Special Units
by Richard
Most of the units in this list are not available to the human player
in a normal game. They are either rare or in some way special. This
article aims to teach you about them, and to offer ways of using them
in your scenarios. Units from the expansion are denoted (RoR).
-Hero Hector
Hero Hector is a special type of hero. He is available in both AoE
and RoR. He is one of the strongest heroes available in the game,
especially prior to RoR, and gets all the armour and attack bonuses,
including nobility (some heroes get bonuses, some don't). However, if
you have ever taken control of him, you will notice he has some
unusual traits. To explain it simply, you can only task him to move,
not to do anything else. If you tell him to attack or board a
transport, he will just move towards them as if you tasked him to
only move there. Therefore:-
-You cannot make him attack Gaia units (although he will fight back
if attacked by a lion etc)
-You cannot get him onboard a transport (nor can a CPU)
-If you are set to neutral, he will not be able to attack buildings
or villagers etc.
In summary, he attacks other units that he normally would if not
tasked, but there
is no way to control anything besides his movement.
Instead of taking this as a restriction, use it to your advantage.
Perhaps he is an animal lover that will not attack villagers either,
for they are innocent. And would he sail from his homeland? Never!

Hero Hector is used in 'Trojan War' (Glory of Greece) - perhaps
his inability to board a transport was created so he remained on the
island in this level
-Archimedes (RoR)
The best scenario you’ll see using Archimedes is “The
Union”
in Ingo’s Budonian Tales. So I’ll let the Master himself
explain it
(text modified from the history section of that scenario)
Some things about Hero Archimedes:
- He looks like a priest and behaves like a warrior, although he
hasn't the abilities of either.
- Although he cannot do enemies any harm, he automatically goes to
them to fight.
- If a Hero Archimedes follows your units, it is because his
diplomatic posture tells him to fight you.
- If Hero Archimedes is your ally, he will not follow you. If you
provoke him, he will alter his diplomacy and regard you as his enemy.
That means he will finally come after you.
- If he gets stuck to a blind lame priest or a watch tower you have a
problem. You'll have to kill the unit by pressing DELETE.
- By the way, there's a little bug in RoR: if Hero Archimedes
"attacks" you, sometimes you lose one life point. This should not be
possible, but it happens.
Hero Archimedes in 'Syracuse' (Expansion 1: Rise of
Rome)
-Invisible Demon
This unit is quite a curiosity. It is basically a cavalry unit; it
has the hit
points of a hero, and the graphic, speed and LOS of a heavy cavalry
unit. And
it is invisible and uncontrollable!
It becomes visible just as it dies. It has several known
applications, and the
potential for more. It can be used as a ghost, or some similar
creature. It can
be used as a spy, or a conspirator, either of an allied type or
enemy, or one
of your own. It can also be used just as a flare or visibility tool.
They can
stop an artifact or ruin from being taken from you or your ally,
without there
being any apparent reason. This could also mean that if you leave an
artifact/ruin
unguarded it magically changes ownership and you lose, or a timer
starts and you
must hurry to complete the mission. More on using artifacts and ruins
later on…
They are the only unit that can be used to block the path on water.
Best to use
your own IDs in this case, since they are not movable and don’t
show up
on the mini map as much as a non blue unit. Paint shallows where you
want them,
then remove them by deleting or moving away (with patch/RoR). This is
much better
than painting cliffs across water, which looks weird.
Another use I recently discovered is to place them next to a CPU
Archimedes, and
use it to control the enemy unit. Since you can’t see it, it
seems you have
control of him. They can only be moved using changes in diplomacy
however (i.e.
they will move toward enemy units).
Besides their uses, you also need to know how they behave. They
behave a little
like Archimedes in that they won’t attack you, but tend to move
towards
enemy units. Computer controlled IDs have somewhat strange behavior,
since the
CPU probably thinks they are a heavy cavalry unit. Use a passive per
file to bring
that under control, otherwise they may move towards your base as if
to attack.
As a human player’s possession they will move towards enemy
units like any
other melee unit. Also note, though they are invisible, your units
will still
attack them if they are your enemy, and your enemies attack them if
they belong
to you. To remove an invisible demon from the map you must drown them
by painting
water under them.

The Invisible Demon appears in 'The Red Demon' (Budonian Tales) -
though the unit itself is invisible, the surroundings make for an
eerie atmosphere
-Flares
A flare removes the fog on the map on the area it occupies, and then
disappears shortly after. Once the flare has gone, you can only see
fog, just like any other area that has been explored. They have
limited application, since they are only used at the beginning. Their
main use is to make Gaia units belong to player 1 at the start, e.g.
to have a house away from the main base but that looks like the Stone
Age appearance. Make a flare, and then place Gaia house under it.
This saves having to add another unit nearby to see the house.
Another use is to make "Flare writing", using the flares as a means
of generating a message on the map or mini map.
You can place Gaia units on them to be discovered, and they will
instantly become yours. You could also place a ring of flares for a
nice effect at the start, or use them to highlight an important area
or reveal a little extra terrain. Flares are also generated in the
game when a ranged unit attacks you (useful in some tricks), but not
when a melee unit does.
A flare seems to be easily deleted by placing things over the top of
it, however this is an ILLUSION. If you want to get rid of flares,
you must delete them by placing a CLIFF on top of them. Anything else
will appear to remove them but they will remain behind. This will
make them harder to delete because their outline will no longer show.
However, if you want say, a path, to be flared, then you could place
the flares, "delete" them with units (not cliffs, this way they
aren't really deleted), and then place normal eye candies like desert
patches, that the flare normally blocks. This is because the editor
no longer recognizes the flare, even though it is still there.
It deletes some things itself when placed, so place the flares first.
To see where
a flare is, turn the grid on (Ctrl + A). Flares do not highlight CPU
buildings,
only the ground under them. If you want a permanent flare try a flag
or invisible
demon, or units hidden in forest (e.g. a scout - just make sure the
CPU won't
attack it!). Single pole flags hidden behind the large forest trees
work well.
-Mercenary
A mercenary unit is very unique because it has no line of sight. This
is the same property that a Blind Lame Priest has, but a BLP cannot
move. A mercenary can move, and attack. It is very similar to a heavy
cavalry, but it cannot see. And if it cannot see, it cannot attack.
Therefore, if it gets stuck in the fog, it can be attacked without
being able to retaliate. You must rely on the LOS of nearby units to
allow it to function, or of allies (with writing). Once it has
started attacking it should continue to do so even behind the fog, if
its target doesn't move away.
If a mercenary is in the fog, you won't be able to select it either.
However, you can still control it by numbering it, and selected it
from the keyboard. Mercenaries are not Gaia units, and cannot be
chosen from the Gaia list. They will not change ownership like an
artifact either. They are just difficult to control. You could
research writing, and then be able to take on a new mission now that
you can see your mercenaries.
A mercenary CANNOT find Gaia units. To do that they must be in your
LOS. Since they have none, this is impossible, however, there is a
walk around (isn't there always?). A mercenary CAN discover RUINS,
ARTIFACTS and DISCOVERIES. Therefore, just tell the player
approximately where to go (or even have an ally player able to see
the area) and place Gaia units next to the unit. Ruins work best for
this. Did you know a mercenary can attack Gaia units if it has an
allies LOS to see them? It's not that surprising, since you can
attack most Gaia units that don't change ownership (e.g. deer).
Another way to gain ownership of Gaia units is with flares. Flares
are made every time a RANGED unit attacks you. If you place Gaia
units next to the ranged unit, you can discover them via the flare
created when it attacks the mercenary. This is also true for Gaia
towers, which will attack all units, including the mercenary. A Gaia
tower is a good way to help light up a mercenaries path, and may act
as a sort of "light house" for it, but remember if you place CPU
units near, it will attack them too.

Sinarridh, a mercenary in 'Terminal Agenda' (Angor Wat and the
Khmer Legacy) must destroy each temple by his own
hand
Corlis and Herisfon
These two are basically villagers with higher HP. However, there is a
bug which prevents Corlis and Herisfon from being "real" heroes; they
become villagers as soon as you task them to do anything. The only
way around this is NOT to task them. They can still be used as
characters in your scenario, but if there are other villies lying
around then tell the player to NUMBER them (i.e. assign them to a
team), it's the only way you can identify them. I recently played a
scenario with Corlis, and I lost him among all the other villies.
The other thing about these units is that they have increased attack,
but this is meaningless since you can't task them. A good way to make
use of their HP is to have them stay as Heroes to survive, say, some
archer fire, then to task them to gain the extra speed of wheel
(assuming it has been researched) to avoid catapult fire.
If you set the parameter that the Hero cannot die in Destroy # of
Objects, you will lose only when the Hero dies, not when its villager
form dies. Using destroy specific object doesn't make any difference,
you still lose. If you want them to stay in hero form, use Destroy
all objects: Hero (Corlis/Herisfon). That way you lose if you tasked
him.
This can be applied in other ways as well. A regular villager is on
the create/destroy lists, but only when in villager form. This means
woodcutters etc do not count. So you could apply the above to
villagers, and if you tasked any you would lose. Perhaps this could
be used for keeping slaves under control so they don't run off and
mix in with the local miners, or perhaps they are on strike and you
must not force them to work. You can also use it with "create object"
for infiltration missions. So perhaps you must present yourself to a
king in villager form in a location.
Alas, there are no female units in AoE, but you can introduce them in
creative ways. Inside a war chest, in a tower, or as a villager or
Medusa are common representations. To help sell the illusion, perhaps
use a female villager from AoK in the bitmap (See 'The Pharaoh, The
King and the Princes' (Underhand Dealings from the Hatti Archive by
Andrea Rosa) for a great example).
I believe ES wanted the two heroes to be like Joan of Arc in AoK, but
they never used them in a scenario so they didn't spot the bug.
Herisfon was renamed 'Hersifon' in RoR - perhaps a typo correction,
as Dark Archer suggests in his language.dll article. There's no
reference to either on the net, so these must be very obscure
historical figures.

Hero Corlis as Utnahalja in 'Fights and Flames' (Underhand
Dealings of the Hatti Archive)
Medusa
By typing in the cheat "Medusa", your villagers and newly created
villagers become
Medusas, but not pre-tasked villagers, even when they change back to
the "villager"
name. This unit has a special property: when you delete them they are
replaced
with a new unit. They are ideal for fantasy campaigns. You can
prevent them from
being allowed to die by setting the opponents victory condition to
killing the
unit. A medusa becomes a "Dark Rider" when killed, which is very
similar t a Horse
Archer. It then becomes a catapult. If you wanted the objective to be
that you
had to kill all three forms of this unit, set the objective to
"Destroy # of units:
Catapult" (but make sure that player has no catapults of course).
Unlike a villager,
a medusa cannot build, gather or repair, although it can see WHAT you
can build.
It can attack, and its stance is set to attacking, unlike a scout or
regular villager.
You can use them as villagers if they aren't going to be attacking
anything, so
that they will stand still (Making real villagers stay still is near
impossible).
You can also use them to give the appearance of villagers attacking a
unit (provided
the unit can't attack back), since getting villagers to attack a unit
is also
very difficult. You could even set them to attack you, as angry
citizens, and
add a parameter that you can't attack them back (use Destroy # of
Objects: Medusa
- 1)
Flying Dutchman and Cleopatra's Barge (RoR)
Flying Dutchman
This cheat unit is available in the editor (alas, they shouldn't have
hidden the others either!). For non-cheaters like me, the catapult
trireme and juggernaut are converted into the 'Flying Dutchman' upon
entering that code. It is a strong catapult trireme that has two
extra properties:
1) It can attack ground and destroy trees like a Heavy Cat or
Juggernaut, and
2) It can float on land AND sea. You can always block the sea off
with cliffs, like Andrea did in 'Covert Operations' (Memories of the
Gupta Dynasty) for a realistic use.
Cleopatra's Barge
Although this unit cannot fly, it can move very fast. Its speed is
"0.6", the same as a Fire Galley. It addition to speed it has the
same attack as a heavy catapult, and a whopping 500 HP. It can also
attack ground in the same way as the aforementioned Flying Dutchman.
In summary, it's a beast.
All units that have this parabolic trajectory attack are useful for
timed appearances and damaging buildings, and the unusual nature of
their damage area and directions allows them to be used in the
impressive forest fire (Gaia farms) and smaller fire (Gaia houses)
tricks.

A Flying Dutchman is used in Covert Operations (Memories of the
Gupta Dynasty) - Notice that it gets the +4 range bonus of the
Hittite civ
Mirror Tower & Zenobia's Tower (Both RoR)
These two towers have one thing in common - they are both very
powerful. They both have high HP and attack.
Mirror Tower
Very powerful, kills most units with one hit. They have the highest
damage and range of any unit in the editor, with a whooping 100
attack and 17 range. These are a slight exaggeration of towers that
Archimedes used to defend Sicily, according to legend. They can hit
targets unerringly, but they have long pauses between attacks, so are
still very vulnerable.
Zenobia's Tower
This tower is just as powerful as the mirror tower, but less
accurate. Its attack is a huge 40 (Sentry towers are only 4!), and it
has a much greater rate of fire than its counterpart above. The
standout factor is that it has the most HP of any unit in the game -
1000. Only Bab and Shang walls and Carthy Eles can get near this
figure.
The towers compliment each other well, and converting them would be
the best plan of attack. But don't overdo it. I've seen scenarios
where you have to take on hoards of these beasts, and scenarios where
you are defended by hoards of them. In both cases it throws the
balance way off, and you will get a bad score. Look at how Ingo used
Zenobia's tower in Budonian Tales for a great example.

Zenobia's Tower in 'Xanobia' (Budonian Tales) - This unit is used
to bring a female character into the scenario
BLP
The BLP (or Blind Lame Priest) is similar in function to a priest,
but as you may know they can't move, or convert. Also, they have no
LOS, so they are useful in dynamics tricks (timed appearances etc),
and puzzles
Neither of these rules are quite true though. A BLP can move via a
transport vessel, although they cannot move independently and they
can convert, but only at very close range.
When using BLPs in dynamic and appearance tricks, it's important to
note the rules of flares: A melee unit will not give off a flare,
while a ranged unit will. So a melee (hand to hand) unit can attack
without being noticed. The ranged unit's flare can trigger the
appearance of a Gaia unit, while another use of BLPs is a way or
recording diplomacy state. This can be done in two ways;
-If you want to make the player lose if they attack someone, set a
BLP down where it will be killed in retaliation, and set their
victory condition to destroying that unit.
-If you want to make one of the human player's objectives to make
enemies with a player, set one of your victory conditions to
destroying (your own) BLP, and have the BLP in an inaccessible side
area. Place a melee unit (a centurion would be ideal) of the CPU
player in question behind it, so that once you have made them change
to enemy the melee unit kills it (without you seeing) and records the
diplomacy state into your victory condition set.
A BLP can not only heal, but they heal three times faster than a
regular priest. One technique is to place two or three in close
formation so that you can have all two or three healing at once. They
heal at about 10 HP per second. A puzzle trick is to have to stand
next to a BLP and heal while you fight a unit, as the only way to be
able to defeat it.
BLPs also get many of the temple's researches. This includes
monotheism, so they can convert buildings, or other priests. You need
monotheism to convert a BLP, while a BLP with monotheism can convert
a regular priest.
These units can discover ruins, artifacts and discoveries like a
mercenary can, and can be used in the same way as a mercenary in the
artifact appearance trick described later on. Computer BLPs don't get
used in any way, but they will attempt to convert you if attacked.
Priests in general are a great unit for tricks, because they are they
only way ownership can change. Play around with them and you're sure
to find a neat way to use them. Though they are little use in
multiplayer, they make up for it in single player.
Tame Lion
There's no way to control Gaia units without using the cheat "Gaia"
(yes, not too cryptic). This is quite a fun cheat to play around with
- you get to see a lion when it isn't sprinting (which is all it does
normally), you get to make a gazelle attack an elephant and get
pulverized, and you can also move horses and other units like the
alligator king. But the problem is that there is no way to win a
scenario when playing as Gaia, so there is no real application. But
the one unit you can control in a normal scenario is the tame lion,
which has some rather unique characteristics.
A tame lion firstly will not be treated as one of the CPU's units. In
fact if you attack a tame lion it will just sit there and do nothing.
The enemy or ally doesn't take it as being an attack, which means you
can freely kill or better yet, convert its tame lions.
Similarly, an enemy will pay no attention to your tame lions, and you
can use them as spies. However, there is a slight difference: If you
attack an enemy with it, they will quickly realize that THAT
particular tame lion (but not any others that may be nearby) is an
enemy and will try to kill or convert it. These behaviors seem to
indicate that the CPU player seems to think this is a Gaia unit.
There is a bug with this. It was fixed with the patch for AoE (and in
unpatched RoR), so puzzles using it are somewhat obsolete. Whenever
you use more than one tame lion to attack the enemy, it is no longer
aware of the others. It attacks the first one, and then leaves the
rest alone, unless they pick a new target. In a couple of campaigns
I've played this is used (Two Brothers, Conan the Barbarian), so you
will have to file your patch away and paste the old .exe back in from
the disk. The pre patch .exe is important for designing, since you
can delete shallows. It also lets you play without the idle villager
button, so it requires more skill.
Like many Gaia units (besides alligators) the tame lion cannot cross
shallows, or go near them or water. Nor can they board a transport
ship. They cannot attack gazelles either.
Tame lions are immune from enemy attacks while in stealth mode, but
they are never immune from Gaia animal's attacks, and you better
believe that Ele kings, alligators and all those creatures will be
hungry to take a bite of them. They do seem to have an advantage
against a regular lion in combat though.
The lion has sprints when it has been ordered to attack a target.
They can of course discover Gaia units and gain control of ruins etc
like a normal unit.
The tame lion rots very slowly, like an elephant, and unlike a normal
fast rotting lion, but its meat cannot be gathered (yes, it's very
unusual). It can be destroyed fully by attacking its cadaver with a
catapult. You actually have to destroy this corpse as well for it to
be killed, in individual victory. If a villager attacks them, he does
so with a bone (or pitch fork), not with throwing spears.

A Blind Lame Priest and Tame Lions in 'Jason's Escape' (Two
Brothers)
Rafts and transports
The raft is a special transport that can carry only a single unit.
While this is good for a quest type role, having to transport many
soldiers in it is tedious. The raft is a smaller unit than a
transport of either type, so it can fit in gaps between cliffs that a
transport cannot.
Speaking of cliffs, believe it or not, they are not impassable. In
fact if you have ever played a puzzle scenario, you are likely to
have jumped off a cliff into a transport at least once. The trick is
a unit can actually enter a transport from about two tiles away, and
it matters not what is in between. This means a unit can jump up or
down a cliff, and through walls to get into a transport. Look at the
second scenario of Two Brothers, where Jason must escape his
prison.
So far I have seen this trick used quite a bit. But what I haven't
seen is a transport positioned on a full sized cliff - 3 by 3 (not
the narrow ones I've been referring to so far) cliff, in such a way
that you can get back again. This could be a great puzzle component
where you must find an abandoned old ship beached up on a cliff as a
way to climb up, or as a place to hide in. Another variation is to
have unit(s) jump off a bridge and into a boat - a nice way to escape
a battle where you are out numbered.
Another interesting thing about transports is that they create a
question about the 'bring object to object' condition. If a unit is
next to a transport, it has been brought to it, of course. But what
if it is inside the transport? The answer is this: A unit inside the
transport is considered brought to it. But there is another catch -
if you have a second object inside the transport as well, the two
units inside are not considered to be brought to each other. Perhaps
you could have two units that you must not bring together because of
a bitter rivalry, but you must unite them somehow. Since they can
both be recognized as inside the transport, you can have the scenario
set up that they must both be inside to win but if they are brought
beside each other on the map you lose. For a great example of using
transport garrisoning as a victory condition play to the end of
Budonian Tales.
Ever wanted to make a structure that a unit can garrison inside like
in AoK? It's possible to make a reasonably convincing fortification
using a transport on a tiny water area, and placing towers and walls
etc around it. This way your villagers can hide in here while the
enemy attacks you, until your towers can defeat them or
reinforcements arrive. Not the most convincing visual trick, but its
functionality can't be questioned.
A neat trick is to have an allied transport carry your units to a
spot. Snake Eyes has a good write up of it at Woad Creations. In
short it involves your units boarding the allied transport, and it
carries them to a point on the map. It's a great trick, and if you
don't have writing it is all the more impressive as your units
disappear and the map is all covered in fog. Then you appear again as
if by magic! You can even track the allied transport by selecting it
and holding down spacebar. You must be certain that it will work
though. You may have to design your scenario and map to suit the
trick - otherwise it might just fail miserably.
Another interesting property of allied transports is that you can
manipulate them by attempting to board them. They move towards you,
so you can control their position this way. Also, you can use an
allied transport as a hiding place, perhaps where you will be killed
otherwise if you cannot escape your assassins. Just remember, you
cannot get the unit to come back out. Perhaps you could even use a
raft among some fishing ships to make the puzzle ultra hard - as the
player will think it is a fishing boat not a raft. Just be sure to
give them some good hints!
Perhaps you could present your ally with a gift - you can stock an
artifact on an allied transport too. But be careful - sometimes it
will change ownership when it reaches the transport, and become
untasked. If you can keep a unit besides it this won't be a problem.
Here's another way you could use it - make the artifact belong to the
ally, and move their transport away using another unit elsewhere to
order it to pick them up. Place an invisible demon of yours beside
the artifact and when it leaves it will become yours. Now bring the
transport back by tasking the artifact to board it, and you can place
it inside. Finally you may want to lure it somewhere else and then
turn on it and destroy it, allowing the artifact to pop up on another
island.
There are also some issues with converting units and transports. If
you can convert an enemy transport with its units in, you don't get
control of the units. So if you unload them, they will still belong
to your enemy. In fact the best idea is to just leave it, and you
deny the enemy part of its population cap. If you have a unit
boarding a transport as a priest is converting it, the unit continues
to be converted as normal, and will change ownership inside, for a
nasty surprise when you unload! Another priest connection is that
units can continue to be healed when inside a raft.

The brilliant prison escape in 'Jason's Escape'
BETA UNITS
Beta units are units that were not made available in the scenario
editor but are still in the game. They originate from scenarios made
with the beta versions of the game either by ES or others, where they
were not hidden from the editor. They are accessed by designing on a
map with them already on it - called a "Template", which you can
download here at AoEH. The two that are most useful are the horse and
trade workshop - these should be used whenever the map size
allows.
Horse
Some things are suited mainly to AoE or RoR - this is one of them.
Horses are a great addition to any level, even if they are just
something in the background. You can use them as an object to kill
(perhaps a sacrifice) or perhaps to move (to chase them out of an
enemy stable). Stables housing horses make a good eye candy. Use an
actual stable and place some small walls or palisade walls using tree
stumps.
In Rise of Rome they turn invisible when moving. In AoE they work
fine. So in RoR it would be wise to bolt them to the ground with an
invisible tree or cliff.
Killing them is impossible in RoR, but doable in AoE, only with a
villager. In fact villagers of the CPU will even hunt them in AoE -
only for them to disappear! So not surprisingly you can't get meat
off them. Perhaps ES decided they were too noble an animal to hunt so
they left them out. The other way to kill them is to use splash
damage/attacking ground, e.g. a catapult. Their death animation is
strange - a gazelle for an instant (meat form), then the carcass of a
lion. They are easily scared, running away from more units than a
gazelle (e.g. buildings), but lions do not have a taste for them.
Some people don't like using the unit because it is rather large. In
fact it is smaller in the beta screenshots. It does look slightly odd
right next to a cavalry, but I have no complaints, since they add a
new appearance and sound to the scenario.

'Horses that sweat blood' are featured in an optional objective in
'Chang Ch'ien - China's Marco Polo' (Martial Emperor)
Nuke Trooper
This is the cheat unit created by typing in "Photon Man". As you will
know if you've ever played around with the cheats (come on, who
hasn't?) it fires a laser gun, and moves quickly. It's quite
devastating against normal units, with its extreme rate of fire
making up for its average attack. With its increased range as well,
it isn't a unit that is well balanced, like the towers mentioned
earlier. In addition, the map it is on is unusually small, which
further limits its use. It suits a fantasy and maybe puzzle scenario.
Still, if you can make a fun and believable scenario on it, go
ahead.
This unit has a buggy looking death graphic, not surprising since
it is just a cheat unit.

Nuke Troopers are only suited to less serious
scenarios
Hero 12 (RoR)
This is one of the least useful beta units. Hero 12 isn't as strong
as the other horse heroes, with a well balanced 180 HP, and a
powerful 20 attack. Its stats can be increased with nobility and
storage pit upgrades as usual, which is handy. The main problem is
its name. Some rare campaigns have used it, and explained the name
well, so perhaps you could think of an explanation too.
Trade Workshop
This is arguably the most useful beta unit. Perhaps originally
intended for land trade and/or trading research, but in the final
game the unit has no use at all, but is great for designing, as it is
a new addition to the game's basic units and sounds. The trade
workshop template is the basis of most expert designer's maps. It is
on a large map, which is a good size. They have 4 forms (no new
graphic in RoR, just Greek appearance for Roman Civs. They are an
essential two tile unit, and the perfect compliment to houses. Try
mixing Gaia and regular ones for a great effect. As always, the Gaia
unit has the Asian Civ appearance. See also Andrea's template, which
has new rocks as well.

The beautiful cliffs of 'Hero of a Hundred Battles' (Memories of
the Gupta Dynasty)
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