|Town Bonuses||+20% Gold|
|Default Movement Rate||
|Possible Minerals (Arcanus)||
|Possible Minerals (Myrror)||
River is a type of Terrain in the world of Master of Magic. Rivers are actually formed as a long line of River tiles stretching from an inland position towards either the Ocean or an inland lake. There are no isolated River tiles.
Rivers provide an excellent source of sustenance, so building Towns near Rivers will help those towns grow very quickly and may enable them to produce very large quantities of Food.
Furthermore, any Town built directly on top of a River tile will receive a permanent bonus of +20% to its Gold production, making that town very rich (especially if it also grows very large). This bonus does not apply if the town is built adjacent to a River tile.
Rivers are always empty of Minerals and will never contain Encounter zones. Furthermore, they may not be affected by any spell that changes the Terrain, such as Change Terrain, Raise Volcano and so forth.
Rivers are difficult to cross for Walking units, though Roads may be built across them at a fairly good speed, allowing faster movement. Despite being essentially a waterway, River tiles may not be entered by Sailing units.
As rainfall occurs up in the hills or mountains deep inland, this water is drawn by gravity back towards the Oceans. If this water fails to filtrate into the bowels of the earth, it has no choice but to run across the surface. Over time, the movement of water actually carves out a path across the terrain by carrying tiny pieces of earth with it over many millennia. The end result is the formation of a gash in the surface along which water prefers to flow. As this gash widens, it will eventually become a River, transporting a vast quantity of water each year from the highlands back down to the ocean.
The presence of so much water will cause the land around a River to become very fertile, drawing in both animals and plantlife. Rivers themselves are often teeming with fish. Seepage of mineral-laden water into the ground around the River will further increase the fertility of the land.
Humanoids in particular find living near a River very desirable. Agriculture can benefit terrifically from the River's fertility, and humanoids eventually find ways to also travel up and down the River to quickly reach other locales, faster than they ever could on foot. Even goods can be transported this way in a much easier fashion than they would on roads across the land.
River tiles are never isolated. When the world is created, the game will "stretch" several Rivers across the land. Each River begins inland, usually next to a Mountain or Hill tile, and runs across several tiles. The end of the River always meets the Shore of an Ocean or inland lake. The final tile in this series is always a River Mouth tile.
The game will generate a random number of Rivers on each Plane, though the total maximum number is 10 Rivers per plane (according to the Strategy Guide). Each of these Rivers can be several tiles long.
Town Development Edit
River tiles are some of the most desirable types of Terrain for settlement. The primary reason for this is that Rivers give the best bonus to nearby towns' Maximum Population, thus enabling such towns to grow rapidly and to reach very large sizes. Only Forest tiles containing Wild Game provide a better Maximum Population bonus than Rivers.
Furthermore, new Settlements are best built on top of a River tile, rather than next to a River tile, because this gives them a permanent bonus of +20% Gold output.
Maximum Population Edit
- Main article: Maximum Population
A River tile within the catchment area of a town will provide +2.0 to that town's Maximum Population.
In other words, if a town were to be surrounded entirely by River tiles, its Maximum Population would be 42 (21 tiles * 2.0 = 42). Note however that as per the game's rules, a town's Maximum Population is actually limited to only 25.
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 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 Food - thus being inefficient. Higher Maximum Population means a higher Food production efficiency threshold, thus allowing more Farmers to be assigned and still have full efficiency.
These factors clearly illustrate how beneficial River tiles are to nearby towns. Any town built next to (or on top of) a River will have terrific growth rates, and may end up being extremely large when it is done growing. Such towns can produce a massive quantity of Food for your empire, and plenty of citizens can also translate into high Production and/or Gold output!
Gold Output Bonus Edit
If a Town is placed directly on top of a River tile, it will enjoy that River's bonus of +20% Gold output.
This bonus is based on the amount of Gold produced by the town's citizens through Taxation, plus any Gold income from nearby Minerals such as Silver Ore, Gold Ore or Gems. If a Miners' Guild is present in the town, its effects on the value of such Minerals is calculated before the bonus from the River, thus increasing the River's total benefit.
For example, imagine a town that produces 60 Gold from Taxation plus 20 Gold from nearby Minerals - for a total of 80. If this town is also directly on top of a River tile, the River will yield another 16 Gold (80 * 20% = 16).
Again, this only applies if the town is built directly on top of a River tile. If the town is only adjacent to a River, it does not gain this bonus.
Financial centers are thus best built on top of Rivers. In fact, any town that has an option to be built either next to or on top of a River should probably be placed on the River, assuming it does not give up other good tiles (especially Minerals) in order to do so.
Common Minerals Edit
River tiles will never contain any Terrain Specials, whether Minerals, Nodes or Encounter zones. The game explicitly prohibits this. Of course, the benefits from the River itself are often high enough to make it as valuable as a Mineral, especially if towns are built right on top of the River itself (see above).
Units with the Non-Corporeal ability can enter this tile at 0.5 Movement Points.
Roads and Road Construction Edit
Constructing a Road through a River tile is somewhat difficult, probably requiring the Engineers to construct a bridge across it. A single unit of Engineers will take 5 turns to construct a Road on a River tile. Each additional unit of Engineers reduces this by about 50% (rounded down). Therefore, 2 unit will take 2 turns, and 3 or more units will take only 1 turn to build this road. Additional Engineers (beyond 3) 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 River tile in only 2 turns, and 2 or more Dwarf Engineers will only take 1 turn to complete construction of a River road.
Once a road has been constructed, the cost to enter this River tile changes to 0.5 for all units, regardless of their movement type. Note however that Sailing 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, Walking and Flying 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
River tiles are considered invalid targets for the Change Terrain spell. If you attempt to cast this spell at a River tile, the game will pop up an error message saying that this tile may not be targeted. In fact, no spell can change a River into any other kind of Terrain!