Inquisitor (Civ4 FFH)

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Civ4FFH Inquisitor.png Inquisitor
Geweihte Einheit
Werte
Stärke 9 Civ4Power.png
Bewegung 1 Civ4Fortbewegung.png
Herstellungskosten
Schnell 161 Civ4Produktion.png
Normal 240 Civ4Produktion.png
Langsam 360 Civ4Produktion.png
Episch 480 Civ4Produktion.png
Voraussetzungen
Technologien Göttliches Recht
Eigenschaften
Startbeförderungen Fokus I
Fokus II
Heilung I
Überzeugen
Erleuchtet
Fähigkeiten kann alle Nichtstaats-Religionen und -Gebäude entfernen
kann keine Geländefelder plündern
Sonstiges Nationaleinheit, nur 3 erlaubt
Baugeschwindigkeit: 100%
+50% Angriff gegen Geweihte Einheiten

This unit is a level 3 divine caster that must be upgraded from earlier units. It can take over units that it defeats in battle, and, if the owner's state religion matches that of the state religion of the city it is in (and this is not the holy city for a religion), it can remove all non-state religion buildings and religions.

Civilopedia

Inquisitors have 2 unique abilities: they can remove all non-state religions and non-state religious buildings from a city, and they convert 50% of the human units they defeat in combat. The first ability limits the effect of other civilizations' religions in your land, removing any bonus they are receiving for your cities although it also causes unhappiness in the people of the city, so prepare for a few rounds of revolt after doing this. The second ability, Command, can be used to grab weak units and punish civilizations who attack with stacks of cheap units. Most of the time Inquisitors lack the strength to convert powerful units, but with the right promotions and a few levels they can become truly terrifying. With a little luck a single high level Inquisitor can turn the tide of a battle. A civilization can only have 3 Inquisitors at once.

Strategy Text

Inquisitors can remove non-state religions from your cities and take control of some enemy units defeated in combat