Druide (Civ4 FFH): Unterschied zwischen den Versionen

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[[Kategorie:Einheiten_Civ4 FFH]]
 
[[Kategorie:Einheiten_Civ4 FFH]]
 
[[Kategorie:Civ4 FFH]]
 
[[Kategorie:Civ4 FFH]]
[[Kategorie:Civ4]]
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[[Kategorie:Geweihte Einheiten (Civ4 FFH)]]
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[[Kategorie:Nationaleinheiten (Civ4 FFH)]]
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{{Einheit_Info_Civ4_FFH |
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  Name = Druide |
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  Bild = Civ4FFH_Druide.png |
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  Kategorie = [[:Kategorie:Geweihte Einheiten (Civ4 FFH)|Geweihte Einheit]]|
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  Staerke = 9 |
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  Bewegung = 2 |
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  Kosten_schnell = kommt noch |
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  Kosten_normal = 240 |
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  Kosten_langsam = kommt noch |
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  Kosten_episch = kommt noch |
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  Voraussetzungen = [[Schöpfung (Civ4 FFH)|Schöpfung]]|
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  Ressourcen =  |
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  Gebaeude = [[Hain (Civ4 FFH)|Hain]] |
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  Religion =  |
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  Zauber =  |
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  Zivilisation = [[Barbaren-Zivilisation (Civ4 FFH)|Barbaren-Zivilisation]]<br>[[Klan der Asche_(Civ4 FFH)|Klan der Asche]] |
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  Ersetzt = [[Druide (Civ4 FFH)|Druide]] |
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  Startbefoerderungen = [[Beförderung Tierbändigung (Civ4 FFH)|Tierbändigung]], [[Beförderung Heilung I (Civ4 FFH)|Heilung I]]<br>[[Beförderung Fokus I (Civ4 FFH)|Fokus I]], [[Beförderung Fokus II (Civ4 FFH)|Fokus II]], [[Beförderung Fokus III (Civ4 FFH)|Fokus III]], [[Beförderung Erleuchtet (Civ4 FFH)|Erleuchtet]], [[Beförderung Natur I (Civ4 FFH)|Natur I]], [[Beförderung Zauberei (Civ4 FFH)|Zauberei]], [[Beförderung Beschwörung (Civ4 FFH)|Beschwörung]] |
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  Faehigkeiten = 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]]<br>Kann einen [[trägt Vögel (Civ4 FFH)|Vogel]] tragen|
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  Kann_Bauen = [[Jagtlager (Civ4 FFH)|Jagtlager]]|
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  Sonstiges = [[Nationaleinheit (Civ4 FFH)|Nationaleinheit]], nur 3 erlaubt<br>Baugeschwindigkeit: 100%<br>Stadtangriff: -20%<br>Frachtraum: 1 |
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  Modernisierung_zu =  |
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  Modernisierung_von = |
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  Befoerderungen =
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}}
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This is an advanced divine spellcaster unit. Note that promoted with [[FfH Nature II (Promotion)|Nature II]] and [[FfH Nature III (Promotion)|Nature III]], the Druid can be extremely good at terraforming (making land more productive).
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Druids can only be used by Neutral civilizations, regardless of religion.
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==Civilopedia==
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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.<br><br>Only neutral players can build Druids.
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===Strategy Text===
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Druids are the only units outside of the Disciple line that have the Medic I promotion.  They also have a high strength for a spell casting unit and have access to all levels of Nature magic.
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{{FFHRing}}

Version vom 9. Mai 2007, 23:40 Uhr


Civ4FFH Druide.png Druide
Geweihte Einheit
Werte
Stärke 9 Civ4Power.png
Bewegung 2 Civ4Fortbewegung.png
Herstellungskosten
Schnell 161 Civ4Produktion.png
Normal 240 Civ4Produktion.png
Langsam 360 Civ4Produktion.png
Episch 480 Civ4Produktion.png
Voraussetzungen
Technologien Schöpfung
Gebäude Hain
Eigenschaften
Spezialeinheit für Barbaren-Zivilisation
Klan der Asche
Ersetzt Druide
Startbeförderungen Tierbändigung, Heilung I
Fokus I, Fokus II, Fokus III, Erleuchtet, Natur I, Zauberei, Beschwörung
Fähigkeiten Versteht sich gut mit Eingeborenendörfern
kann keine Geländefelder plündern
geht über unpassierbares Gelände
Kann einen Vogel tragen
Kann bauen Jagtlager
Sonstiges Nationaleinheit, nur 3 erlaubt
Baugeschwindigkeit: 100%
Stadtangriff: -20%
Frachtraum: 1

This is an advanced divine spellcaster unit. Note that promoted with Nature II and Nature III, the Druid can be extremely good at terraforming (making land more productive).

Druids can only be used by Neutral civilizations, regardless of religion.

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

Druids are the only units outside of the Disciple line that have the Medic I promotion. They also have a high strength for a spell casting unit and have access to all levels of Nature magic.