eightiesboi
Chieftain
- Joined
- Dec 8, 2009
- Messages
- 13
Land Transports are optional units that hold most other land units (with exceptions for siege weapons and tanks). They provide advantages and disadvantages for utilizing them, although the advantages should slightly outweigh the disadvantages to account for the cost of creating the unit. Like most other units, they do not disappear when used (as settlers do). Land Transports may offer increased defense, increase movement, or both. On the downside, if a Land Transport is destroyed, any units contained within it are also destroyed. Also, although Land Transports may offer protection to the units within, they can only defend and cannot be used offensively. Finally, like Water Transports, exiting a Land Transport takes all of a units movement for a turn; however, some Land Transports may allow units to attack from within them (like amphibious attacks) at a penalty unless the attacking unit has experience attacking from within a transport (like the amphibious promotion).
Examples of Land Transports (obviously, these are meant to be illustrative only and have not been balanced or playtested):
Some civilizations may have special Land Transports:
Trojan Horse: Moves one square, but can use enemy roads (commando). Minor defense. Carries two units. Units can attack from within it. Can explore rival territory without open borders. If it is within a rival civilizations borders, and its owner declares war on that rival civilization, it does *not* get moved outside those borders (nor do the units contained within). Can only have one built at any time.
Examples of Land Transports (obviously, these are meant to be illustrative only and have not been balanced or playtested):
- Wagon Moves two squares (same as settler). Holds two units. Relatively cheap. Provides minor defense with bonuses against animals and barbarians. (Wagons can be used to send a defender (like a warrior or archer) along with a settler at the same pace as the settler. They also allow some protection for unescorted settlers. For purely military units, this allows units with only one movement to get from point A to B more rapidly, although this feature should be used with caution outside cultural borders or around enemy units, as most military units have better defense (and thus are more vulnerable inside the wagon than on their own).
- Humvee Moves two squares, with movement bonuses on roads, unforested / unjungled plains, grasslands, and hills, and deserts (although movement is still slower in enemy territory). Moderate defense. Carries three units. (Humvees allow slower military units like infantry to keep up with tanks and the like.)
- Armored Personnel Carriers Moves two squares, ignores terrain penalties (due to treads), and provides good defense for three units. (APCs can be used to get reserve troops through contested territory safely, or withdraw wounded troops.
Some civilizations may have special Land Transports:
Trojan Horse: Moves one square, but can use enemy roads (commando). Minor defense. Carries two units. Units can attack from within it. Can explore rival territory without open borders. If it is within a rival civilizations borders, and its owner declares war on that rival civilization, it does *not* get moved outside those borders (nor do the units contained within). Can only have one built at any time.