@ls612
Time for some Dieselpunk fun! Please add ...
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Goliath Mothership
Graphic:
Here (Use the one without marking and increase the size to twice a normal blimp.)
Icon: ?
Type: Helocopter
Strength: 40
Movement: 2
Cost: 400
Req Tech: Dieselpunk AND Zeppelins
Req Resource: Dieselpunk AND Hydrogen
Upgrades To: Gunship
Special Abilities
- This Unit is Tradable
- CAN Entire Polar Ocean, Ocean or Tropical Ocean
- Doesn't Receive Defensive Bonuses
- Ignores Terrain Movement Cost
- Cannot Capture Cities
- Ignores Building Defense
- +50% vs Gunpowder Units
- +50% vs Tracked Units
- +50% vs Wheeled Units
- Cargo Space 2 (Carries Fighters)
Civilopedia: Nearly twice as large as the majestic Hindenburg class airships, the stupendous Goliath Class airship, wonder of the skies, provides unparalleled luxury for its obscenely wealthy passengers (If you're not obscenely wealthy then how can you afford a ticket). But in times of war this exceedingly versatile craft can be configured to provide air superiority where you need it, when you need it while still providing its crew of over 300 able airmen with the luxury of heated and well lit living quarters thanks to the wonders of electricity.
Notes: Use Blimp as Base.
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Drache Helicopter (National Unit - Limit 15)
Graphic:
Here (Use the one without the Nazi markings.)
Icon: ?
Type: Helocopter
Strength: 45
Movement: 4
Cost: 425
Req Tech: Dieselpunk AND Zeppelins
Req Resource: Dieselpunk AND Oil Products
Upgrades To: Gunship
Special Abilities
- This Unit is Tradable
- Cannot Entire Polar Ocean, Ocean or Tropical Ocean
- Doesn't Receive Defensive Bonuses
- Ignores Terrain Movement Cost
- Cannot Capture Cities
- Ignores Building Defense
- Can Withdraw from Combat (25% Chance)
- +100% vs Gunpowder Units
- +75% vs Tracked Units
- +75% vs Wheeled Units
- -50% vs Water Units
- Cost +1
per turn
Civilopedia: Nearly twice as large as the majestic Hindenburg class airships, the stupendous Goliath Class airship, wonder of the skies, provides unparalleled luxury for its obscenely wealthy passengers (If you're not obscenely wealthy then how can you afford a ticket). But in times of war this exceedingly versatile craft can be configured to provide air superiority where you need it, when you need it while still providing its crew of over 300 able airmen with the luxury of heated and well lit living quarters thanks to the wonders of electricity.
Notes: Use Gunship as Base.
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Railroad Artillery (National Unit - Limit 15)
Graphic:
Here
Icon: ?
Type: Siege Unit
Strength: 24
Movement: 2
Cost: 300
Req Tech: Dieselpunk AND Artillery
Req Resource: Dieselpunk AND Ammunition
Upgrades To: Mobile Artillery
Special Abilities
- This Unit is Tradable
- Doesn't Receive Defensive Bonuses
- Maximum 85% Damage to Enemy Upon Attack
- Causes Collateral Damage (Max 70% of 8 Units)
- Immune to Collateral Damage from Siege Units
- +50% City Attack
- +100% vs Melee Units
- +100% vs Archery Units
- +50% vs Siege Units
- Can Perform Ranged Attacks
- Range 1
- Accuracy 80
- Can Bombard City Defenses (-16%/turn)
- Ignores Building Defense
- Can Be Captured
Notes: Use Artillery as Base.
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Big Bertha (National Unit - Limit 15)
Graphic:
Here
Icon: ?
Type: Siege Unit
Strength: 30
Movement: 1
Cost: 400
Req Tech: Dieselpunk AND Artillery
Req Resource: Dieselpunk AND Ammunition
Upgrades To: Mobile Artillery
Special Abilities
- This Unit is Tradable
- Doesn't Receive Defensive Bonuses
- Maximum 85% Damage to Enemy Upon Attack
- Causes Collateral Damage (Max 70% of 8 Units)
- Immune to Collateral Damage from Siege Units
- +50% City Attack
- +100% vs Melee Units
- +100% vs Archery Units
- +50% vs Siege Units
- Can Perform Ranged Attacks
- Range 2
- Accuracy 80
- Can Bombard City Defenses (-16%/turn)
- Ignores Building Defense
- Can Be Captured
Notes: Use Artillery as Base.
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Tzar Tank (National Unit - Limit 15)
Graphic:
Here
Icon: ?
Type: Wheeled Unit
Strength: 45
Movement: 1
Cost: 400
Req Tech: Dieselpunk AND Armored Vehicles
Req Resource: Dieselpunk AND Steel
Upgrades To: Modern Tank
Special Abilities
- This Unit is Tradable
- Doesn't Receive Defensive Bonuses
- +50% Attack vs Early Tank
- +50% Attack vs Machine Gun
- +25% Attack vs Wheeled Units
- -50% Marsh Attack
- -25% Muddy Attack
- -15% Tundra Attack
Notes: Use Tank as Base.
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Double Biplane (National Unit - Limit 15)
Graphic:
Here
Icon: ?
Type: Early Fighter
Strength: 25
Range: 4
Cost: 200
Req Tech: Dieselpunk AND Flight
Req Resource: Dieselpunk AND Ammunition
Upgrades To: F4U Corsair
Special Abilities
- This Unit is Tradable
- Can Intercept Aircraft (35% Chance)
- Can Destroy Enemy Improvements and Bomb City Defenses (-3%/Turn)
- Ignores Building Defense
Notes: Use Early Fighter as Base.
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Many Thanks in Advance!
