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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

Cannon

Requires: Cannon making
Cost: 540

Assault: 2
Ranged Strength: 6
Defense: 2
Vision: 1
Movement Points: 1
Support: 16
Abilities: Bombards

One of the first units you'll gain with the bombardment ability, these cheap and effective units will play a vital role in the initial stages of your civilization. Able to bombard the enemy from a distance and soften up defenses for a future invasion, cannons should be protected by escort, as they are sitting ducks at close range. Quick to build and cheap to support, an array of cannons can bring an enemy city to its knees within a few short turns.


Caravan

Requires: Trade
Cost: 750

Defense: 1
Abilities: Creates one trade route

Unlike other turn-based strategy games of this ilk, caravans need not be built in the city you wish to trade from. Once built, the caravan can be used from any city to set up a trade route between two points. Once a trade route is established, you'll see a colored line between the two trading cities. Attaining trade should be a priority at the outset of the game, as untold riches await you that will greatly benefit your civilization as a whole and can lead to a monopoly on a given item.


Cavalry

Requires: Cavalry tactics
Cost: 720

Assault: 5
Ranged Strength: 0
Defense: 3
Vision: 1
Movement Points: 4
Support: 22

A very early and powerful unit, cavalry units excel at escort missions, especially for bombardment units. Quick on their feet and packing quite a punch, adding a contingent of cavalry units to an army can make a formidable force indeed, able to cut through enemies with ease. Fortunately, you can build cavalry units quickly, and they are cheap to support, so don't hesitate to make quite a few. It's better to have too many than not enough.

Next: More unitsnext
 

 

 
 
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