← Knowledge baseTERRAIN AND VISION

Height decides who sees whom. The fog never fully forgets, yet it does not show everything — and radar is more than a minimap.

Height, ramps, rock

There are two height levels. Between valley and plateau you can only pass by a ramp — a cliff is not a path, not even for infantry. Standing above you see down into the valley; standing below you do not see up — though one foot on the ramp is enough to see over the edge. Rock blocks everyone, and so does water: only a bridge crosses it, and whether there are rivers at all is a lobby setting. Aircraft ignore all of it.

Three fog levels

Never scouted means black. Scouted but not currently observed means veil: terrain stays readable, as do buildings you once saw — but frozen in the state you left them. The veil thickens the longer ago your last look was, so you can see at a glance where your reconnaissance has gone stale. Only what one of yours actually sees right now is current. Enemy units are visible there and nowhere else. A destroyed building you are not watching remains as a ghost until you look again.

Radar does two jobs

The minimap is only one of them. The other: within 1400 pixels, scouted ground counts as currently observed — the veil lifts there and enemy units become visible. It cannot reveal what nobody ever scouted, and it must be working: finished, switched on, enough power. At the end of the research tree you must choose — wide range, opening the whole scouted map, or damping, which takes exactly that away from your opponent.

Choosing map and deposits

Map size affects the random map only; fixed maps have their own. The two columns of the table are chosen independently. The resource level changes how much copper and titanium the map yields: the fields grow wider and richer. Your starting iron is the same at every level.

Map sizeDimensionsDeposit level
Klein4320 × 4320Wenig · 60 %
Mittel6720 × 6720Mittel · 100 %
Gross8800 × 8800Viel · 150 %
Riesig10800 × 10800Sehr viel · 225 %