Water.
      Water is an additional factor in some maps that must be discussed separately. If there is a lot of water on the map, then start exploring it very soon. (possibly even on day 2 or so) Sometimes crossing a body of water is the only way to reach certain regions of the map. Always be wary of invasions when your town lies close to the coast. Clear the 'Fog of War' from the ocean close to your town, and be sure to check out the exitpoints of nearby whirlpools to limit the possibility of surprise raids. Keep in mind that a hero's movement ends when he/she embarks or disembarks. You can use boats to arrange surprise attacks yourself by stealing towns and mines when the enemy is away.

    Subterranean Levels.
      Maps with a Subterranean level are larger and more complex. Though the existence of subterranean gates is something you should consider, (don't wait to explore them till an enemy hero comes through to surprise you) but the true impact on the gameplay is not extremely large. They just make maps twice as big and thereby extend the time you need to complete the map a lot.

    The Grail.
      Throughout the map you can often see the obelisks that reveal parts of the Puzzle Map. Usually it is not such a wise idea to send out some heroes to go find all the obelisks to be able to uncover the Grail. In larger maps or if you are playing in a team, you can be fast enough to see almost the entire Puzzle Map before the Grail is actually found. When you almost know its position and if you can spare the money do as follows: recruit as many heroes as you can and start digging like hell on spots where the Grail might be. When you eventually find it, carry it to the town of your choice and build the Grail-structure. What the Grail does will be discussed separately in the Per Town Strategy.

    Wandering Creatures. (population labels)
      Wandering creatures are not allied to any player and don't move around on the map. The Visions spell reveals their mood (if they are hostile or willing to join) and the number of creatures in the stack. When you don't use this spell, you only get to see a rough estimation of the amount of creatures. The following list explains the labels:
      Label
      Few
      Several
      Pack
      Lots
      Horde
      Throng
      Swarm
      Zounds
      Legion
      Population
      1-4
      5-9
      10-19
      20-49
      50-99
      100-249
      250-499
      500-999
      1000+

    Movement Allowance.
      How far a hero can move is determined by the speed of the slowest creature in his/her army. It is always smart to leave slow creatures behind to defend your town with. (when you can afford the loss of combat-power in your army by leaving them behind) When one of your (minor) heroes is being chased by enemy heroes, it might also be a good thing to dismiss the slowest creatures in his/her army to get a faster movement and escape from a certain death. As the distances on the map are measured in tiles, the next table shows all existing cases of movement allowance:
      Slowest creature speed tag
      Super Slow-Extra Slow
      Slow
      Swift-Extra Swift
      Very Swift
      Ultra Swift-Super Swift
      Quick-Super Fast
      Slowest creature speed
      3-4
      5
      6-7
      8
      9-10
      11-MAX
      Movement allowance
      15 tiles
      16 tiles
      17 tiles
      18 tiles
      19 tiles
      20 tiles

    Terrain Movement Costs.
      Some terrain types have movement penalties and roads allow faster movement. The secondary skill Pathfinding eliminates the movement penalty by 25% per level (Basic, Advanced and Expert) until they are at 100%. The list below shows the movement penalties for a hero without Pathfinding (larger numbers mean that more movement- points are consumed) :
      Terrain type
      Cobblestone Road
      Gravel Road
      Dirt Road
      Dirt
      Grass
      Lava
      Rough
      Sand
      Snow
      Swamp
      Movement penalty
      50%
      65%
      75%
      100%
      100%
      100%
      125%
      150%
      150%
      175%

    Effects Of Native Terrain.
      Heroes with armies composed entirely of creatures native to the same terrain suffer no movement penalty when travelling over that terrain. Also, all units get a +1 speed bonus during combat when they are fighting on native terrain. The table below names the specific type of 'homeground' or native terrain for every town:
      Town type
      Castle
      Conflux
      Dungeon
      Fortress
      Inferno
      Necropolis
      Rampart
      Stronghold
      Tower
      Terrain type
      Grass
      Grass
      Subterranean
      Swamp
      Lava
      Dirt
      Grass
      Rough
      Snow