Furor Teutonicus and Ranged Units

Nlmh71

Chieftain
Joined
Sep 21, 2010
Messages
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Does the German Unique Ability, Furor Teutonicus, still have a 50% chance to grant 25 gold and a free barbarian warrior if the barbarian in the camp is destroyed by an archer or any other ranged unit?

It would be an annoyance if I actually had to bring my warrior over to finish off the camps to utilize my bonus.
 
if that is what is says when you start the game, then yes.

Sorry, but it doesn't actually specify. I'm wondering if the bonus only applies to attacking melee units who, in one turn, kill the barbarian brute and invade the camp.

Ranged units bombard the camp, killing the brute, then invade it afterwards. I'm wondering if this makes any difference.
 
I'm fairly sure that it only counts for when you actually use melee units.
 
Yeah that is why Ottoman works better... only the camp has to be coastal. You get a surround and it can only spawn Galleys.
 
Does the German Unique Ability, Furor Teutonicus, still have a 50% chance to grant 25 gold and a free barbarian warrior if the barbarian in the camp is destroyed by an archer or any other ranged unit?

It would be an annoyance if I actually had to bring my warrior over to finish off the camps to utilize my bonus.
Yes, it does work when an archer kills the barbarian.
 
The 50% triggers when you enter the camp, not when you destroy the unit in it. Kill with archer, move in next turn.
 
I am not certain about this, but I have only seen the ability trigger when the camp is taken in melee combat with a defending unit. I have never seen it trigger when an empty camp is captured. Since the unit that joins you is always the same as the one you kill taking the camp, I'm guessing that it doesn't work if there's no unit in the camp when you take it.
 
I am not certain about this, but I have only seen the ability trigger when the camp is taken in melee combat with a defending unit. I have never seen it trigger when an empty camp is captured. Since the unit that joins you is always the same as the one you kill taking the camp, I'm guessing that it doesn't work if there's no unit in the camp when you take it.
The game remembers which barbarian unit was in the camp. If you enter an empty camp with the archer, you have a 50% chance to get that unit.
 
I agree with the above statements. The civopdeia a little misleading. You don't get a 50% of a barb unit joining your side by killing it in a camp regardless of how you kill it. You only get it when you occupy a barb camp.

And you get the bonus even if you didn't kill the unit (it wanders away, someone else kills it, or its just not there when you arrive for whatever reason) and occupy the camp. The trigger happens when you enter the camp. So, your archer kills a barb unit in the camp and occupies it the next turn, you get a chance at a unit.

And it doesn't matter what unit you use to occupy the camp with either. The barb you get is whatever the camp originally spawn with - brute, archer, crossbowmen, spearman, pikeman on up to an infantryman. So you can occupy a camp with a Modern Arm unit and get a brute if the camp survived that long.
 
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