|Town Bonuses||+30% Gold|
|Default Movement Rate||
|Possible Minerals (Arcanus)||
|Possible Minerals (Myrror)||
River Mouth is a type of Terrain in the world of Master of Magic. River Mouth tiles appear wherever a River connects to the Shore of an ocean or inland lake. Therefore, they will only appear along shorelines, and always have at least one River extending in the opposite direction, heading inland.
River Mouth tiles have a mix of qualities similar to both River and Shore tiles. They are as fertile as Rivers, allowing nearby towns to flourish and grow rapidly. If a town is build directly on top of a River Mouth tile, it will get a massive bonus to its Gold output (30%, as much as a River and Shore tile combined).
River Mouths 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.
River Mouths 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 Mouth tiles may not be entered by Swimming units.
All Rivers eventually flow out into large bodies of water. Most commonly, these are the Oceans or seas, but can also be inland lakes that drain autonomously by ground-filtration or evaporation. In both cases, that location is called the "mouth" of the river.
A River Mouth is a prime location for settlement. For one, the river provides fresh water for animals, plantlife, and agricultural development. It also provides an easy mode of transportation inland, as boats can travel upstream to other locales along its path. Furthermore, the presence of a large body of water nearby allows ships to travel out towards other continents, establishing trade on an even greater scale.
Town Development Edit
River Mouth tiles are often even more desirable than River tiles for purposes of settlement. They bestow a very good bonus to nearby towns' Maximum Population, so towns near River Mouth tiles will grow very rapidly and can often reach great sizes.
Furthermore, building a down directly on top of a River Mouth tile will net that town a very large bonus to its Gold output, due to trade going both up the river and out to the nearby Ocean or lake. This bonus is greater than that given by River tiles, but again applies only if the town is situated right on top of the River Mouth tile itself.
Finally, since all River Mouth tiles are by definition placed adjacent to Shore tiles, a town built on a River Mouth has access to the naval development branch, and may be able to build Shipwrights' Guilds, Ship Yards, Maritime Guilds and possibly even Merchants' Guilds!
Maximum Population Edit
- Main article: Maximum Population
A River Mouth 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 Mouth tiles, its Maximum Population would be 42 (21 tiles * 2.0 = 42). Of course, that is not geographically possible, and also (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 Mouth tiles are to nearby towns. Any town built next to (or on top of) a River Mouth 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!
Note: The in-game surveyor tool will incorrectly report that River Mouth tiles give only +0.5 Maximum Population. This is a display bug - the actual bonus given is +2.
Gold Output Bonus Edit
If a Town is placed directly on top of a River Mouth tile, it will enjoy that tile's bonus of +30% Gold output. This is essentially a combination of the bonuses from a River and Shore tiles, which give +20% and +10% respectively.
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 Mouth, thus increasing the River Mouth'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 Mouth tile, the River Mouth will yield another 24 Gold (80 * 30% = 24).
Again, this only applies if the town is built directly on top of a River Mouth tile. If the town is only adjacent to a River Mouth, it does not gain this bonus. It may still, however, gain smaller bonuses for either being next to a Shore or on top of the River itself (read those articles for more information).
Financial centers are thus best built on top of River Mouths. In fact, any town that has an option to be built either next to or on top of a River Mouth should probably be placed on the River Mouth, assuming it does not give up other good tiles (especially Minerals) in order to do so.
River Mouth tiles always appear adjacent to the Shore of an ocean or inland lake. As a result, any town built on top of a River Mouth tile (but not necessarily one adjacent to such a tile) has access to the naval development branch. All Races except the Lizardmen can gain great benefits from this.
With access to this development branch, a town will be able to construct (at the very least) a Shipwrights' Guild, which can produce Triremes. These are basic ocean-going vessels that can ferry units across large bodies of water quite rapidly. They may also be used in combat to some extent.
Many races can advance beyond the Shipwrights' Guild towards better structures like the Ship Yard and/or Maritime Guild. Towns containing these structures can build stronger and better naval vessels, some of which are truly powerful.
Finally, a scant few races can eventually reach the Merchants' Guild - an extremely powerful (and expensive) building that doubles Gold income in the town. As a result, such races will endeavour to build many towns along the shoreline of any body of water.
It is not necessary for a town to be built on top of a River Mouth tile in order to unlock these structures - being adjacent to a Shore tile is enough. However, the bonuses from the River Mouth are so valuable that such a town could become a powerful naval construction center or a wealthy financial center, much moreso than a town placed on a less "interesting" shore area.
Common Minerals Edit
River Mouth 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 Mouth itself are often high enough to make it as valuable as a Mineral, especially if towns are built right on top of the River Mouth 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 Mouth 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 Mouth 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 Mouth tile in only 2 turns, and 2 or more Dwarf Engineers will only take 1 turn to complete construction of a River Mouth road.
Once a road has been constructed, the cost to enter this River Mouth tile changes to 0.5 for all units, regardless of their movement type. Note however that Swimming 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 Mouth tiles are considered invalid targets for the Change Terrain spell. If you attempt to cast this spell at a River Mouth 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 Mouth into any other kind of Terrain!