The game will be in 2D, utilizes sprites, tiles, and 2D animations to produce depth, without getting involved too heavily in 3D (what I mean by this is that to make most 8-directional vehicle movement it requires a 3d model of that vehicle placed in a specific direction and then converted into a sprite for resource conservation). Anyway, I digress. Terrain will be done with tiles. There will be a variety of different terrains, and when two or more different types of terrain meet, there will be a transition tile. There will be no "bulldozed" terrain tile produced when a structure is deployed, keeping the interesting transition tiles; instead there will be "pavement" that has a mostly uniform look, with it's own form of transition with other terrain types, and is only there if a Robo-Earthworker deploys the pavement beforehand. The terrain types are: Sandy Dunes [Difficult] Volcanic [Difficult] Dry Plains [Easy] Each terrain type has a variety of unique "doodads". Volcanic for example will have Geothermal Vents and Lava Wells. Haven't fully decided yet on what each terrain will have for "doodads". Every terrain however can have holes, which are created by meteor impacts. Larger meteors produce larger holes. These are considered difficult terrain. Can be also created purposefully by building them with Robo-Earthworkers to create trenches. If a military vehicle is in a hole, their effective weapon range is reduced by half, however can usually not be detected until the other military vehicle is right on top of them. Every terrain can also have hills/mounds/high dunes. These are impassable terrain that can be fired over by any weapon system. They are great at preventing movement through a specific area but aren't very good for preventing things from taking damage. Robo-Earthworkers can remove them or make them. Every terrain can also have mountains. These can only be accessed by an "up ramp" or "down ramp". Military vehicles have a 50% increase to range when firing at a target below them, but suffer a minimum range penalty if enemies get too close to them.