magicciv/public/games/age-of-dwarves/docs/terrain/UNDERGROUND.md
2026-04-07 17:52:04 -07:00

8.3 KiB

Underground System

Layer Stack

The map is a vertical stack of hex grids. Each layer shares the same coordinate system — hex (x,y) on the surface sits directly above hex (x,y) underground.

┌──────────────────────────┐
│   ETHER PLANE            │  (future — magical dimension)
├──────────────────────────┤
│   SURFACE                │  standard play layer
├──────────────────────────┤
│   UNDERGROUND L1         │  shallow caverns, mine networks
├──────────────────────────┤
│   UNDERGROUND L2         │  deep warrens, ancient ruins
├──────────────────────────┤
│   UNDERGROUND L3         │  abyss, primordial deep (late game)
└──────────────────────────┘

A Dwarf city's building tiers correspond directly to floors:

  • Surface: Lv1 buildings (default)
  • L1: second building slot (Excavation tech required)
  • L2: third building slot (Deep Warrens tech required)
  • L3: fourth building slot (Undercity tech required)

Underground Tile States

Underground space must be created before it can be used.

State Description Building possible
Solid Rock Default — no hollow space No
Raw Cavern Excavated or natural, rough Yes (1 slot, reduced HP)
Finished Cavern Shored with stone supports Yes (full HP, stable)
Developed Chamber Has buildings and workers Yes (occupied)
Cracked Structurally compromised Existing buildings only
Rubble Collapsed No (must be cleared)
Void/Sinkhole Full collapse, may breach surface No (permanent)

Excavation

Underground space is created through excavation. It is queued via the Mason Lodge and consumes production and stone materials.

Action Building req Time Cost Requirements
Excavate L1 hex Mason Lodge Lv1 4-6 turns Prod + stone Must own surface tile above
Shore L1 cavern Engineer on tile 2-3 turns Materials Raw Cavern must exist
Excavate L2 hex Mason Lodge Lv3 8-10 turns Prod++ + stone L1 must already exist below that surface hex
Excavate L3 hex Mason Lodge Lv4 12-15 turns Prod+++ + stone L2 must already exist

Excavation can only happen below tiles you control on the surface. You cannot excavate under neutral or enemy land.


Natural Caverns

Natural caverns are pre-existing Raw Caverns discovered during exploration. They skip excavation cost entirely.

  • Discovered by Scout, Explorer, or Cartographer moving through adjacent surface tiles
  • Immediately buildable after claiming (no excavation required)
  • Natural caverns frequently extend beyond surface borders into neutral or enemy territory
  • Cavern territory that extends past your surface borders is unclaimed — another player's Scout could find the same network from another entrance

Underground border disputes are resolved the same way as surface borders: culture expansion, Pioneer preparation, or tile purchase. The underground is not automatically yours because the surface above it is yours.


Connection Points

Units move between layers through connection points.

Type Who can use Notes
Mine shaft Any unit (with underground movement tech) Built by Engineer on owned tile
Natural cavern entrance Any unit Discovered by Scout/Explorer
Tunnel Sapper dig Tunnel Sapper only Creates new connection, takes turns
Siege Drill breach Heavy units Violent entry — connection collapses after use
City internal descent Any friendly unit inside the city Dwarf cities have internal access to all their floors

Underground Terrain Types

Terrain Movement Yield Combat modifier
Cavern Normal Production Standard
Lava Tube Fast Extreme heat (damage per turn without heat protection)
Underground River Blocked without bridge Food
Deep Ore Vein Normal Production++
Ancient Ruins Normal Gold Discoverable loot
Mushroom Forest Slow Food +cover
Collapsed Tunnel Impassable Must be cleared by Engineer

Structural Integrity

Underground tiles have HP that can be degraded from above (surface siege) or below (cave-in events).

Collapse Chance per Hit (Surface Siege → Underground)

Surface terrain Collapse chance per siege hit
Plains 40%
Hills 25%
Mountain 10%

More hollow space below = higher collapse chance modifier. A tile with L1 + L2 + L3 all excavated is significantly more vulnerable than a tile with only L1.

Accumulation

Collapse does not happen instantly. Damage accumulates:

Hit count Result
1st hit Crack — structural damage, buildings take -20% HP, units take light damage
2nd hit Partial Collapse — one underground floor destroyed, units on it killed, buildings rubbled
3rd hit Full Collapse — all underground floors crushed, surface tile begins sinking
Critical (massive siege) Instant Collapse possible at high enough tier siege

Cascade

When a tile fully collapses, structurally connected adjacent tiles may follow:

  • Each adjacent hollow tile rolls for cascade collapse (25% base chance)
  • Reinforcement tech (Pillar Engineering) prevents cascade — each tile fails independently
  • A key load-bearing hex collapsing can trigger a chain that swallows an entire city quarter

The Breach

When a surface tile sinks and L1 collapses beneath it, the underground becomes visible and accessible from the surface. The ravine punches through both layers.

  • Units can descend into what was the underground city without a mine shaft
  • The breach is visible to all players — no fog of war on an open hole
  • Defenders must now protect the breach as a new entry vector
  • The breach can be partially blocked by filling rubble (costly Engineer work)
  • A full Sinkhole permanently exposes the underground to the sky

Collapse as a Weapon

Offensive: Bombard adjacent cavern tiles rather than the fortified surface. Cascade collapse destroys the city's economic foundation while the surface garrison is still standing.

Defensive: When enemy Tunnel Sappers advance underground, collapse the tunnel ahead of them. Cost: your tunnel and any ore veins on that path. Benefit: advance permanently stopped.

Trap: Deliberately leave underground hollow near your border. When enemy units advance through it, collapse the ceiling. Units inside are buried.


Attack Vectors into an Underground City

Method How Counter
Surface assault Standard attack on surface tile Wall + garrison
Tunnel infiltration Find natural cavern entrance, send units with underground movement Underground patrol, collapse tunnel
Sapper breach Tunnel Sapper digs new tunnel over several turns Counter-mining (Demolitions Expert), underground patrols
Siege Drill breach Siege unit drills from adjacent tile, single-use Detect and attack the drill before breakthrough
Mine shaft seizure Capture the surface mine entrance tile Defend the shaft OR collapse it (destroys your own mine)

Reinforcement Tech Tree

Tech Effect
Stone Shoring (early) +20% structural integrity on all underground tiles in owned territory
Pillar Engineering (mid) Prevents cascade collapse — tiles fail independently
Blast Dampening (mid) -30% collapse chance from surface bombardment
Deep Foundation (late) Developed underground tiles treated as Mountain terrain for collapse purposes
Sealed Warrens (late) Can manually seal underground hexes — converts to Solid Rock permanently (pre-emptive)

Without Pillar Engineering, one well-placed siege barrage that collapses a load-bearing tunnel can take down an entire city block. It is a high-priority defensive investment.