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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

Samurai

Requires: Jurisprudence
Cost: 335

Assault: 3
Ranged Strength: 0
Defense: 1
Vision: 1
Movement Points: 2
Support: 10
Abilities: Special forces

The samurai is a lethal fighting unit that excels at close combat. Always in a state of military readiness, an army of samurai with an accompaniment of archers makes for a potent force indeed. Fortunately, samurai are cheap to support and relatively cheap to build. So, when you finally get access to this unit in the early stage of the game, build as many as you can, closing off chokepoints and defending your valuable assets.


Sea Engineer

Requires: Sea colonies
Cost: 4,500

Defense: 1
Vision: 1
Movement Points: 5
Support: 180
Abilities: Settles sea colonies

Sooner or later, your empire will have exploited most of the land terrain. When this happens, you'll want to construct a few sea engineers and found underwater cities. The only drawback to underwater cities is that they cannot produce airports or pre-modern-age improvements. On the other hand, the enemy must tackle your underwater city with either marines, storm marines, or swarms. Nothing else is capable of attacking an underwater city.


Settler

Requires: Toolmaking
Cost: 540

Defense: 1
Vision: 1
Movement Points: 1
Support: 0
Abilities: Settles land city

You won't get very far without settlers, as they are required to build new cities on land. They have neither attacking nor defensive capabilities and can be enslaved by enemy slavers. Their sole lot in life is to create new cities and will drain the constructing city by one population point when built.


Ship of the Line

Requires: Machine tools
Cost: 855

Assault: 4
Ranged Strength: 4
Defense: 4
Vision: 1
Movement Points: 4
Support: 26
Abilities: Bombards and carries three units

One of the most powerful naval units in the early portion of the game is the ship of the line. Not only is it powerful at attacking enemy shipping, but it can also carry up to three land units in its cargo bay as well as initiate bombardment campaigns against enemy cities from off the coast. The ship of the line should be in every inventory, used for softening up enemy opposition and, most importantly, protecting your trade routes from piracy.


Slaver

Requires: Toolmaking
Cost: 270

Defense: 1
Vision: 1
Movement Points: 2
Support: 8
Abilities: Captures slaves

The slaver is a powerful and persistent unit that is cheap to build and support. Its primary function is to capture slaves, either from citizens of an opposing city or wandering settlers looking to build a new home. One superb tactic is to add a slaver to one of your stronger armies. When your army is victorious in combat, the slaver will automatically convert some of the soldiers into slaves to aid your workforce.

Next: More unitsnext
 
 

 
 
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