Aquaveral

**Aquaveral (This is Not Quite Done)**

A lost tribe from the lost age of the first turns, the Aquarial ceased to infighting and mutation, splitting in two, the Aquarion and the Kickoo. Few of the original clan remained, but now, they have risen again from the deep ocean as the Aquaveral, ready to take back the square with their expanded naval units.

The Aquaveral has an expanded tech tree and unique and powerful sea units. They also have the ability to cause Floods by raising the water level of the ocean tiles. They don't have a starting tech but 3 additional (new) techs and a modified branch.

New techs:

After Navigation they have Naval Warfare, which allows them to have a new "Carriers" naval unit and "Canals" building.

You can build a Canal for 20 stars, it gives 3 population and can connect to other ports and canals. If you tap on the Canal, you can build a Carrier. Carrier costs 20 stars to train, but you can put up to 10 units in it. They can move on any water tile, so they don't really have a movement value. The Carrier has 50 health, so if the carrier dies, all of the units you had in the Carrier die. A large transport that can’t attack.

Instead of "Riding" they have "Swimming" which lets all of their units move on any kind of water, including warriors and such. However, any land-based units (the classic Warrior, Mind Bender, Swordsman, etc.) can’t move as much as the special Water Units (Shark, Diver, Aquarevo). They also unlock the "Diver" which is a unit that can go UNDERwater. This makes it impossible for other tribes to see the Diver and you can surprise them with many Divers coming up all at once, previously unseen. However, Divers can only “hold their breath” for 4 turns, then they need to surface.See Diver Stats below.

Their Riding branch of the tech tree is similar to that of the Aquarion’s, with Diving and  unlocked. The Tridention has now been shipped to the Archery tech, now called Spearing. The unit is the Aquarevo, in honor of their fallen ancestor and founder of the original tribe. It has a different sprite and rides a shark. It bears a decorated spear.

They have a tech after Aquatism called Spiritual Diving. It gives you the ability to train Sharks and build Aquariums. See below for shark detail. Aquariums give 2 population and cost 5 stars to build on any water tile, and if any of your water units (or swimming units) go to the tile with the Aquarium, they get a double defence bonus in the Aquarium. You can only train Sharks in Aquariums.

New Units:

Super Unit: Poseidon. Poseidon can cause floods. If there is an ocean/water tile, tap on Poseidon and there will be a red mark on the ocean/water tile. Tap it and the water level of the surrounding 9 tiles will rise. Meaning that if there is a water tile next to a Bardur city, flood the water tile and the city will be flooded, causing it to lose 5 population. This also destroys any buildings that are flooded. Poseidon can also throw tridents, which are 4 ranged. He has the skills Swim, Dash, Flood, and Scout. 50 Health,  6 Attack, Unlimited Movement in Water, otherwise 1 on land. 4 Range

Diver, in place of the Rider. Divers can go underwater, which means they can move underwater unseen, and they can hold their “breath” for 4 turns. They are 4 stars to produce. 10 Health, 2 Attack, 3 Movement in Water, 2 on land, and 1 Range

Shark: This is unlocked with Spiritual Diving. They are identical to Navalons in stats, having 30 health, unable to go on land (except cities), but they have a different sprite and costs 6 stars to train, and can be trained in an Aquarium.