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The Power of Nation Edit
- Get one free Scout class unit with each Barracks built; Scouts receive free upgrades and can move through forests.
- First Senate built is free and instantly built.
- Citizens working at a Woodcutter's Camp gather +2 Food in addition to the Timber gathered.
- Military units (including Scouts) in friendly (own or allied) territory are hidden when not attacking.
- All units heal when not moving or attacking in friendly (own or allied) territory.
- Barracks units have +5% hit points.
Notes: The Woodcutter's +2 Food ability is affected by the Granary and Granary technologies. The automatic hidden and healing abilities only activate if the unit had not attacked within the last 33 seconds (500 frames). This is the same delay for regular units to be hidden under a General's Ambush ability. The Iroquois automatic healing ability heals at the same rate as if the unit were garrisoned, and is improved by the same amount by the Herbal Lore line of technologies. It stacks with the natural healing of some units like the Citizen when in friendly territory.
The Iroquois have an additional, undocumented (hidden) nation power: Most Barracks units receive a +25% movement bonus, similar to the Bantu's movement bonus. This bonus does not apply to Modern Age nor Information Age units, nor to the Scout line, nor to the Machine Gun line. It does however apply to the Flamethrower and other Barracks units from the Industrial Age and earlier. This movement bonus is based on the age the unit becomes available, not the actual age of the player's nation. It works in neutral and enemy territory, not only in friendly territory. It is independent of the Bantu's movement bonus value.
Version notes: Prior to version 03.02.12.0800, Barracks units had +10% instead of +5% hit points.
Unique Units Edit
The Iroquois unique Scout line (Takohs, Akweks, Okwari) have +10 HP, additional moves (given below), additional LOS (given below), +3 instead of +2 LOS bonus per Science level, and additional craft compared with the standard Scout line of units they replace. Additionally, Takohs will automatically hide when not moving. Damage-wise, the Armored Cavalry line of units have a 50% damage bonus against the Scout line of units, but not against the Iroquois unique Scout line (note that the "Pathfinder", "Pioneer", and "Ranger" entries in balance.xml do not affect the Iroquois unique Scout units despite being in the correct location; this may be a naming error). Biplanes have a 10% damage penalty against the Scout line, but not against the Iroquois scout line. Finally, the Okwari, as an Enlightenment Age unit replacing the Industrial Age Commando, receives more damage from some units due to the Age-related damage bonus.
Iroquois Unique Scouts, Ancient Age - fast, but unarmed; good for exploring the map and finding enemies. Faster, tougher, better Line-of-Sight than normal Scouts. Can spot hidden enemy units, such as Spies and Commandos. Can also destroy enemy Spies.
Iroquois Unique Heavy Infantry, Ancient Age - powerful, slow, units. Faster than normal Hoplites in friendly territory.
Iroquois Unique Heavy Infantry, Classical Age - powerful, slow, units. Faster than normal Phalanx in friendly territory.
Iroquois Unique Scouts, Medieval Age - fast, but unarmed. Faster, tougher, better Line-of-Sight than normal Explorers. Use Counterintelligence to destroy enemy Spies and to remove Informers. When Akweks aren't moving or attacking, they cannot normally be seen by most enemy units. Can spot hidden enemy units, such as Spies and Commandos.
Iroquois Unique Heavy Infantry, Medieval Age - powerful, slow, units. Faster than normal Pikemen in friendly territory.
Iroquois Unique Heavy Infantry, Gunpowder Age - powerful, slow, units. Faster than normal Elite Pikemen in friendly territory.
Iroquois Unique Scouts, Enlightenment Age - a specialized Scout with many special abilities. Faster, tougher, better Line-of-Sight than normal Commandos. Available one age earlier. Use Sniper ability to destroy enemy units. Use Counterintelligence to destroy enemy Spies and to remove Informers. Can spot hidden enemy units, such as Spies and Commandos. When Okwari units aren't moving or attacking, they cannot normally be seen by most enemy units.