ruins maybe? Scout + 1 upgrade ruin = Archer 2nd = Pikeman with ignore terrain type = grasslands movement cost for all tiles.
    That's the most reasonable possiblity I've heard so far. Can you mouse over an enemy unit and see their upgrades?

  7. #7
    Quote Originally Posted by The Rockman View Post
    AI Scout with 2x upgrade ruins maybe? Scout + 1 upgrade ruin = Archer 2nd = Pikeman with ignore terrain type = grasslands movement cost for all tiles.
    Scouts upgrade to Archer then Crossbow then Riflemen, so this is not the answer.

    I don't know of any way this is possible with a Russian in the early stages of a game.

  8. #8
    Join Date
    Sep 2010
    Posts
    27
    Well there's a chance that the unit had Mobility I (+1 movement, requires Drill III or Shock III).

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