Evryware Game Studio

Terrain

The Ancient Art of War has 10 different kinds of terrain:

Desert Desert - Squads travel at normal speed but tire quickly when crossing desert. Squads stopped in the desert do not gain strength.
Field Field - This is the best terrain to travel on. Squads move fastest and tire the least.
Forest Forest - Squads move half as fast through forest as they do fields. Enemy squads are not seen when they are in the forest unless they are very close to one of your squads. Enemy squads move slightly faster through forest than your squads.
Water Water - Squads move 1/10 as fast through water as they do fields. Squads can lose men when crossing water or when near water. Check the water danger bar in the mission description to determine how dangerous water is. A squad is at a disadvantage when fighting in water against a squad on dry land.
Swamp Swamp - Same characteristics as water.
Bridge Bridge - Bridges can cross water and swamp. Squads move at full speed when using a bridge and do not lose men.
Hill Hill - Squads move 1/4 as fast through hills as they do fields. They also tire faster but they can see farther. Squads have an advantage when fighting in hills against squads on flat land.
Mountain Mountain - Squads move 1/10 as fast through mountains as they do fields. Squads can lose men when crossing mountains or when near mountains. Check the mountain danger bar in the mission description to determine how dangerous mountains are. Squads can see far when on mountains. Squads have an advantage when fighting in mountains against squads on any other type of terrain.
Village Village - Villages supply food to squads that stop there so a squad's condition will improve much faster when stopped in a village.
City City - Same characteristics as villages. Enemy squads cannot be seen in cities unless they are moving or very close to one of your squads.
Castle

Castle - Men are periodically added to all squads in a castle that are not fighting and the castle is not under siege. If a squad is full, a new squad will be created in the castle. The rate that men will be added to squads may vary with each mission.  Each castle has a maximum number of men that it can give to squads.  The maximum number can vary with each mission.  The castle will turn dark when it runs out of men.

A squad's condition will improve when in a castle and it will improve much faster if a village or town is next to the castle. If the castle is under siege, all food is cut off and all squads will slowly lose condition. If a squad's condition reaches zero it will start to lose men.

To attack an occupied castle, move the attacking squad into the castle. The squad will stop when it reaches the castle wall and will begin fighting.

A castle is under siege when an opposing squad is close to the castle walls. A castle will have a red tint when it is under siege.  Castles also provide protection from attack. When under attack, squads in the castle have a 2 to 1 advantage over the attacking squads. Squads in a castle cannot start the attack while under siege. To attack you must move your squads from the castle.