Click here for Bases in MP2D.
Multiplayer II Resources:
Multiplayer II Caravel Manual / Multiplayer II Summary / Design Log.mp2
Note for charts below:
- Healing is based on a percentage of the full hitpoint value of the unit.
- Fractional healing is rounded down to the lower integer whole number.
Defense Bonuses and other bonuses for units inside Bases[]
Units in a Fort:[]
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: they establish vision even when not unoccupied. They do not claim national territory, however. Build-time: 2 worker turns.
Units in a Fortress or Castle[]
Defender ↓ | vs. Land | vs. Sea or Missile | Air, Helicopter | Armor | Armor II | forced reachable | Killstack Protected | Heals |
---|---|---|---|---|---|---|---|---|
Land | 2× | 2× | 1.67× | 1.67× | • | ✓ | +25% | |
Helicopter* | 2× | 2× | 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 | ✗ | ✓ | • |
(*) Note 1.2x is actually 1.33x vs missiles, for both naval base and fortress.
*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.
Castles provide the same defense bonus as a Fortress but the units inside cannot be seen by enemies. Tech requirements are Feudalism, Construction, and a Fortress on the tile. They can no longer be built after you discover Gunpowder. Besides not being able to see inside, they differ from a Fortress in that they claim more land around them, and can't be attacked by Siege Rams. Build-time: 5½ worker-turns (rounds to 11).
Units in a Bunker[]
Defender ↓ | vs. Land | Armor | Armor II | forced reachable | Killstack Protected | Heals |
---|---|---|---|---|---|---|
Land | 2× | 1.67× | • | ✓ | +25% | |
Helicopter* | 2× | 1.67× | • | ✓ | ✓ | +25% |
Sea unit in river fortress | 1.2x | • | • | ✓ | ✓ | • |
Fighters | 1.2x | • | • | ✓ | ✓ | • |
Other Air | unreach | unreach | unreach | ✗ | ✓ | • |
*Helicopters and Balloons can refuel inside Fortresses[]
Bunkers are available with Steel tech and can be made by Workers, Settlers, Legions, Engineers, and Proletarians. Their defense bonus is almost the same as a Fortress. They differ in that enemies can't see any units inside, they claim less land around them, and have less vision. Air and Missiles cannot attack them (except Nukes.). They also protect the tile from pillage and iPillage. Removing a Bunker requires constructing a Fortress on top of it, which takes 2 turns. To build a Bunker first requires a Fortress to be built. Build-time: 18 worker-turns.
[]
Defender ↓ | vs. Land | vs. Sea or Missile | Air, Helicopter |
Armor | Armor II | forced reachable | Killstack Protected | Heals |
---|---|---|---|---|---|---|---|---|
Land | 2× | 2× | 1.67× | 1.67× | • | ✓ | ✓ | +25% |
Helicopter* | 2× | 2× | 1.67× | 1.67× | • | ✓ | ✓ | +25% |
Sea | 2x | 2x | 1.67x | 1.67× | • | ✓ | ✓ | +20% |
Fighters | 1.2x | 1.2x (*) | • | • | • | ✓ | ✓ | • |
Other Air | unreach | unreach | • | unreach | unreach | ✗ | ✓ | • |
(*) Note 1.2x is actually 1.33x vs missiles, for both naval base and fortress.
[]
Naval bases are Fortresses with accommodation to allow ships to enter. They give refuge for ships to repair without the threat of kill-stack or the "Pearl Harbor effect." In straight cardinal directions, they can see Submarines at a distance of 2 tiles. Building requirements: 1) Fort on a low-land tile cardinally adjacent to ocean, 2) Knowledge of Engineering technology. Build-time: 5 worker turns.
Units in an Airbase:[]
Defender ↓ | Defense Bonus | Can refuel | forced reachable | Killstack Protected | Heals |
---|---|---|---|---|---|
Air/Balloon | • | ✓ | ✓ | ✓ | +15% |
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.