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! style="background-color:#e7e7e7" |'''vs. Land'''
 
! style="background-color:#e7e7e7" |'''vs. Land'''
 
! style="background-color:#e7e7e7" |'''vs. Sea or Missile'''
 
! style="background-color:#e7e7e7" |'''vs. Sea or Missile'''
  +
!Armor, Armor II
! style="text-align:center; background-color:#e7e7e7" |'''Air,Heli/Armor'''
+
! style="text-align:center; background-color:#e7e7e7" |Air, Helicopter
 
! style="text-align:center; background-color:#e7e7e7" |'''forced reachable'''*
 
! style="text-align:center; background-color:#e7e7e7" |'''forced reachable'''*
 
! style="background-color:rgb(231,231,231);text-align:center;"|Killstack Protected
 
! style="background-color:rgb(231,231,231);text-align:center;"|Killstack Protected
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| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
  +
|•
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|• 
| style="text-align:center;"|
+
| style="text-align:center;"|
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|'''+10% '''
 
| style="text-align:center;"|'''+10% '''
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| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
  +
|•
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|'''✓ '''
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| style="text-align:center;background-color:#E0F0E0" |1.33x 
 
| style="text-align:center;background-color:#E0F0E0" |1.33x 
 
| style="text-align:center;background-color:#E0F0E0" |1.33× 
 
| style="text-align:center;background-color:#E0F0E0" |1.33× 
  +
|•
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|'''✓'''
 
| style="text-align:center;"|'''✓'''
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| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
 
| style="text-align:center; background-color:#E0F0E0"|1.33×
  +
|•
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|'''✓ '''
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| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
  +
|unreach
| style="text-align:center;" |•,•/unreach 
 
| style="text-align:center;" |•
+
| style="text-align:center;" |• 
 
| style="text-align:center;" |
 
| style="text-align:center;" |'''✓'''
 
| style="text-align:center;" |'''✓'''
 
| style="text-align:center;"|•
 
| style="text-align:center;"|•
 
|}
 
|}
   
===== ''*Normally "unreachable" units can be attacked by a unit able to attack the terrain type.'' =====
+
===== ''*Whether normally "unreachable" units can be attacked by units able to attack the terrain type.'' =====
   
 
===== ''**Does not heal but does not lose hit points either.'' =====
 
===== ''**Does not heal but does not lose hit points either.'' =====
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! style="background-color:#e7e7e7" |'''vs. Land'''
 
! style="background-color:#e7e7e7" |'''vs. Land'''
 
! style="background-color:#e7e7e7" |'''vs. Sea or Missile'''
 
! style="background-color:#e7e7e7" |'''vs. Sea or Missile'''
! style="background-color:#e7e7e7" |Air,Heli/Armor
+
! style="background-color:#e7e7e7" |Air, Helicopter
  +
!Armor
 
! style="background-color:#e7e7e7" |Armor II
 
! style="background-color:#e7e7e7" |Armor II
 
! style="background-color:rgb(231,231,231);text-align:center;"|forced reachable
 
! style="background-color:rgb(231,231,231);text-align:center;"|forced reachable
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| style="text-align:center; background-color:#B0F0B0"|2×
 
| style="text-align:center; background-color:#B0F0B0"|2×
 
| style="text-align:center; background-color:#C8F0C8"|1.67×
 
| style="text-align:center; background-color:#C8F0C8"|1.67×
  +
|1.67×
 
| style="text-align:center;"|•
 
| style="text-align:center;"|•
 
| style="text-align:center;"|
 
| style="text-align:center;"|
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| style="text-align:center; background-color:#B0F0B0"|2×
 
| style="text-align:center; background-color:#B0F0B0"|2×
 
| style="text-align:center; background-color:#C8F0C8"|1.67× 
 
| style="text-align:center; background-color:#C8F0C8"|1.67× 
  +
|1.67×
 
| style="text-align:center;"|•
 
| style="text-align:center;"|•
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|'''✓ '''
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| style="text-align:center;background-color:#F0F0E0" |1.2x 
 
| style="text-align:center;background-color:#F0F0E0" |1.2x 
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|• 
  +
|•
 
| style="text-align:center;"|•
 
| style="text-align:center;"|•
 
| style="text-align:center;"|'''✓'''
 
| style="text-align:center;"|'''✓'''
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| style="text-align:center; background-color:#F0F0E0" |1.2x
 
| style="text-align:center; background-color:#F0F0E0" |1.2x
 
| style="text-align:center;"|• 
 
| style="text-align:center;"|• 
  +
|•
 
| style="text-align:center;"|•
 
| style="text-align:center;"|•
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|'''✓ '''
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| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
| style="text-align:center;" |•,•/unreach 
+
| style="text-align:center;" |• 
  +
|unreach
 
| style="text-align:center;" |unreach
 
| style="text-align:center;" |unreach
| style="text-align:center;" |
+
| style="text-align:center;" |
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|•
 
| style="text-align:center;"|•
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! style="background-color:#e7e7e7" |'''vs. Land'''
 
! style="background-color:#e7e7e7" |'''vs. Land'''
 
! style="background-color:#e7e7e7" |'''vs. Sea or Missile'''
 
! style="background-color:#e7e7e7" |'''vs. Sea or Missile'''
! style="background-color:#e7e7e7" |Air,Heli/Armor,<br /> 
+
! style="background-color:#e7e7e7" |Air, Helicopter<br /> 
  +
!Armor
 
! style="background-color:#e7e7e7" |Armor&nbsp;II
 
! style="background-color:#e7e7e7" |Armor&nbsp;II
 
! style="background-color:rgb(231,231,231);text-align:center;" |forced reachable
 
! style="background-color:rgb(231,231,231);text-align:center;" |forced reachable
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| style="text-align:center; background-color:#B0F0B0" |2×
 
| style="text-align:center; background-color:#B0F0B0" |2×
 
| style="text-align:center; background-color:#C8F0C8" |1.67×
 
| style="text-align:center; background-color:#C8F0C8" |1.67×
  +
|1.67×
 
| style="text-align:center;" |•
 
| style="text-align:center;" |•
 
| style="text-align:center;" |'''✓'''
 
| style="text-align:center;" |'''✓'''
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| style="text-align:center; background-color:#B0F0B0" |2×
 
| style="text-align:center; background-color:#B0F0B0" |2×
 
| style="text-align:center; background-color:#C8F0C8" |1.67× 
 
| style="text-align:center; background-color:#C8F0C8" |1.67× 
  +
|1.67×
 
| style="text-align:center;" |•
 
| style="text-align:center;" |•
 
| style="text-align:center;" |'''✓ '''
 
| style="text-align:center;" |'''✓ '''
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| style="text-align:center; background-color:#B0F0B0" |2x
 
| style="text-align:center; background-color:#B0F0B0" |2x
 
| style="text-align:center; background-color:#C8F0C8" |1.67x
 
| style="text-align:center; background-color:#C8F0C8" |1.67x
  +
|1.67×
 
| style="text-align:center; " |•
 
| style="text-align:center; " |•
 
| style="text-align:center;" |'''✓'''
 
| style="text-align:center;" |'''✓'''
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| style="text-align:center; background-color:#F0F0E0" |1.2x
 
| style="text-align:center; background-color:#F0F0E0" |1.2x
 
| style="text-align:center;" |• 
 
| style="text-align:center;" |• 
  +
|•
 
| style="text-align:center;" |•
 
| style="text-align:center;" |•
 
| style="text-align:center;" |'''✓ '''
 
| style="text-align:center;" |'''✓ '''
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| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
 
| style="text-align:center;" |unreach 
| style="text-align:center;" |•,•/unreach 
+
| style="text-align:center;" |• 
  +
|unreach
 
| style="text-align:center;" |unreach
 
| style="text-align:center;" |unreach
| style="text-align:center;" |
+
| style="text-align:center;" |
 
| style="text-align:center;" |'''✓ '''
 
| style="text-align:center;" |'''✓ '''
 
| style="text-align:center;" |•
 
| style="text-align:center;" |•
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| style="text-align:center;"|•
 
| style="text-align:center;"|•
 
| style="text-align:center;" |• 
 
| style="text-align:center;" |• 
| style="text-align:center;" |
+
| style="text-align:center;" |
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;"|'''✓ '''
 
| style="text-align:center;" |•
 
| style="text-align:center;" |•

Revision as of 16:22, 15 March 2020

Multiplayer II Resources:

Manual / Summary / Design Log

Defense Bonuses for Terrain with Bases

Defense Bonuses and other bonuses for units inside Bases

Units in a Fort: 

File:Fort.png
Defender ↓ vs. Land vs. Sea or Missile Armor, Armor II Air, Helicopter forced reachable* Killstack Protected Heals
Land 1.33× 1.33× •  +10% 
Helicopter 1.33× 1.33× •  ✓  ✓  0%**
Sea unit in river fort 1.33x  1.33×  • 
Fighters 1.33× 1.33× •  ✓  ✓  • 
Other Air unreach  unreach  unreach • 
*Whether normally "unreachable" units can be attacked by units able to attack the terrain type.
**Does not heal but does not lose hit points either.

Forts can be made after discovering Masonry. They can be made by Workers, Settlers, Legions, Engineers, and Proletarians. A Fort is first required on a tile before building a Fortress. A Settler inside a Fort can claim that tile to found a city. A Fort gives no bonuses against Air units, Helicopters, or Armor. Forts make great outposts for border security and establish vision, even if not occupied by an army. They do not claim national territory, however. Build-time: 2 worker turns.

Units in a Fortress:

File:Fortress-0.png
Defender ↓ vs. Land vs. Sea or Missile Air, Helicopter Armor Armor II forced reachable Killstack Protected Heals
Land 1.67× 1.67× +25%
Helicopter* 1.67×  1.67× ✓  ✓  +25%
Sea unit in river fortress 1.2x  1.2x  • 
Fighters 1.2x 1.2x •  ✓  ✓  • 
Other Air unreach  unreach  •  unreach unreach ✓ 
*Helicopters and Balloons can refuel inside Fortresses

Fortresses are available with Construction tech and can be made by Workers, Settlers, Legions, Engineers, and Proletarians. They are much stronger than Forts, but first require a Fort to be built. Unlike Forts, they give defense bonuses against Air, Armor, and Helicopters. Fortresses claim national territory and establish borders. They give vision which gets a bonus after Invention tech is known. Build-time: 3 worker-turns.

Units in a Naval Base:

File:Navalbase.png
Defender ↓ vs. Land vs. Sea or Missile Air, Helicopter
 
Armor Armor II forced reachable Killstack Protected Heals
Land 1.67× 1.67× +25%
Helicopter* 1.67×  1.67× ✓  ✓  +25%
Sea 2x 2x 1.67x 1.67× +20%​​​
Fighters 1.2x 1.2x •  ✓  ✓  • 
Other Air unreach  unreach  •  unreach unreach ✓ 
Helicopters, Baloons, and Triremes can refuel inside Naval Bases.

Naval bases are Fortresses with accomodation to allow ships to enter. They give refuge for ships to repair without the threat of kill-stack or the "Pearl Harbor effect." Building requirements: 1) Fort on a low-land tile cardinally adjacent to ocean, 2) Knowledge of Engineering technology. Build-time: 5 worker turns.

Note 1.2x is actually 1.33x vs missiles, for both naval base and fortress.

Units in an Airbase:

File:Airbase.png
Defender ↓ Defense Bonus Can refuel forced reachable Killstack Protected Heals
Air/Balloon  
Helicopter +25%
Missiles ✓  ✓  ✓ 
All other units •  ✓ 

Airbases are available after Radio technology. They are a landing spot for air missions, and a place to refuel. Air units inside become reachable by land units. Build-time: 2 worker turns.