Terrain is not a single, unchanging entity which has no bearing on the overall gameplay. It is varied depending on the area in the world you're in, and can cause significant problems if not kept in mind while travelling or building. Terrain not only affect Overland Travel, but also includes bonuses and penalties during combat.
It is recommended to color code the regions listed here with specific and distinct colors when drawing out the map for the game. Alternatively a map can include a combination of colors and symbols, however if there's no time to draw the symbols, separate colors work just as well. Some maps that are already filled out also include these combinations of symbols and colors. Beforehand make sure to specify what the terrain on the map is if it is not immediately obvious.
A Flatland includes a variety of different types of lands and is usually the most common land type on a continent. This includes lands covered in short glass, plains, and areas where there's sparse vegetation larger than a bush or obstacles for building.
Map Color: Light Green
Movement: Flatlands possesses no penalties
Building Capacity: 6
A sea of sand stretches for as far as the eye can see, with minimal vegetation beyond cacti and other smaller plants. Water is usually a rarity around these areas, leading to dehydration.
Map Color: Tan/Yellow
Movement: Desert terrains cost 1 additional square of movement in combat.
Building Capacity: 4
Mountainous terrain include a variety of jagged rocks and make for the most difficult type of terrain to traverse or build upon.
Map Color: Gray
Movement: Mountain terrain costs 1 additional square of movement in combat, and take 2 turns to cross overland.
Building Capacity: 1
Volcanic terrain is similar to mountains except they are on the side of a volcano, at risk of eruption but also benefiting from the natural heat.
Map Color: Dark Gray
Movement: Volcanoes cost 1 additional square of movement in combat, and take 2 turns to cross overland.
Building Capacity: 1
Rivers are a combination of running water and the land next to the river. Rivers are easy sources of fishing, water gathering, and make for excellent travel.
Map Color: Cyan
Movement: Rivers possess no penalties.
Building Capacity: 4
Shallow water consists of land between three feet deep and twelve feet deep. They are impossible to build lands upon typically, however they can be traversed by troops so long as there is a landmass next to the shallow water.
Map Color: Blue
Movement: Shallow Water cannot be traversed through unless there is a landmass next to it.
Building Capacity: None.
Ocean terrains are completely impassible by land, consisting of deep waters where no buildings can normally be built, and where boats are required to move.
Map Color: Dark Blue
Movement: Oceans cannot be traversed on foot.
Building Capacity: None.
Marsh lands are partially between water and land, including swamps, marshes, bogs, and mudflats.
Map Color: Brown
Movement: Marshes cost 1 additional square of movement in combat.
Building Capacity: 2
Forests include enough trees to impede movement and cause trouble with traveling overland. Although, they offer cover to those willing to hide out.
Map Color: Green
Movement: Forests cost 1 additional square of movement in combat.
Building Capacity: 4
Forests include enough trees to impede movement and cause trouble with traveling overland. Although, they offer cover to those willing to hide out.
Map Color: Dark Green
Movement: Forests cost 1 additional square of movement in combat, and take 2 turns to cross overland.
Building Capacity: 3
Glacier terrain is a catch-all for all perpetually snowy terrains with a lack of land beneath the snow (or if there is land beneath, it's buried far down).
Map Color: White
Movement: Glaciers cost 1 additional square of movement in combat, and take 2 turns to cross overland.
Building Capacity: 3