This includes the Settler's ability to populate or create a City, the Caravan's ability to automatically map out a trade route, or a Great Person's ability to settle in the current City. Special Function: Several units have a Special Function, which may be invoked at a relevant time.While defending, the unit is also removed from the cycling list of active units. Ordering the unit to move will reset its fortification bonuses. This grants a Fortification bonus of +50% Defense, and if left Defending will become Heavily Fortified with a +100% Defense bonus. Defend: Ordering a unit to defend will entrench it at its current location.If the unit is damaged and is located in home territory (or anywhere with the "Medic" Special Ability) then it will be healed by one troop. Wait: Ordering a unit to wait will remove all of its Movement points for the turn.The unit will have its Attack value plus bonuses pitted against the strongest defender in the target square. Attack: A unit may attack any unit that it may reach through movement.Naval units may not travel over any other type of terrain. Naval Units: All naval units may traverse Shallow (coastal) Sea regions, and all naval units except the Galley may traverse Deep Sea regions.Air Units: Air units may travel over any terrain.Note that moving between a pair of connected Cities will always cost exactly one Movement point. Land units do not use up Movement points traveling along Roads (although at least one point of Movement is still required to issue the move command). Land Units: Land units may travel over any terrain except for Mountain, Shallow Sea, and Deep Sea regions.The definition of "pathable" is naturally different for land units, air units and naval units: Move: A unit may move across one pathable region for every point of Movement it possesses.There are advantages and disadvantages to having a higher troop count to a lower troop count, but the number of troops is generally lower for higher quality units.Įach unit may be told to perform one of the following actions, not all of which are always available. Note that the unit must be told to Wait and not Defend in order for it to regain Health. One troop per turn may be restored by "resting" the unit in friendly territory for a turn. If all troops should fall, then the unit is destroyed. ![]() ![]() a Warrior unit with 2 out of 3 troops will fight at 2/3 strength. This fraction is equal to the fraction of units remaining, e.g. During combat a unit may lose health (lose one or more troops) and as a result, will fight at a fraction of its nominal strength. When at maximum health (number of troops), the unit will fight as normal and at full strength. This directly relates to the number of troops observed in the staged combat. Cost: The amount of Production required to produce a single one of these units.Īn indirect statistic of each unit is the Health or Number of troops.A unit requires at least one remaining point of Movement to perform an attack. Movement: The number of non-road and pathable regions that the unit may travel every turn.Defense: Determines the Combat value of the unit when it is defending its square.Attack: Determines the Combat value of the unit when it is performing an attack.These determine the effectiveness of the unit and are comparable across all units:
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