From digging around in the threads, it seems that players start with extra King units (7 total?), and loss of all of them will lose that player the game. So exactly like Regicide but needing to take out the whole family, not just one.
On a regular start it's free explorers. The worse you're going to pop from a GH is a warrior, and generally the King unit can handle those. I think it's still 1/1/1, but that's usually enough to handle a barb.
So long as you're not ganged up on.
Hi there!
The Mayans drawed my attention lately... due to their interisting trait-combo.
The UU also seems to be very special ... by the way asked:
What happens to the enslave-albility if three Javelin -Throwers form an
"Javelin-ARMY"?Does enslaving still work?
Hmmm...
Why force yourself?Needed to give other Civs a chance again?
Yeah well... too bad... imagine: An "Enslaving-Army"!![]()
I was not sure because f.ex. a Marine-army or Berserker-Army still enjoys its special ability... amphibious attack.
You probably do ot want to make a JT army as it will get attacked, unless defended. AFAIK you keep units special skill as long as the army is made of only that unit. Mix in any other and it will not work.
Zerk armies can make amphib attacks, if it is all zerks.