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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

Fire Trireme

Requires: Alchemy
Cost: 720

Assault: 2
Ranged Strength: 1
Defense: 1
Vision: 1
Movement Points: 2
Support: 22
Abilities: Holds 1 unit, shallow water movement only

Similar to the trireme, the fire trireme differs in that it can only hold one unit as opposed to the trireme's two. However, this is more than compensated for by the fire trireme's flaming weapon. If your normal triremes are biting the dust as you move them around the shores, surprise your foe by introducing this unit and toast him up. Though you'll be limited to only one unit at a time, at least you can be more assured that the unit will actually reach its destination instead of sinking to a watery grave.


These fusion tanks are acting as a first line of defense against any future hostility in this region. The enemy must get past these tanks before assaulting your cities.
 

Fusion Tank

Requires: Fusion
Cost: 5,250

Assault: 20
Ranged Strength: 20
Defense: 15
Vision: 2
Movement Points: 8
Support: 158
Abilities: Moves on land and across beaches and shallow water

The fusion tank should be a component of any advanced civilization. With its long-range movement, lethal firepower, and solid defense, it can manhandle ground units with ease as well as take down aerial units. If your economy is strong and producing a good profit, consider placing a fusion tank in each city in a fortified position. If you can afford to do more, dot them along the coastline, forming a hardened protective wall that will protect your cities from invasion.

Next: More unitsnext
 
 

 
 
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