Harlekin (Civ4 FFH)
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 | Jagdlager | |
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).