Harlekin (Civ4 FFH): Unterschied zwischen den Versionen
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− | [[Kategorie:Civ4]] | + | [[Kategorie:Erkundungseinheiten (Civ4 FFH)]] |
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+ | {{Einheit_Info_Civ4_FFH | | ||
+ | Name = Harlekin | | ||
+ | Bild = Civ4FFH_Harlekin.png | | ||
+ | Kategorie = [[:Kategorie:Erkundungseinheiten (Civ4 FFH)|Erkundungseinheiten]]| | ||
+ | Staerke = 5 | | ||
+ | Bewegung = 2 | | ||
+ | Kosten_schnell = kommt noch | | ||
+ | Kosten_normal = 150 | | ||
+ | Kosten_langsam = kommt noch | | ||
+ | Kosten_episch = kommt noch | | ||
+ | Voraussetzungen = [[Zähmen (Civ4 FFH)|Zähmen]]| | ||
+ | Ressourcen = | | ||
+ | Gebaeude = [[Jahrmarkt (Civ4 FFH)|Jahrmarkt]] | | ||
+ | Religion = | | ||
+ | Zauber = | | ||
+ | Zivilisation = [[Balseraphs (Civ4 FFH)|Balseraphs]] | | ||
+ | Ersetzt = [[Waldläufer (Civ4 FFH)|Waldläufer]] | | ||
+ | Startbefoerderungen = [[Beförderung Fokus I (Civ4 FFH)|Fokus I]], [[Beförderung Fokus II (Civ4 FFH)|Fokus II]], [[Beförderung Tierbändigung (Civ4 FFH)|Tierbändigung]], [[Beförderung Geist I (Civ4 FFH)|Geist I]], [[Beförderung Chaos I (Civ4 FFH)|Chaos I]], [[Beförderung Zauberei (Civ4 FFH)|Zauberei]]| | ||
+ | Faehigkeiten = Kann [[sieht versteckte Tiere (Civ4 FFH)|versteckte Tiere]] sehen<br>Versteht sich gut mit [[Bessere Ergebnisse von Eingeborenendörfern (Civ4 FFH)|Eingeborenendörfern]]<br>kann keine [[Geländefelder plündern (Civ4 FFH)|Geländefelder plündern]]<br>geht über [[Über unpassierbares Gelände gehen (Civ4 FFH)|unpassierbares Gelände]]| | ||
+ | Kann_Bauen = [[Jagtlager (Civ4 FFH)|Jagtlager]]| | ||
+ | Sonstiges = Baugeschwindigkeit: 200%<br>Stadtangriff: -20%<br>25% [[Rückzugschance (Civ4 FFH)|Rückzugschance]] | | ||
+ | Modernisierung_zu = [[Bestienmeister (Civ4 FFH)|Bestienmeister]], [[Druide (Civ4 FFH)|Druide]] | | ||
+ | Modernisierung_von = [[Akrobat (Civ4 FFH)|Akrobat]]| | ||
+ | Befoerderungen = | ||
+ | }} | ||
+ | This is an advanced scouting unit, wonderful for subduing any later animals. It has different requirements than the unit it replaces, does not carry birds, but is a level 2 channeling Sorcerer, and can withdraw from combat. | ||
+ | ==Civilopedia== | ||
+ | Being able to capture animals for the Balseraph carnivals and to use Chaos magic makes the Harlequins effective in times of war or peace.<br><br><br>"Cackling laugh, intense, bulging eyes ringed wick,th bla a chalk-white face, and a manic smile that will never go away. And you are trying to tell me there is something MORE terrifying than a homicidal harlequin?"--Nial Hocrier, City Watchman | ||
+ | ===Strategy Text=== | ||
+ | Rangers can move through impassable terrain, carry hawks, and carry on a Scout's increased movement rate. They are also the first unit to receive the Animal Handling promotion, allowing them to convert defeated animal units. These units are particularly useful because they can travel in Rival territory. They require a Hunting Lodge to train and can be upgraded to a Beastmaster or Druid (granting the Druid access to the Mind and Chaos spell spheres). | ||
+ | {{FFHRing}} |
Version vom 11. Mai 2007, 19:10 Uhr
Harlekin | ||
---|---|---|
Erkundungseinheiten | ||
Werte | ||
Stärke | 5 | |
Bewegung | 2 | |
Herstellungskosten | ||
Schnell | 101 | |
Normal | 150 | |
Langsam | 225 | |
Episch | 300 | |
Voraussetzungen | ||
Technologien | Zähmen | |
Gebäude | Jahrmarkt | |
Eigenschaften | ||
Spezialeinheit für | Balseraphs | |
Ersetzt | Waldläufer | |
Startbeförderungen | Fokus I, Fokus II, Tierbändigung, Geist I, Chaos I, Zauberei | |
Fähigkeiten | Kann versteckte Tiere sehen Versteht sich gut mit Eingeborenendörfern kann keine Geländefelder plündern geht über unpassierbares Gelände | |
Kann bauen | Jagtlager | |
Sonstiges | Baugeschwindigkeit: 200% Stadtangriff: -20% 25% Rückzugschance | |
Modernisierungen | ||
Modernisierung zu | Bestienmeister, Druide | |
Modernisierung von | Akrobat |
This is an advanced scouting unit, wonderful for subduing any later animals. It has different requirements than the unit it replaces, does not carry birds, but is a level 2 channeling Sorcerer, and can withdraw from combat.
Civilopedia
Being able to capture animals for the Balseraph carnivals and to use Chaos magic makes the Harlequins effective in times of war or peace.
"Cackling laugh, intense, bulging eyes ringed wick,th bla a chalk-white face, and a manic smile that will never go away. And you are trying to tell me there is something MORE terrifying than a homicidal harlequin?"--Nial Hocrier, City Watchman
Strategy Text
Rangers can move through impassable terrain, carry hawks, and carry on a Scout's increased movement rate. They are also the first unit to receive the Animal Handling promotion, allowing them to convert defeated animal units. These units are particularly useful because they can travel in Rival territory. They require a Hunting Lodge to train and can be upgraded to a Beastmaster or Druid (granting the Druid access to the Mind and Chaos spell spheres).