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Terrain Arcanus GrasslandTerrain Myrror Grassland
Maximum Population +1.5
Town Bonuses None
Default Movement Rate Icon Movement Ground1
Icon Movement Air1
Icon Movement WaterN/A
Possible Minerals (Arcanus)
TerrainSpecial Coal Coal (rare)
Possible Minerals (Myrror)
TerrainSpecial Gold Gold Ore (rare)
Change Terrain
Terrain Arcanus Grassland Icon Arrow Right Mid Terrain Arcanus Forest

Terrain Arcanus Forest Icon Arrow Right Mid Terrain Arcanus Grassland

Terrain Arcanus Desert Icon Arrow Right Mid Terrain Arcanus Grassland

Terrain Arcanus Swamp Icon Arrow Right Mid Terrain Arcanus Grassland

Terrain Arcanus Hill Icon Arrow Right Mid Terrain Arcanus Grassland
Gaia's Blessing
Terrain Arcanus Desert Icon Arrow Right Mid Terrain Arcanus Grassland

Grassland is a type of Terrain in the world of Master of Magic. It is considered the "default" Terrain type for land tiles, and in many ways is indeed the most basic.

Grassland tiles are abundant on both Planes and on almost all latitudes of the map - though continuous, wide-open Grassland regions are rare.

Grassland tiles are excellent for farming. They increase any nearby town's Maximum Population by 1.5, and the town's Maximum Food output by the same amount. As a result, areas with plenty of Grasslands are prime locations for large Icon Food.png food-production centers. On the other hand, Grassland tiles do not contribute to Icon Production.png Production nor Icon Gold.png Gold.

For the majority of units, movement through Grassland tiles costs 1 Movement Point. Construction of Roads on Grassland tiles is very quick too.

Grassland tiles can contain a wide variety of Terrain Specials, mostly Sorcery Nodes and various other Encounter zones. Grassland tiles also sometimes contain Coal and various metals, but this is rare.

With the Change Terrain spell, it is possible to turn Forests, Deserts, Swamps and Hills into Grassland. The same spell turns Grassland into a Forest. The Gaia's Blessing spell will turn Deserts into Grassland automatically, over time.

Description Edit

Over millions of years, mountains were worn down by the steady beating of the winds, rains carried away entire hills, and fire cleared away the forests. The resulting flat-lands quickly became overgrown by a hardy weed known as "grass", which further assisted in this flattening process by drawing in animals that grazed upon it - and stomped the ground into a gentle, rolling countryside.

Grasslands are covered almost completely with grass, giving them a soft and smooth appearance. Though the grass on Arcanus is green and lovely, and that on Myrror is brown and drab, both types of Grassland are equally fertile. The flat nature of this terrain also makes plowing and tilling the land much easier, prompting people over the eons to turn these open areas into great farms, where more nutritious plants are grown in large masses.

Grassland tiles therefore look simple, but hold a great potential for development. New towns constructed in their vicinity can utilize this open space to grow food for many citizens or military units.

On the other hand, these empty plains rarely offer anything but open space and fertile ground. They rarely if ever contain any useful minerals, and (since windmills do not exist) no source of energy or great strategic advantage.

Geography Edit

Grassland tiles are considered the "default" type of land terrain. It is assumed that, when the game builds a new game world, it randomly creates large swaths of Grassland tiles - the continents themselves - which are only then covered randomly by other types of land tiles.

As a result, continuous concentrations of Grassland tiles are rare. There are few open areas covered entirely by Grasslands, and when this does occur you can expect the landscape to be dotted with other types of tiles.

Small islands often contain nothing but Grasslands. Also, it is common to find Grasslands on the edges of Forests or nearby Rivers.

Town Development Edit

Grassland tiles contribute much to the growth and development of nearby Towns. Though they do not aid at all in Icon Production.png Production nor Icon Gold.png Trade, they provide a rather large boost to a town's Maximum Population, and thereby to its overall potential. Towns in the vicinity of many Grassland tiles are often assigned to produce Icon Food.png Food in large quantities.

Maximum Population Edit

Main article: Maximum Population

A Grassland tile within the catchment area of a town will provide +1.5 to that town's Maximum Population.

In other words, if a town were to be surrounded entirely by Grassland tiles, its Maximum Population would be 31.5. This scenario is of course highly unlikely, and in any case a town can never exceed 25 population - but the principle is the key here.

Since +1.5 is a relatively high bonus (exceeded only by River, River Mouth and some Shore tiles), it means that a town built adjacently to many Grassland tiles will have a high overall maximum population.

Maximum Population dictates the absolute maximum number of citizens a town can have. Once it reaches this many citizens, it will simply stop growing. Maximum Population also determines the town's Growth Rate: the larger the gap between the town's current population and it's maximum population, the faster the town grows.

Furthermore, Maximum Population also determines how much Icon Food.png Food can be produced in a town before inefficiency sets in. Once this limit of Food production is reached, additional citizens assigned to Farmer duty will produce much less Icon Food.png Food - thus being inefficient. Higher Maximum Population means a higher Icon Food.png Food production efficiency threshold, thus allowing more Farmers to be assigned and still have full efficiency.

As a result of these factors, towns placed adjacently to Grassland tiles will generally grow faster, hold more citizens when fully-grown, and produce more Icon Food.png Food as they grow.

Common Minerals Edit

Grassland tiles are often devoid of Minerals altogether. However, there is a certain small chance for them to hold various minerals otherwise found only on Hills and Mountains.

On a fluke, Arcanus Grassland tiles occasionally contain Coal. Myrror Grassland tiles occasionally contain Gold.

Again, both are extremely rare.

Movement Edit

Grassland tiles are basic land tiles. The open terrain and lack of any serious obstacles allow almost all units to move through these tiles unimpeded.

Both Icon Movement GroundWalking and Icon Movement AirFlying units will enter a Grassland tile for the cost of only 1 Movement Point.

Units possessing the Mountaineer trait, as well as any other units stacked with them in the same army, will take 3 Movement Points to enter a Grassland tile. This is the price paid for those units' otherwise-fast movement through Mountains, Hills and Volcanoes. Note that if one of the other units stacked in the same army has the Forester trait then the stack will move using the Pathfinding movement.

Units with the Non-Corporeal ability can enter this tile at 0.5 Movement Points.

Icon Movement WaterSwimming units that do not have an alternative Icon Movement GroundWalking ability cannot enter Grassland tiles at all.

Roads and Road Construction Edit

As with any land tile, Grassland tiles can be upgraded with a Road. This is done using Engineers, who are only available to certain Races.

A single unit of Engineers will take 3 turns to construct a Road on a Grassland tile. If a stack of at least 2 Engineers units is given the order to construct a Road a Grassland tile, it will complete construction within 1 turn. Additional Engineers do not speed this up any further.

Dwarf Engineers work twice as fast as other Engineers. This means that a single Dwarf Engineers unit can complete a Road in a Grassland tile in only 1 turn.

Once a road has been constructed, the cost to enter this Grassland tile changes to 0.5 for all units, regardless of their movement type. Note however that Icon Movement WaterSwimming units still cannot enter this tile, since they cannot move on land.

If the road was constructed on Myrror, or affected by the Enchant Road spell, movement costs to enter this tile are completely removed for most units. In other words, Icon Movement GroundWalking and Icon Movement AirFlying units can enter this tile without spending any movement points. Non-Corporeal units cannot use this special road, and will still require 0.5 Movement Points to enter the tile.

Change Terrain Edit

The Icon Nature.pngNature spell Change Terrain can be cast on any Grassland tile that does not contain a Sorcery Node. When this spell is cast on the tile, it will turn this tile into a Forest.

This reduces the tile's Maximum Population bonus to any nearby town to only +0.5. However, it now gives a Production bonus of Icon Production.png +3% to nearby towns instead.

Furthermore, if a town has no Forests within its catchment area, it is barred from building the Sawmill - a basic but very important structure. If the town has any Grassland tiles in its vicinity, it may be a good idea to change one of these Grassland tiles into a Forest in order to unlock the Sawmill.

Note that changing a Grassland tile into a Forest does not affect the Terrain Special in that tile, if any.

Change Tiles into Grassland Edit

The same spell may also be used to change Forest, Desert, Swamp and Hill tiles into Grassland tiles.

In all cases, the targeted tile ceases to provide whatever bonuses it used to give to nearby towns, but will now give them +1.5 Maximum Population instead.

This is extremely useful when a town lacks suitable Terrain for growth. By changing nearby tiles into Grassland, it is possible to increase the town's Maximum Population to reasonable levels.

Remember also that you can change almost any Terrain type into Grassland by casting Change Terrain repeatedly on the tile. Even Volcanoes can be turned into Grassland - by changing them to Mountains, then Hills, and finally Grasslands.

Gaia's Blessing Edit

While the Icon Nature.pngNature spell Gaia's Blessing is affecting a town, each Desert tile within the town's catchment area has a 10% chance each turn to transform into a Grassland tile automatically.

At the start of each turn, the game goes through each Desert tile in the town's vicinity, and rolls a random number between 1 and 10. If the number comes up "10", that tile is altered into a Grassland tile, and the game moves on to the next Desert tile (if any) and rolls again.

Note that if this spell is cast on a town that is benefiting from the Icon Production.png Production bonuses from many nearby Desert tiles, prolonged use of the Gaia's Blessing spell will lead to that town losing much of this bonus - but gaining a large Maximum Population bonus instead. This can be beneficial or detrimental, depending on your strategy.

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