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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

Trireme

Requires: Shipbuilding
Cost: 540

Assault: 1
Ranged Strength: 0
Defense: 1
Vision: 1
Movement Points: 2
Support: 16
Abilities: Transports up to two units

The first transport unit in the game, the trireme can carry up to two land units. Unfortunately, triremes are limited to following coastlines. A trireme that ends up in open waters will be lost, and you'll lose whatever cargo it was shipping. The trireme also lacks offense and defensive punch, so don't be surprised to see it sinking in battle. If you've started the game on a small island, you'll want to invest the money required to launch a sizable armada of triremes and build new colonies elsewhere. A valuable tactic is that if the enemy is bothering your triremes and sinking their cargo, make a few boats that will act as decoys. That is, they're not carrying anything, and you don't mind losing them. Meanwhile, send triremes filled with cargo elsewhere and hope your enemies don't notice.


Troop Ship

Requires: Mass production
Cost: 1,200

Defense: 2
Vision: 2
Movement Points: 5
Support: 36
Abilities: Transports up to five land units

The big brother of the trireme is the troop ship, a vessel void of fighting skills but strong on cargo shipment, letting you carry up to five units. Unlike the trireme, the troop ship is not limited to traveling along the coast and can move out into open sea without risk of losing it. Because troop ships are a favorite target of the enemy, make sure you're protecting them with some naval escort or you risk losing whatever you have onboard.

Next: More unitsnext
 
 

 
 
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