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Terrain Arcanus ShoreTerrain Myrror Shore
Maximum Population +0.5
Town Bonuses Icon Gold.png +10% *
Default Movement Rate Icon Movement GroundN/A
Icon Movement Air1
Icon Movement Water1
Possible Minerals (Arcanus)
Possible Minerals (Myrror)
Change Terrain
No effect
Gaia's Blessing
No effect

Shore is a type of Terrain in the world of Master of Magic. Shore tiles line the edges of any landmass, separating the land from the Ocean. This includes the edge of the southern and northern poles of each Plane. Shore tiles also appear inland, as the edges of small lakes.

Shore tiles provide a small bonus to the Population Growth and Icon Food.png Food production of any town constructed near them, but give no other bonuses. This makes settlement near a Shore somewhat undesirable in terms of growth.

On the other hand, a town situated directly next to a Shore tile is capable of constructing naval Town Buildings, starting with the Shipwrights' Guild. This allows the town to build Ships, which can explore the oceans and ferry ground troops across them. A few races also need a Shoreline in order to build the Merchants' Guild, which will greatly boost a town's Icon Gold.png Gold output.

Shore tiles are considered as water tiles rather than land tiles. Thus, movement through Shore tiles is possible only for Icon Movement WaterSwimming, Icon Movement AirFlying and Non-Corporeal units. Most units take up to 1 Movement Point to enter a Shore tile. As a water tile, it is also not possible to construct a Road on the Shore.

No spell can change a Shore tile into any other type of Terrain.

Description Edit

The "Shore" is simply a term that describes the meeting place between a body of water and a bit of land. In fact, it is the place where the land starts to run underneath the water, or rather where the land sticks up above the surface of the water. The term "Shore", especially in the context of Master of Magic, does not indicate the type of land encountered beyond this meeting place.

Humanoids, being land-based creatures, find settlement along Shorelines quite desirable. Many animals live next to the Shore and can be hunted for food, and fish are easier to catch close to the land. Fishing boats, finding it harder to venture into the deep ocean, can look for large congregations of fish and other marine animals in the shallow waters.

Geography Edit

Shore tiles are exceptionally common, since they line the edge of each and every landmass on the map. Where the land ends, there is always a Shore tile, beyond which lies the open Ocean. There is never direct contact between any land tile and an Ocean tile, not even diagonally; there is always a Shore tile in-between.

Shore tiles also appear away from the Ocean. Inland lakes are, in fact, comprised entirely of Shore tiles. The simplest lakes, one tile in size, are actually a single Shore tile that has land on all sides and water in the middle. This of course is much rarer than the Shores on the edges of continents.

Town Development Edit

Shore tiles are defined as water terrain. Towns may not be built directly on top of a Shore tile. However, building at least one town directly next to one or more Shore tiles is imperative to any empire that wishes to have access to the Ocean, and vicariously to other continents.

Shore tiles themselves are not very helpful to nearby Towns. They do provide a small yield of sustenance, about as much as a Forest, but give no bonuses to Icon Production.png Production.

However, when a town is build directly next to one or more Shore tiles, it receives two important bonuses. One is a bonus of +10% to the town's Icon Gold.png Gold output. The other bonus is that the town may advance down the naval development branch, which will allow it to construct Ships and may eventually even boost its Icon Gold.png Gold output by a massive amount.

Maximum Population Edit

Main article: Maximum Population

A Shore tile within the catchment area of a town will provide +0.5 to that town's Maximum Population.

In other words, if a town were to be surrounded entirely by Shore tiles, its Maximum Population would be 10.5 (21 tiles * 0.5 = 10.5). Of course, this is not possible within the game's geographical constraints, but serves to illustrate that Shore tiles are not too beneficial to a town's growth.

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.

Since Shore tiles do not contribute much to Maximum Population (also considering that the Ocean tiles beyond the Shore are even less useful in this respect), seaside settlement is often best when limiting the number of Shore tiles in the new town's catchment area. Also, it is important to look for sites that have access to Rivers or other similar high-yield tiles, offsetting the low yield of Shores and enabling reasonably-good growth.

Note: There are a few occasions where a Shore tile adds +2.0 instead of +0.5 to the town's Maximum Population. This only happens if the Shore is (horizontally or vertically) connected to a River Mouth. Additionally, one of the following conditions must be met:

  • The Shore tile is surrounded by land entirely (1-tile-small lake with a river inlet)
  • 3 out of the 4 connected tiles are Shores or Ocean (most likely there'll be an Ocean tile across from the River Mouth)

Gold Output Bonus Edit

Main article: Road, River, and Ocean Gold

If a Town is placed immediately adjacent to a Shore tile, it will increase its maximum bonus from trade by Icon Gold.png +10% Gold output; this effect is not cumulative with multiple Shore tiles, but is cumulative with the effects of Rivers, Roads, and Nomads; however, the total bonus from trade is limited to 3% per 1,000 population. Use the surveyor tool to confirm a potential town's Icon Gold.png Gold bonus before settling there.

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 Mouth, thus increasing the River Mouth'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 next to a Shore tile, the Shore will yield another Icon Gold.png 8 Gold (80 * 10% = 8).

Note that adjacency to several Shore tiles does not increase the bonus. Only 10% is given regardless of how many Shore tiles are present.

This is not an especially large bonus, and on a large continent with a strong network of Roads it may be irrelevant, but note that Shore is also a prerequisite for the Merchants' Guild.

Ship-Building Edit

Any town built directly next to a Shore 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 Icon Gold.png Gold income in the town. As a result, such races will endeavour to build many towns along the shoreline of any body of water.

On the down-side, towns on the Shoreline often have reduced Maximum Population and/or Icon Production.png Production ratings due to the presence of many Shore and Ocean tiles in their catchment area. This means that a town hoping to build many ships will need to be placed in a Shore area that also has access to plenty of Forests, Hills, or even Mountains - as well as plenty of Grassland and/or Rivers! Such locations are rare, but careful consideration of the terrain can mean the difference between a struggling town that takes ages to build one ship, and a large metropolis that can churn out these units on command!

Common Minerals Edit

Since Shore tiles are essentially filled with water, they never contain any Minerals or in fact any sort of Terrain Specials of any kind.

Movement Edit

As water-based tiles, Shore tiles are inaccessible to the majority of Icon Movement GroundWalking units. Such units may not enter a Shore tile under any circumstance.

Both Icon Movement WaterSwimming units and Icon Movement AirFlying units can enter Shore tiles freely. This costs the unit exactly 1 Movement Point.

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

Roads and Road Construction Edit

Roads may not be built on top of water-based tiles. This includes Shore tiles. As a result, it is not possible to speed up movement across Shore tiles.

Change Terrain Edit

The Icon Nature.pngNature spell Change Terrain cannot affect any water tiles. It cannot change a Shore tile into any other type of Terrain.

Gaia's Blessing Edit

The Gaia's Blessing spell has no effect on the Shore tiles near the affected town. It will not alter them in any way.

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