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Introduction
Game Setup
Units A-C D-G I-M N-R S-V  W-Z
Combat
Rescources
City Improvements
Terrian Improvements
Wonders
Diplomacy
Governments
Mulitplayer
Chapter Two: Units

Civilization: Call to Power boasts a wide assortment of units that the player must master to succeed. Each unit is a benefit of a particular scientific endeavor, and new units are uncovered by researching new causes. Following, you will find a complete list of every unit, including the pertinent data on that unit as well a description of how the unit operates and, best of all, how to go about using it effectively.


Abolitionist

Requires: Classical Education
Cost: 225
Note: Civilization must not own slaves

Defense: 1
Vision: 1
Movement Points: 3
Support: 7
Abilities: Aids uprising, frees slaves

Abolitionists seek the destruction of slavery through the use of two different attacks: freeing slaves and aiding an uprising. The abolitionist is a stealth unit and can stand next to opposing units without being seen as well as expose the enemy's stealth units, such as the slaver. If you happen to spot an enemy slaver, an abolitionist can be used to vanquish it.


Aircraft Carrier

Requires: Aerodynamics
Cost: 3,000

Assault: 8
Ranged Strength: 8
Defense: 8
Vision: 2
Movement Points: 4
Support: 90
Abilities: Refuels fighters, interceptors, and space fighters

If you're fed up with the limited range of your aircraft, you should attempt to build an aircraft carrier as soon as possible. Especially important on water-heavy maps, the aircraft carrier can store up to five units, though you should have an escort if possible, as the carrier cannot protect its cargo.


Archer

Requires: Alchemy
Cost: 270

Assault: 1
Ranged Strength: 2
Defense: 1
Vision: 1
Movement Points: 1
Support: 8

Archers are critical in the early portion of the game, serving as a valuable second line of defense. Building an army of cavalry and archers is a potent combination, giving you strength in close-combat and lethal firepower from a distance. The enemy will think twice before attacking such a force. Since archers are of little use in close combat, always make sure they have some kind of defensive unit to protect them.

Next: More unitsnext
 

 

 
 
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