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NumberStart Time (GMT)=NOW()Start Time (EST)RoadFieldHillForestTundraMountainSwampDesertOceanTotal Tile CostArmy SpeedEnd Time (GMT)End Time (EST)Time Cost (hours)
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Infantry1507/11/26 16:427/11/26 12:4201211247/12/26 3:427/11/26 23:4211.0
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Heavy Cavalry7/11/26 16:427/11/26 12:420816607/11/26 23:067/11/26 19:066.4
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Light Cavalry17/11/26 16:427/11/26 12:422244607/12/26 10:187/12/26 6:1817.6
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Cog/Dromond/Barge17/11/26 16:427/11/26 12:42340340647/17/26 0:127/16/26 20:12127.5
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Galley/Longship/Ironship17/11/26 16:427/11/26 12:42340340967/15/26 5:427/15/26 1:4285.0
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Ironborn Longship7/11/26 16:427/11/26 12:422762761287/13/26 20:277/13/26 16:2751.8
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Can either punch in the start time manually, or jut put =NOW() to get the current time in EST
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Terrain TypeCost
Note: Any fleet or army moves as fast as its slowest unit, so put the entire size of the force into the left box, depending on what the slowest unit is
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Roads (on road thru any tile)1
When an army size reaches 5,000 troops, it will have its speed reduced by 1; speed will be further reduced by 1 for every further 1,000 men in the army, to a minimum of 12.)
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Fields (Light Green)2
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Hills (Light Brown)3
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Forests (Green)3
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Tundra (White)3
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Mountains (Brown)4
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Swamps (Dark Green)4
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Desert (Yellow)4
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Army CompositionCost/DayShip TypesCost/Day
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Infantry24Cogs, Dromonds, Barges64
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Heavy Cavalry36
Galleys, Ironships, Greenlander Longships
96
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Light Cavalry48Ironborn Longships128
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Small Party w/ Infantry (<20)30
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Small Party w/ Cavalry (<20)60
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Terrain Bonuses
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Dornish troops treat desert like grassland.
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Northern troops and beyond the wall treat ice/snow/tundra like grassland.
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Crannogmen treat swamps like fields