Inquisitor (Civ4 FFH)
Inquisitor | ||
---|---|---|
Geweihte Einheit | ||
Werte | ||
Stärke | 9 | |
Bewegung | 1 | |
Herstellungskosten | ||
Schnell | 161 | |
Normal | 240 | |
Langsam | 360 | |
Episch | 480 | |
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