Musketeers, Knights

Evie

Pronounced like Eevee
Joined
Jan 5, 2002
Messages
12,072
Location
Ottawa, Ontario
Ok, I must admit I am confused.

What, exactly, are the restrictions on the dreaded Musketeers and Knights slots, and what is enough to get around them? Obviously, I am *not* interested in wasting two slots in my units.gif, so I thought I'd check - what is enough to get around their restrictions on what other units you can build?

*sighs* I used to know this stuff, but now I'm trying to refresh my memory and I have about five different versions of it ("It's gunpowder that causes all of these effects..." "Musketeers slot do this", "Musketeer slot does that"), and I can't remember what's right anymore.

On another topic, what are the terrain type changes one get from pollution? I'm trying to toy around with pollution effects, and I need to make sure to set the right terrain types...IIRC, it's plains to desert and grass to swamp, but I'm not sure ><.
 
plains to desert and grass to swamp are right and forests turn to plains I think. Though I don't know about the musketeer stuff...
 
Hm. I didn't remember forest to plains...Anyone can confirm that?

If I remember correctly the system for the two "cursed slots", a unit with the stats :

Air
Trade
0, 1, 1, 1
Move 0, Range 2
No/Nil

Should be pretty safe, right?

I happen to need two or so "impassable terrains" style of units (mountains and forests), so if I remember correctly and those units as listed above are safe, I'd be able to save two valuable units slot for actual in-game units.
 
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