|Unit Information||Game Strategies||History|
Special abilities Edit
Generals provide an extra +2 armor to nearby units, including themselves and civilian units. Armor bonuses of multiple Generals won't stack. Researching Strategy technologies at Forts increases this bonus as well as the General's line of sight and hit points as follows:
|Technology||Hit points||Line of Sight||Armor bonus|
The General has four special abilities, each costing 1000 Craft to use.
|Increases speed for all nearby units for a short duration of time. (Hotkey: Q)|
|Puts a wall of sandbags or sticks, depending on the age, in front of any nearby military units to reduce damage taken from units in front of them and from splash damage. flanking damage is unaffected from this. Note that this ability can only activate within friendly territory. (Hotkey: B)|
|Any units nearby have decoys of themselves placed to distract the enemy so that they can attack while they are trying to kill the decoys. Otherwise, decoys are useless. (Hotkey: Y)|
|Makes all units nearby invisible to most enemies, very useful if you want to get to an enemy's city without being attacked. (Hotkey: V)|
Upon selecting a General, a bright circle appears which indicates that any units within the circle will receive the benefits from the General. Units must remain within the General's area of influence to receive any bonuses.
Unit costs Edit
The General's production cost increases progressively for every other Generals, whether on the field or currently in production, by a fixed +20 Metal and +20 Wealth, which is capped at 240 Metal and 240 Wealth.
See also Edit