Zwergen-Druide (Civ4 FFH)
Zwergendruide | ||
---|---|---|
Geweihte Einheit | ||
Werte | ||
Stärke | 9 | |
Bewegung | 2 | |
Herstellungskosten | ||
Schnell | 161 | |
Normal | 240 | |
Langsam | 360 | |
Episch | 480 | |
Voraussetzungen | ||
Technologien | Schöpfung | |
Gebäude | Hain | |
Eigenschaften | ||
Spezialeinheit für | Khazad | |
Ersetzt | Druide | |
Startbeförderungen | Fokus I, Fokus II, Fokus III, Erleuchtet, Erde I, Heilung I, Zauberei, Zwerg, Tierbändigung, Beschwörung | |
Fähigkeiten | kann keine Geländefelder plündern Versteht sich gut mit Eingeborenendörfern geht über unpassierbares Gelände Kann einen Vogel tragen | |
Sonstiges | Nationaleinheit, nur 3 erlaubt Baugeschwindigkeit: 100% Stadtangriff: -20% Frachtraum: 1 |
This is an advanced divine spellcaster unit. Compared to the Druid it replaces, it has Earth I as a promotion instead of Nature I.
Civilopedia
Infused with the magic of Sucellus, the Reborn, the Druids are the mages of nature and bringers of life. Because the only way to gain true and lasting knowledge of how to manipulate the very fabric of life itself is to devote one's whole existence to intimate contact with nature, Druids are a reclusive and not terribly social folk. The Druids form a loose brotherhood of near-hermits who meet once a year to compete, share knowledge, and bond, before they once again disperse to their various fields and forests. Their powerful organic magic means that many empires employ them not so much for their use in war, but for their use in peace, perfecting the land and making it more fertile. Few established empires are incapable of contacting a few Druids to help them repair the scars of war and industry or bring life and lushness to previously infertile regions.
Only neutral players can build Druids.
Strategy Text
Less attuned to the workings of ecosystems and organisms, Dwarven druids instead command the earth sphere of magic.