AoE2 currently has only 5 types of terrains in terms of functionality. Normal, Unbuildable, Cliff, Cracked and amphibious. It also has hills as a terrain property, which can increase/decrease damage. I believe that this is a huge factor in why arabia and arena are so popular. There is only so much you can do with just 2 types of terrain (normal and unbuildable) for most land maps. So, I brainstormed a bit and came up with several new viable terrain types. I’ve also described why they might be useful, and how you can use them in new maps.
- Fertile Terrain: Increases farming rate by 20% on all farms on the terrain. Most civilizations throughout history grew around fertile areas, near large water bodies. This terrain would be present near water areas, incentivizing players to farm near water. However, that leaves them vulnerable to opponent’s galleys. It could also be present in general maps, making map control more important, while not concentrating around just gold and stone.
- Swamp terrain: Slows down all horse, camel and siege units to 3/4th of their base speed. All buildings are constructed 50% slower. This terrain makes travel difficult, and is great for ambushes. You will often need to go through it, or go around it while making sure that your enemy is not sneaking through. Slower building and slower siege means you’ll be able to hold the area strongly if you get to it and set up your base first. But that will be a slow and difficult process.
- Paved Terrain: All units will move 20% faster. Units with wheels move 30% faster. This is the highway. Allows you to be aggressive far more quickly, as long as you have control over the area. However, you will need at least decent micro (or shift-queue) to make units stay on track, and it will make you predictable.
- Dense Forest/Tall cliff: Cannot see past 2 tiles of the forest/Cliff with units. However, castles and outpost will reveal the hidden area. In case of tall cliff, this only applies to the bottom side.
- Holy Ground: Make a monastery here to claim it. No unit in the holy ground can be converted by opponent’s monks, and your monks will convert your opponent’s units faster.
I think that terrains will be a great way to spice up the game without touching the civs repeatedly for balance. Also, geography played a huge role in wars, historically speaking. So, this does not feel out of place. Please feel free to drop your own terrain ideas below, or critique mine.