|Maximum Population||No effect|
|Default Movement Rate||
|Possible Minerals (Arcanus)||
|Possible Minerals (Myrror)||
Tundra is a type of Terrain in the world of Master of Magic. Tundra completely covers both the southern and northern poles of both Planes, and is also commonly found on the main continents at the extreme northern and southern latitudes.
Tundra is barren and unproductive, making it largely unsuitable for nearby colonization. As a result, settlements will mostly be concentrated in less extreme latitudes. Of course, a few Tundra tiles within a town's vicinity can nonetheless be tolerated.
Tundra tiles never contain any Minerals. They also may not be targeted by the Change Terrain spell, and are not affected by Gaia's Blessing or Armageddon. However, in version 1.31 a Tundra tile can be targeted by the Raise Volcano spell, and Change Terrain can then be used as normal on the resulting volcano.
A Tundra is essentially a cold desert. It is a place where weather conditions are so extreme, and sunlight so weak and infrequent, that both plantlife and animal life will struggle to survive. Trees do not grow here, and agriculture is completely out of the question. The few animal species that do survive in these regions are usually found in very small numbers, and cannot sustain a growing population of humanoids.
As a result, Tundra is considered barren and unworkable. Humanoid settlements within the region will suffer from the inability to extract any useful resources from such terrain.
Tundra is the most predictable of all Terrain types. In each and every world, the top-most and bottom-most row of the map on both Arcanus and Myrror is comprised entirely of Tundra tiles. These are the poles, and although units can walk upon them, they are not suitable for any sort of colonization.
Tundra tiles will also appear on any continent or island that stretches far enough to the north or south of the Plane it's on. Tundra will generally cover the extreme tips of such continents, possibly interspersed with other terrain.
Town Development Edit
Tundra is always completely useless for any town established in its vicinity. It does not contribute to the town's Maximum Population, Food ouput, nor Production or Trade. Since Tundra never contains any Minerals either, it is often best to avoid building new Settlements in areas covered completely or even mostly by Tundra. A town can stand a few Tundra tiles in its vicinity and still grow to respectable size, but that would require the ample presence of other, high-yield terrain like Rivers and/or Grassland.
Maximum Population Edit
- Main article: Maximum Population
In other words, if a town were to be surrounded entirely by Tundra tiles, its Maximum Population would be exactly 0. This means that not only will the town not grow at all, but will actually lose a few citizens each turn. Fortunately, negative Population Growth cannot destroy a town (it will never drop below 1,000 population due to negative growth), but will likely never grow above 1,000 either. This makes Tundra areas extremely unfavourable for settlement.
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.
As a result, in a town surrounded by Tundra, only a very small amount of Food can be produced even if all citizens are set to Farmer duty. It may struggle to produce enough food to feed itself - again resulting in negative Population Growth, and struggling to gain more than a few citizens.
Common Minerals Edit
Tundra tiles never contain any Minerals. This is another reason why constructing towns near Tundra tiles is rarely if ever necessary.
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 Tundra tile is a fairly difficult. A single unit of Engineers will take 6 turns to construct a Road on a Tundra tile. Each additional unit of Engineers reduces this by about 50% (rounded up). Therefore, 2 unit will take 3 turns, 3 units will take 2 turns, and 4 or more units will take only 1 turn to build this road. Additional Engineers (beyond 4) 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 Tundra tile in only 3 turns, and 2 or more Dwarf Engineers will only take 1 turn to complete construction of a Tundra road.
Once a road has been constructed, the cost to enter this Tundra 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
The Nature spell Change Terrain may not be targeted at any Tundra tile. Thus, it cannot change Tundra into any other type of tile. This means that even the most accomplished Nature wizards are advised not to build towns near Tundra areas.