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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

Eco terrorist

Requires: Ecotopia
Cost: 3,750

Assault: 5
Ranged Strength: 0
Defense: 5
Vision: 2
Movement Points: 3
Support: 113
Abilities: Defends against spies, conducts hits, and nano-attacks

If terrorism appeals to you (and it should), you'll want to invest the money to build yourself an eco terrorist, an advanced unit that can cause all kinds of havoc for the enemy. Not only can the eco terrorist spot enemy spies with ease, its two special abilities can create turmoil for an enemy city. When an eco terrorist successfully conducts a hit, it creates five unhappiness modifiers in the targeted city, usually resulting in a riot and decreased production. Even more brutal is the nano-attack, which has a 25 percent success rating and destroys all improvements within the targeted city. Better yet, any city that happened to be trading goods with the targeted city has a 20 percent chance of the same thing happening there on the next turn. If luck is with you, you can take down two large cities with one attack!


Fascist

Requires: Fascism
Cost: 1,000

Assault: 16
Ranged Strength: 0
Defense: 8
Vision: 1
Movement Points: 2
Support: 30
Abilities: Defends against spies

The fascist is a special unit that only a fascist government can create. Sporting the latest in machine-gun technology, the fascist is a powerful foe in close combat, relatively cheap to build, and cheap to support. If your government is fascist, you take advantage of this unit to not only wreak havoc on the opposition, but eradicate any pesky spies that are infiltrating your territory, albeit with a 25 percent success rate.


Fighter

Requires: Aerodynamics
Cost: 1,125

Assault: 10
Ranged Strength: 10
Defense: 10
Vision: 2
Movement Points: 10
Fuel: 3 turns
Support: 34

Having an armada of fighters is a potent offensive and defensive tactic. Of primary importance is its ability to attack both land and air units, making it a great patrol force for your empire. It can fly through the air for a full three turns, moving a huge ten squares per turn, letting it strike hard and far with little advanced notice. If you don't return your fighter to an air base, city, or aircraft carrier the end of the third turn, it will plummet from the skies and perish.

Next: More unitsnext
 

 

 
 
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