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River

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River
ArcanusMyrror
Terrain Arcanus RiverTerrain Myrror River
Maximum Population +2.0
Town Bonuses Icon Gold.png +20% Gold
Default Movement Rate Icon Movement Ground2
Icon Movement Air1
Icon Movement WaterN/A
Possible Minerals (Arcanus)
None
Possible Minerals (Myrror)
None
Change Terrain
No Effect
Gaia's Blessing
No effect

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 Icon Food.png Food.

Furthermore, any Town built directly on top of a River tile will receive a permanent bonus of +20% to its Icon Gold.png 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 Icon Movement GroundWalking 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 Icon Movement Sailing Sailing units.

River tiles should not be confused with River Mouth tiles. Though the relationship between these two types of Terrain is important, these tiles behave somewhat differently.

Description Edit

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.

Geography Edit

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 Icon Gold.png +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 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.

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 Icon Food.png Food for your empire, and plenty of citizens can also translate into high Icon Production.png Production and/or Icon Gold.png 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 Icon Gold.png +20% Gold output.

This bonus is based on the amount of Icon Gold.png Gold produced by the town's citizens through Taxation, plus any Icon Gold.png 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 Icon Gold.png 60 Gold from Taxation plus Icon Gold.png 20 Gold from nearby Minerals - for a total of Icon Gold.png 80. If this town is also directly on top of a River tile, the River will yield another Icon Gold.png 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).

Movement Edit

River tiles are difficult to cross on foot. Icon Movement GroundWalking units lose 2 Movement Points when entering a River tile.

Icon Movement AirFlying units treat River tiles like any other tile. They take only 1 Movement Point to enter it.

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

Despite being a water tile, Icon Movement Sailing Sailing units that do not have an alternative Icon Movement GroundWalking ability cannot enter River tiles at all.

Roads and Road Construction Edit

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

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 Icon Movement Sailing 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, 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

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!

Gaia's Blessing Edit

As with Change Terrain, the Gaia's Blessing spell cannot affect Rivers.

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