Nubian national
powers are unique indeed. Nubians receive the bonus from every single
Rare Resource within their national borders - without deploying a Merchant
to collect it, and without building the Porcelain Tower Wonder. When your Merchants
travel outside your borders, you collect double the value of the rare resources
you deploy them to collect.
Researching Commerce technology, building
Merchants, and sending them out as soon as possible are critical to Nubian success.
Even your game strategy might be based upon which resources you find within your
own lands, and which you successfully exploit abroad.
When it comes to unique units, archers play a large role in the Nubian army. Start
in the Classical (second) Age with the Kushite Archer, who replaces the regular
Archer. While other players are forced to use Crossbowmen in the Medieval (third)
Age, the Nubian player surpasses these amusements with the Royal Kushite Archer.
Following this comes the Apedemak Archer, a Gunpowder (fourth) Age unit.
All bow units are effective against enemy heavy infantry, but Nubian archers off
the major benefit that they are exceptionally effective against other archers. Deploy
them carefully in conjunction with your own Heavy Infantry and pick off enemy bows
to produce a super-predator in melee battles.
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The Nubians
offer attractive units for light raiding, as well. The Horse Archer line from every
nation is a horror to behold on your homefront - they ride quickly through large
amounts of territory, picking off Citizens at a distance. Citizens cost less to
replace the fewer of them you have, but turning out a whole new workforce when no
one's gathering Food is no mean feat. Nubian Camel Archers are the spanner in the
works of enemy economies.
In the Classical
(second) Age, recruit the Camel Archer, which is a more powerful version of the
Horse Archer. The Camel Archer upgrades to the Heavy Camel Archer. These are both
faster and nastier than traditional Horse Archers. Perhaps someday the Camels can
be taught to spit at foes as well.
In the Gunpowder (fourth) Age, mount the Camel Raider, instead of a Dragoon. One
age further, the Nubian Camel Corps replaces the Carabineer in the Enlightenment
(fifth) Age. The zenith of guerilla warfare units, the peak in this line poses a
deadly threat to hapless enemy Citizens and Caravans and wreaks very expensive havoc
deep into enemy territory.
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Kushite - Foot Archer, Classical Age
(II)
Medium-ranged foot infantry with little armor; highly effective against all enemy
archers.
Royal Kushite -
Foot Archer, Medieval Age (III)
Medium-ranged foot infantry with little armor; highly effective against all enemy
archers.
Apedemak Kushite - Foot Archer, Gunpowder
Age (IV)
Medium-ranged foot infantry with little armor; highly effective against all enemy
archers.
Camel Archers - Ranged Cavalry, Classical
Age (II)
Excellent raiders who can fire while moving; particularly effective against enemy
Light Infantry.
Heavy Camel Archers - Ranged Cavalry,
Medieval Age (III)
Excellent raiders who can fire while moving; particularly effective against enemy
Light Infantry.
Camel Raiders - Ranged Cavalry, Gunpowder
Age (IV)
Excellent gunpowder-armed raiders who can fire while moving.
Camel Corps - Ranged Cavalry, Enlightenment
Age (V)
Excellent gunpowder-armed raiders who can fire while moving.
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