Trireme | |||||
---|---|---|---|---|---|
Cost | |||||
40 | |||||
Upkeep | |||||
Shields | Food | Unhappy | |||
1 | 0 | 1 | |||
Required technology | |||||
Map Making | |||||
Obsoletes | Obsoleted by | ||||
- | Caravel | ||||
Hitpoints | Movement | Attack | |||
10 | 3 | 1 | |||
Firepower | Vision range | Defense | |||
1 | 2 | 1 | |||
Capacity | Fuel | ||||
2 | 0 |
- Can carry 2 ground units across water.
- May be disbanded in a city to recover 50% of the production cost.
- May become veteran through training or combat.
- Cannot enter "Deep Ocean" tiles.
Note: this unit's cost, mechanics, and attributes vary greatly between different rulesets. Posted here is the Classic ruleset. See in-game help for other rulesets.
- Prior to v.2.2, Triremes could enter Deep Ocean but with a risk to sink if spending turn change there; this feature was dropped due to unsolved AI and GoTo problems. Afterward, Triremes were restricted to shallow ocean, and lakes, (and rivers in some non-Classic rulesets.)
Triremes in Non-Classic rulesets
In some post-Classic rulesets, random sinking effects were replaced with other alternatives:
- "Coast" flag Triremes have a fuel setting, and can spend a limited number of turns non-adjacent to a coast (i.e., must be adjacent to a continent tile whose terrain lacks the "NoSafeCoast" flag). For example, MP+ and MP-Evolution rulesets.
- "CoastStrict" Triremes can't depart from safe coast at all.
- Custom ruleset Lua effects. (e.g., Triremes sink if they end a turn 3+ tiles from coast (cf., Longturn MP3 ruleset).
In many rulesets Triremes and other vessels can't travel by rivers, because otherwise the land units they transport on the continent could land and execute "double moves" without losing movement. This problem can be removed by servers which implement the universal_unload server setting setting patch.
Back to Units manual page