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Light Infantry Siege Units Fighters Scouting Units Civilian Support Units Spies and Generals Submarines Flamethrowers, Bazookas
Machine Guns Attack Choppers Anti Aircraft Supply Wagons Rockets and Cruise Missiles Nuclear Weapons Aircraft Carriers Light Cavalry
Gunpowder Infantry Bowmen Heavy Warships Heavy Cavalry Light Naval Units Bombers Heavy Infantry Horse Archers

 

Civilian Support Units

 

Merchant - 30 different Rare Resources might randomly dot the map in each game; though not every Resource shows up in every game. To use a Resource, send a Merchant to collect it. You can send Merchants anywhere, even into enemy territory. As long as they stay alive, you stay in control of the resource.

For example, having a Merchant trading in Sulphur means that your Wealth and Metal incomes are both increased and that the cost of your gunpowder foot units is reduced. Or, if one of your Merchants is perched atop a Titanium deposit, your Metal income climbs impressively and your Tanks, Cruisers and Battleships each receive more armor.

A healthy Spice merchant


 

Scholar - Each City can hold one University, and each University can hold seven Scholars. Each Scholar you build is progressively more expensive than the last (they'll cost you Wealth). But Scholars produce Knowledge, and Knowledge, ahem, can't be bought or sold in the game.

Other Resources (Food, Timber, Metal, Oil, Wealth) can be traded at the Market after the second Age and Commerce techs are under your belt. Knowledge starts out to be as precious as the other Resources early in the game, and prices are low for Technology and Unit upgrades. By the end of the game, though, you'll find yourself waiting to upgrade key Technologies (and even build some Military Units) while your Scholars toil away. As they say, publish or perish.

Scholars hard at work listening at a lecture

IGN Units Showcase #5

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