Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 20.Cost: 40 shields, Upkeep: 2 Food, 1 Shield, 1 Gold.Work, combat or barracks training doesn't improve their abilities to work or combat. Tribes can be assigned to work, if technology required to given work is available. Can also be used as a weak combat group, but cannot occupy a city itself. They can be used to transfer population to other cities, or may found new towns. Tribes are the first and universal unit type. Doing the action 'Bribe Enemy Unit' to this unit is impossible.May impose a zone of control on its adjacent tiles.Can build Fort, Fortress, and Water Lock on tiles.Can convert terrain to another type by irrigation.Can build Irrigation and Farmland on tiles.Can convert terrain to another type by mining.Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.Can build Dirt Road, Paved Road, and Railroad on tiles.Can add on 1 population to cities of no more than size 6.Can build new cities (initial population 1).May be disbanded in a city to recover 50% of the production cost.May load onto and unload from Sea or Coaster transports even when underway.Can only be built if there is Tribe Hut in the city.* Doesn't prevent enemy cities from working the tile it's on. * May fortify, granting a 50% defensive bonus when not in a city. * Gets a 50% defensive bonus while in cities. Attack: 1, Defense: 1, Firepower: 1, Hitpoints: 15.Cost: 25 shields, Upkeep: 1 Food, 1 Shield, 1 Unhappy.That would be convenient.Small Land units can move into any terrain, and can be transported by all transport ships and helicopters.īecause these units are small, they can't occupy tiles or cities even if they have attack capabilities. One suggestion I have would be for the guarding unit to actually move before the guarded unit so you can order the guarded unit to "attack" something, but the guardian will actually do it. Thoughts? Would anyone else find this useful? Would this have to be part of the client or part of the server (or both)? This would come in handy for a lot of other things as well you could have a battleship guard a transport, or have a military unit that has stronger defense guard one with weaker defense, for example a mech infantry could guard a howitzer, for example. It wouldn't provide any advantages other than automation, freeing up more time to enjoy the other aspects of the game. And of course, the guarding unit would use its movement points as it moves to guard, just like normal. Perhaps when guarding, the guarded unit limits its movement points to match those of the guarding unit, if necessary. The guarding unit then chooses the shortest route to the guarded unit, and as long as it's guarding, every time the guarded unit moves, the guarding unit follows it and tries to stay on the same square, as best as the movement rules allow. Essentially you would click on the unit you want to do the "guarding," click on the "guard" action (or press the hotkey, whatever that may be), and then it prompts you to select the unit to guard. I suggest a "guard" action to solve this problem. If I put a military unit on the same tile as an engineer, they won't send the paratroopers, but then I have to either track the engineer or turn auto settler off so that I can have my military unit continue to stay with it. However, later in the game my enemies will start sending paratroopers, instantly killing my engineers. on auto settler, so I can spend my efforts on other things. I've got a feature request/suggestion/idea based on my experience playing Freeciv. Forums: Index > Creative Contents > New unit action: guard
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