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*'''Special Function:''' Several units have a Special Function, which may be invoked at a relevant time. 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. 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. | ||
*'''Create Army:''' If three of the same unit are located on the same region, then they have the ability to merge together into an '''Army'''. Armies behave as a single unit, but their attack and defense values are triple that of the base unit, e.g. one Catapult is 4/1 (Attack/Defense), while a Catapult Army is 12/3. Movement is not affected, and any Special Abilities of the child units are carried over to the new Army. Armies themselves cannot be formed into even larger armies. When forming an army, a suffix is appended to the unit's name to identify it as an army. The attached suffix is chosen to suit the base unit, e.g. Riflemen ''Army'', Cruiser ''Fleet'', Fighter ''Wing | *'''Create Army:''' If three of the same unit are located on the same region, then they have the ability to merge together into an '''Army'''. Armies behave as a single unit, but their attack and defense values are triple that of the base unit, e.g. one Catapult is 4/1 (Attack/Defense), while a Catapult Army is 12/3. Movement is not affected, and any Special Abilities of the child units are carried over to the new Army. Armies themselves cannot be formed into even larger armies. When forming an army, a suffix is appended to the unit's name to identify it as an army. The attached suffix is chosen to suit the base unit, e.g. Riflemen ''Army'', Cruiser ''Fleet'', Fighter ''Wing'' or Spy ''Ring''. | ||
==Combat== | ==Combat== |