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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

Cleric

Requires: Theocracy
Cost: 270

Defense: 1
Vision: 1
Movement Points: 2
Support: 8
Abilities: Converts cities, sells indulgence, and soothsays

One way to have an impact on competing civilization is to infect them with your ideology. This is where the cleric comes in. Clerics have three powerful abilities. If you convert cities, 20 percent of the gold from those cities will be sent to your coffers. Sell indulgences raises the happiness of a city and transfers gold to your coffers. Soothsay is costly but effective at lowering the happiness of a city. Soothsaying is a great way to begin destabilizing a foreign government for a future invasion. Last, the cleric is a stealth unit and can only be detected by another stealth unit.


Corporate Branch

Requires: Corporation
Cost: 2,000

Defense: 1
Vision: 2
Movement Points: 5
Support: 60
Abilities: Franchises

There's more to war than just sending out warring units and leaving a battlefield coated with blood. Later in the game, warfare can take on an economic flavor and can actually be more penetrating than military units. This is where the corporate branch comes in, letting the player place this unit in a foreign city and drain its production by a whopping 50 percent. This drained production is then transferred to your civilization. The only way to get rid of a franchise is to use a lawyer after the franchise has been built. Like the cleric, the corporate branch is a stealth unit and can only be detected by other units with this ability.


Crawler

Requires: Ultra-pressure machinery
Cost: 3,750

Defense: 8
Vision: 1
Movement Points: 3
Support: 113
Abilities: Transports up to five land units

The crawler is an effective transport unit that can carry up to five land units. Best of all, it moves unseen under water, so it cannot be detected. The crawler is a great way to launch assaults on opposing cities that have been built under water. The crawler can also be used to transport units across oceans to other landmasses for future invasions or spreading out your empire.

Cyber Ninja

Requires: Neural interface
Cost: 2,000

Defense: 3
Vision: 3
Movement Points: 4
Support: 60
Abilities: Incites revolution, spies, steals advance, plants nuke, defends against spies

This very powerful unit can generate all kinds of havoc for your enemies. Basically an advanced version of the spy unit, this latest breed has a much better chance of pulling off covert activities. Spying gives you all sorts of valuable information on a specific city, including military might and what improvements and wonders have been built. Inciting a revolution has a 25 percent chance of working; if successful, the targeted city will revolt and form a new civilization. Stealing enemy advances is a cheap way to gain valuable technology without bothering to research it yourself; this has a 50 percent chance of working, and if successful, you can target a specific technology to go after, though going after specifics will lower the chance of success. Last, the cyber ninja can plant a nuclear explosive that will destroy the spy and all units surrounding the city. This has a 25 percent chance of working, with a 25 percent chance of being captured and summarily executed.

Next: More unitsnext
 

 

 
 
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