Master of Magic/Klackon

Klackons are insectoid creatures with a strong sense of community. They have a strong unitary culture, but a low level of technology. They are highly industrious and tough as nails.

Tactical Overview
Klackons are tricky. Their lack of religious buildings is somewhat offset by their unrest bonus, but they still lack the power production and they can't produce the major research buildings either. This puts a high priority on either conquering cities of other races or controlling nodes.

Klackons have no natural access to ranged units. Either compensate with summoning or conquest or alternatively try to simply overwhelm your opponents. Use your production bonus to crank out throngs of units to crush your enemies. Food may be a problem with such a strategy, however.

Special Rules
Klackon cities are very productive. Each worker produce 50% extra. If your Wizard's tower is in a Klackon city, all Klackon cities have 2 less unrest. Klackons grow slowly, at a rate of -10 per turn.

All units have +1 Resistance. Spearmen, Swordsmen and Halberdiers have +2 defense.

Normal Units
Klackon cities can build Spearmen, Swordsmen, Halberdiers and Engineers.

Klackon cities cannot build Bowmen, Shamans, Priests, Magicians, Cavalry, Catapults and Galleys.

Special Units
Klackon cities can build Stag Beetles.

Buildings
Klackon cities cannot build Sage's Guild, Temple and Shipyard.