posted May 18, 1999 17:09
General summary of the last thread:
Spy Planes-multiple turns of feul, long range, no armor or weapon. Used for scouting.
Patriots-draftees from cities
Sea Engineers-terraform the sea
Supply Trucks-supply one nutrient/mineral/gold(whichever is chosen) from home city to city truck is assigned to.
Assassin-Like spy, except kills prominent researchers or builders to set enemy back.
Anti-sub Helicopter-Maybe with a sonar beacon that extends a square in every direction so you can pick up the subs?
Merchant Fleet-Caravans on the sea. I like this one _a lot_.
Air Transport-Airplane that transports units
AWAC-Like spy plane, but shorter range. Gives support to any attacked air units within 4 squares.
Spy Sattelites-Keep constant watch over a certain area.
Refugee-If city is captured, this unit appears. Can add its population to another city. No offense or defense.
Intelligance(sp?) Unit - Anti-spy protection
Long-range attacking units-catpults and other long-range units can attack from a few squares away
Raising armies-instead of building armies, you raise them through your cities
Support-Nation supports unit instead of city.
Tech upgrades-Option to upgrade units with whatever you discover once you discover it. Example: You have an archers unit defending a town. You discover Bronze Working.You can now add bronze armor to your archer unit if you wish.
Seperate armies and weapons-The people are drafted from a city while their weapons are built in another.
Training Grounds-Not letting certain units that have to be trained, like an archer or a knight, be built until barracks are built.
If I missed anything, let me know!