recursal/Fanatic-Fandom huggingface dataset:
Warrior

The **Warrior** is a cheap, primitive melee unit unlocked at the beginning of the game. Most tribes start the game with a Warrior.

The Warrior is a general-purpose unit great for exploration and front-line combat in the early- to mid-game. However, it is outclassed by the Swordsman, an all-around upgrade of the Warrior, and it is easily killed by stronger units like the Catapult and the Knight.

## Trivia

* Costing only 2 stars, the Warrior is the cheapest unit in the entire game.
* The Warrior is the only unit that does not require any technology to unlock.
* The Warrior is one of the only units that can be trained by all tribes. The others include the Swordsman and the Cloak.
* Of the 16 tribes in the game, six of them do not start with a Warrior. They are:
	+ Oumaji, which starts with a Rider.
	+ Hoodrick, which starts with an Archer.
	+ Vengir, which starts with a Swordsman.
	+ Quetzali, which starts with a Defender.
	+ Polaris, which starts with a Mooni.
	+ Cymanti, which starts with a Shaman.

## Gallery

The Xin-Xi WarriorThe Imperius WarriorThe Bardur WarriorThe Oumaji WarriorThe Kickoo WarriorThe Hoodrick WarriorThe Luxidoor WarriorThe Vengir WarriorThe Zebasi WarriorThe Ai-Mo WarriorThe Quetzali WarriorThe Yădakk WarriorThe Aquarion WarriorThe ∑∫ỹriȱŋ WarriorThe Polaris WarriorThe Cymanti WarriorThe Warrior icon
### Tribe Skins

The Xin-xi Sha-Po WarriorThe Imperius Lirepacci WarriorThe Bardur Baergøff WarriorThe Oumaji Khondor WarriorThe Kickoo Ragoo WarriorThe Hoodrick Yorthwober WarriorThe Luxidoor Aumux WarriorThe Vengir Cultist WarriorThe Zebasi Anzala WarriorThe Ai-Mo To-Lï WarriorThe Quetzali Iqaruz WarriorThe Yădakk Ürkaz Warrior
Gate of Power

The Imperius Gate of Power

The **Gate of Power** is the monument awarded for completing the **Killer** task. Like all monuments, the Gate of Power produces 3 population, is worth 400 points, and can only be built once in every game.

The Killer task is achieved by killing 10 enemy units. Converting an enemy unit with a Mind Bender does not count as a kill. The task is unlocked by killing an enemy unit.

The Gate of Power is always a tall gate with no door (like the Arc de Triomphe), but the decorations and styling on the top and sides vary.

## Gallery

The Xin-xi Gate of PowerThe Imperius Gate of PowerThe Bardur Gate of PowerThe Oumaji Gate of PowerThe Kickoo Gate of PowerThe Hoodrick Gate of PowerThe Luxidoor Gate of PowerThe Vengir Gate of PowerThe Zebasi Gate of PowerThe Ai-Mo Gate of PowerThe Quetzali Gate of PowerThe Yădakk Gate of PowerThe Aquarion Gate of PowerThe ∑∫ỹriȱŋ Gate of PowerThe Polaris Gate of PowerThe Cymanti Gate of Power
Mine

The **Mine** is a building that costs five stars and produces two population. The building is unlocked by the Mining technology and can only be built on mountains with metal. (Metal is only visible after Climbing has been researched.)

## Trivia

* The Forge produces two population per adjacent Mine.
* There is an unused sprite for "coal," perhaps an alternate version of the metal currently found in-game.

## Gallery

A MineMetalAn Imperius mountain with metalThe unused "coal" sprite
Shaman

The **Shaman** is a unit exclusive to the Cymanti tribe that can convert enemy units or boost friendly units. The Shaman is unlocked by the Philosophy technology and replaces the Mind Bender.

Upon converting enemy units, it deals damage to them. This is intentional.

    Boosted units get +0.5 attack and +1 movement. This effect lasts until the boosted unit attacks another unit or captures a village.

## Strengths and Weaknesses

Strengths:

* Early-game exploration. Shamans allow early-game Cymanti units like Warriors and Hexapods to move greater amounts of tiles, exploring more in the process.
* Using enemies to make armies. In the early game, you can use the Shaman to convert enemy units and make a larger army. They also counter giants well by attempting to convert using more than one shaman.
* (Indirectly) Sieging cities. Shamans can be used to convert units standing in cities, letting you capture a city.
* Boosting. Shamans can be the backbone of an aggressive Cymanti strategy. Boosted units can take down much larger more expensive units than they would normally be able. A boosted Hexapod kills a Warrior in one hit. Combine that with a Phychi to poison and they can take a warrior even if in a city. Even a Defender in a city will fall after only a couple hits of boosted Hexapods after poisoning because poisoning cuts the defence of a unit and denies them defensive bonuses. This is a huge advantage at the beginning and scales up well to later ages. The Cymanti are an especially aggressive tribe with their unique units all having relatively low defence and this compliments that well by giving them even more power.
* Speed. This is both a strength and weakness. Shamans only have one movement and the Cymanti don’t have roads. However, combined with another Shaman they can boost each other and move at a decent clip across the map.
* Threat range (indirect). Later in the game being able to boost a units speed especially a fast unit like the Raychi or Doomux can really help maintain momentum against an opponent and ensure catapults aren’t as big a threat.

Weaknesses:

* The first Shaman is gold that is easily lost. This is the first time you are given a starting unit you can’t replace with the starting technology. Your early game can really suffer if he gets killed too soon.
* Like the Mind Bender, the Shaman is especially vulnerable to Knights.
* Damaged goods. When converting a unit is always damaged at least a little. A small price to pay but it can mean units that are close to dying can’t be converted
* Doesn’t heal. When compared to the Mind Bender, not being able to heal nearby units can slow down a damaged land army considerably. To counter this, place Mycelium strategically close to the front with a Shaman sitting on them. This way, units can come back, get boosted, and then re-enter combat.
Diplomacy

The Diplomacy branch of the technology tree

**Diplomacy** is a tier three technology that unlocks the Cloak, a stealth unit that infiltrates cities; the Embassy, a building that can only be built in another tribe's capital and grants additional stars per turn; and Capital Vision, which allows the player to see the capitals of tribes they have discovered (including capitals that have been captured).

Researching Diplomacy additionally allows you to see which players are at peace or at war with each other.

## Trivia

* The Engineering technology was to hold the same place in the technology tree as Diplomacy does, but it was never released.
Engineering

This feature has been removed.
**Engineering** was a scrapped tier three technology that unlocked the Destroy ability, which removes a building or ruin at no cost, and the Guard Tower, an unmovable unit. Engineering and the Guard Tower were planned to be released with the "Power" update, but were scrapped before ever being released. The Destroy ability, also planned to be unlocked with Engineering, is now unlocked by Construction.

Diplomacy now takes the place of Engineering in the technology tree.
Riding

Riding and its branches in the technology tree

**Riding** is a tier one technology that unlocks the Rider, a unit with more movement but less defence than the Warrior.

The Oumaji tribe starts with Riding.

For Aquarion, Riding unlocks the Amphibian, a special unit that can move on water and replaces the Rider, and movement on shallow water. (This allows Aquarion to make Boats using captured Ports without researching Sailing.)

For Cymanti, Riding unlocks the Hexapod, an agile, high-attack, but low-health special unit that replaces the Rider.

Riding's branches in the technology tree are focused on "destructive aspects."

## References

1. ↑ Midjiwan (20 Apr 2021). DevBlog: Balance Pass 1. *Steam*. “Thematically, [Clear Forest] fits well with the destructive aspects of the Riding branch (Disband ability, Clear Forest, Burn Forest)...”
Bunta

The **Bunta** is a seasonal variation of the Bunny; the two units are functionally identical. The Bunta resembles Santa Claus in appearance and appears during the December holiday season. It can be spawned (in single-player only) by tapping on any unoccupied tile in player-controlled territory ten times. It will destroy any building on any tile that it moves onto.
Emperor's Tomb

The Yădakk Emperor's Tomb

The **Emperor's Tomb** is the monument awarded for completing the **Wealth** task. Like all monuments, the Emperor's Tomb produces 3 population, is worth 400 points, and can only be built once in every game.

The Wealth task is achieved by having 100 stars at one time after the Trade technology has been unlocked.

The Emperor's Tomb is typically a square pyramid.

## Gallery

The Xin-xi Emperor's TombThe Imperius Emperor's TombThe Bardur Emperor's TombThe Oumaji Emperor's TombThe Kickoo Emperor's TombThe Hoodrick Emperor's TombThe Luxidoor Emperor's TombThe Vengir Emperor's TombThe Zebasi Emperor's TombThe Ai-Mo Emperor's TombThe Quetzali Emperor's TombThe Yădakk Emperor's TombThe Aquarion Emperor's TombThe ∑∫ỹriȱŋ Emperor's TombThe Polaris Emperor's TombThe Cymanti Emperor's Tomb
Grow Forest

The Grow Forest icon

**Grow Forest** is an ability that turns a field tile into a forest tile at a cost of five stars. The ability is unlocked by the Spiritualism technology and can only be used on field tiles in the player's territory without any buildings or structures on them.

The Grow Forest ability can be used to build a Forest Temple on a field tile. Also, it can be used with the Burn Forest ability and Farming to produce population from an empty field tile by growing then burning a forest and finally building Farm. In addition, Grow Forest has a limited military use; because forests hinder movement, they can be used to frustrate invading enemies.
Navigation

The Navigation branch of the technology tree

**Navigation** is a tier three technology that unlocks the Bomber unit and the ability to harvest Starfish.

Navigation is a crucial technology on maps that require long-distance naval bombardments.

## Polar Warfare

Polaris has the **Polar Warfare** technology instead of Navigation. Polar Warfare unlocks the Battle Sled and Ice Fortress units and the Explorer task.

The use of Polar Warfare and the units it unlocks largely depends on individual playstyle and varies from game to game.

## Oceanology

Cymanti has the **Oceanology** technology instead of Navigation. Oceanology unlocks the Raychi unit and the Explorer task.

Oceanology is a crucial technology on maps that require naval development and expansion over neutral and enemy territory because Raychi are used to build Algae bridges.

## **Before Path of the Ocean**

Before the Path of the Ocean update, Navigation unlocked the Battleship unit, movement on ocean tiles, and the Explorer task.
Rider

The **Rider** is a mounted melee unit unlocked by the Riding technology. The Rider has more movement but lower defence than a Warrior. In addition, the Rider has the escape skill, which allows it to move after attacking. Therefore, the Rider can be used in hit-and-run warfare.

The Oumaji tribe starts the game with a Rider. The Aquarion tribe has the Amphibian in place of the Rider, and Cymanti has the Hexapod.

## Strengths and Weaknesses

Strengths:

* **Early-game expansion.** Riders can traverse distances twice as fast as Warriors. When paired with explorers and Roads, they can make claiming large swathes of land very quick compared to using Warriors.
* **Sniping enemy cities**. Riders have the escape skill, allowing them to potentially move into empty enemy cities and siege them after killing any defending units nearby. An experienced Rider user can often accomplish multiple objectives, such as killing key units or moving into villages, with a single Rider every turn.

Weaknesses:

* **Exploring undiscovered lands.** The Rider's increased movement is made useless when trying to explore and clear the clouds from the map, as you will still be limited to moving one tile per turn into the clouds. Furthermore, they are quite weak when defending, meaning it is easy for an exploring Rider to be destroyed by enemy forces with vision on your units. It is much more effective to use them as skirmishers to cycle in and out of combat in lands you already have vision in.
* **Fighting Giants.** It takes 10 Rider attacks to kill a Giant, which will almost always deal enough damage to kill your rider in retaliation. Using purely Riders to kill enemy Giants is usually not cost-effective, with a possible exception being if you wanted to clear up unit space in your cities.

## Strategy

* Riders are the most versatile unit, with the ability to move twice in one turn. With a large amount of Riders and the Roads tech, one can set up complex Rider sieges, ideally being able to not only siege the target, but block off any potential relieving forces.
* Using Riders, you can cycle attacks on a single target. With other melee units, if a tile only had one other tile leading into it, you would only be able to attack it once in a turn. Riders can attack and move away from the point of attack, allowing you to deliver multiple attacks from even the narrowest of entry points.
* Riders with roads have greater movement than boosted Hexapods, which allows riders to pick off exposed Hexapods.

## Gallery

The Xin-Xi RiderThe Imperius RiderThe Bardur RiderThe Oumaji RiderThe Kickoo RiderThe Hoodrick RiderThe Luxidoor RiderThe Vengir RiderThe Zebasi RiderThe Ai-Mo RiderThe Quetzali RiderThe Yădakk RiderThe Aquarion RiderThe ∑∫ỹriȱŋ RiderThe Polaris RiderThe Rider icon
### Tribe Skins

The Imperius Lirepacci RiderThe Bardur Baergøff RiderThe Oumaji Khondor RiderThe Xin-Xi Sha-Po RiderThe Kickoo Ragoo RiderThe Hoodrick Yorthwober RiderThe Luxidoor Aumux RiderThe Vengir Cultist RiderThe Zebasi Anzala RiderThe Ai-Mo To-Lï RiderThe Quetzali Iqaruz RiderThe Yădakk Ürkaz Rider
Score

**Score** is a measure of how much a player has achieved in Polytopia. Points are earned in four categories: Army and Territory, Cities, Monuments and Temples, and Science. Points are lost when a city is captured by an enemy, a building is destroyed, or a unit is killed or disbanded.

The following is a breakdown of how score is calculated.

Army and Territory:

* Units: 5 points per star of a unit's cost. Super units are worth 50 points each. (They have a theoretical cost of 10 stars.) Ship and battleship upgrades do not give extra score. Converted units do not change score for either player.
* Territory: 20 points per tile in the player's territory.
* Exploration: 5 points per explored tile.

Cities:

* Cities: 100 points plus 50 points per level above level 1.
	+ Each population gained is worth five points, and upgrading to level 2 gives a 40 point bonus, upgrading to level 3 gives a 35 point bonus, etc. for a total of 50 points per level above level 1. Upgrading to a level of 10 and above will give negative points (not counting park or super unit points).
* Park: 250 points each.

Monuments and Temples:

* Monuments: 400 points each.
* Temples: 100 points plus 50 points per level above level 1.

Science:

* Technology: 100 points per tier of the technology.

## Starting Scores by Tribe

These scores can be used to guess which tribe opponent players are using.

## Perfection Difficulty Bonus

A difficulty bonus is applied to the final score in the Perfection game mode. This bonus is equal to 100% plus 41% of the natural logarithm of the number of opponents, with an additional 20%, 40%, or 80% when the difficulty level is normal, hard, or crazy, respectively. The maximum difficulty bonus, with 15 crazy-level opponents, is 291%.
Aqua Farm

The **Aqua Farm** is a building that costs five stars and produces two population. The building is unlocked by the Aquaculture technology and can only be built on water tiles with crop. (Crop is only visible after Organization or Farming has been researched.) Like Farms, Windmills will produce one population per adjacent Aqua Farm.
Clear Forest

The Clear Forest icon

**Clear Forest** is an ability that turns a forest tile into a field tile and gives the player one star. The ability is unlocked by the Forestry technology and can only be used on forest tiles in the player's territory without any buildings or structures on them. If the ability is used on a tile with a wild animal, the wild animal will be forfeited.

The ∑∫ỹriȱŋ tribe does not have access to this ability.

## History

In update 2.0.49, Clear Forest was moved from the Forestry technology to Free Spirit, and the number of stars each forest produced when cleared was reduced from two to one. In update 2.0.58, the star reward was reverted to two stars. In update 2.1, Clear Forest was once again reduced to one star but moved back to Forestry.
Hexapod

The **Hexapod** is a fast, hit-and-run unit exclusive to the Cymanti tribe. It has a strong attack but extremely low health. It is unlocked by the Riding technology and replaces the Rider.

## Strategy

The Hexapod is best trained in large numbers because of its low survivability. Building a swarm of Hexapods increases the chances that at least some will survive the enemy's turn, and any surviving Hexapod can deal a sizable amount of damage. Having multiple cities with ample open unit capacity makes it easier to train units in large numbers. Moreover, the Hexapod can ignore movement barriers imposed by terrain and enemy units because it has the *creep* and *sneak* abilities. This allows it to threaten enemy back lines, as it can move through any space between enemy units. Furthermore, the Hexapod is particularly powerful early game. Its already-high attack can be boosted by the Shaman, which allows it to kill even a Warrior in one hit. However, its low health also means that it requires assistance from other units to effectively siege enemy cities or defend against enemy invasions. And, like all units with 10 health or less, the Hexapod is vulnerable to chain attacks by the Knight, which can make Hexapod swarms unfavorable in the mid- and late-game.

The Hexapod is a formidable counter to the Defender. The Hexapod has a strong attack, so it is well suited for killing Defenders.

The Hexapod is similar to the Phychi because they both have low health but high mobility.

## Trivia

* In early developmental phases, the Hexapod had a different sprite, with multiple spots instead of a line displaying its tribe color.
Tribes

*For resource spawn rate modifiers, see Map Generation.*
**Tribes** are civilizations that players play as. Each tribe has a unique starting technology and resource spawn rates. There are sixteen tribes, including twelve regular tribes that share the same technology, units, and buildings and four special tribes that have unique technology, units, and buildings.

Tribes are unlocked via microtransactions. On mobile, four tribes—Xin-xi, Imperius, Bardur, and Oumaji—are available for free; the others are available as in-app purchases that cost from $0.99 to $3.99 USD. On Steam, all regular tribes are included in the base game, and special tribes are available as DLC. Purchases help to pay for game development, maintain servers, and keep the game free of advertisements.

Each tribe has a unique cosmetic design for terrain, units, cities, and monuments. Each tribe also has its own music and ambience, which plays when its "native" tiles are selected. For instance, a rattlesnake is heard on Oumaji tiles, and howling wind and wolves are heard on Bardur tiles. Every tribe starts the game with one unit in its capital. Most tribes start with a Warrior. Some tribes start with the unit associated with their starting technology.

More tribes will continue to be added in the future; however, all future tribes will be special tribes.

## List of Tribes

### Regular Tribes

Regular tribes, formerly known as human tribes, share the same technology, units, and buildings.

On mobile, all paid regular tribes cost $0.99 USD, except Luxidoor, which costs $3.99 USD. The Steam version includes all regular tribes.

### Special Tribes

Special tribes have unique technology, units, and buildings.

All special tribes cost $1.99 USD on mobile and $2.99 USD on Steam.

## Tribe Skins

Nine tribes have cosmetic skins, which can be purchased through microtransactions.

## Tribe Name Pronunciations

The official pronunciations for the tribe names are:

* Xin-xi: Chin-chee
* Imperius: Im-peer-ee-us
* Bardur: Bar-dur
* Oumaji: Oo-mah-zhee
* Kickoo: Ki-koo
* Hoodrick: Hoo-drick
* Luxidoor: Lux-ih-door
* Zebasi: Zeh-bah-see
* Vengir: Ven-geer (not Ven-jeer, but a hard G, as in "graph" or "good")
* Ai-Mo: I-mo
* Quetzali: Ket-zah-lee (not "Qu" like you'd expect, but "K", to mirror the Spanish pronunciation)
* Yadakk: Yad-ak
* Aquarion: Ah-quar-ee-on
* Elyrion: Eee-leer-ee-on
* Polaris: Po-lar-is
* Cymanti: Sih-mahn-tee

## Disabling Tribes

>
> Tribe disabled; it cannot be used by you or the AI.
>
>
>
> –In-game description
>

A player can disable a tribe, which prevents the player and their opponents from picking the tribe. This is done in the tribe picker menu; pressing and holding a tribe head disables (or enables) all other tribes.

Disabling tribes does not decrease the maximum number of opponents allowed; multiple opponents can play as the same tribe (albeit using different colors) when necessary.

## References

1. ↑ Support. *The Battle of Polytopia*. “We have chosen to create a game that is free from ads. This means that we need to have in-app purchases so we can keep developing the game.”
2. ↑ Zoythrus on Reddit
3. ↑ Zoythrus on Discord.
Amphibian

The **Amphibian** is an amphibious unit exclusive to the Aquarion tribe. The Amphibian is unlocked by the Riding technology and replaces the Rider. The Amphibian has similar stats and skills to the Rider; however, the Amphibian can freely travel between land and water, but it cannot move through any land tile without roads. This is similar to the movement penalty mountains and forests (without roads) apply to all units, but the Amphibian experiences this effect on fields without roads as well. This leads it to be weaker than the Rider on land.

The Amphibian can automatically move in water because Aquarion unlocks that movement in the same technology as the Amphibian (Riding). However, to move in ocean, Free Diving or Navigation must be researched.

## Strengths and Weaknesses

### Strengths

* **Early-game expansion through water.** The amphibian's high movement on water coupled with it's natural ability to go in it allows it to explore quickly through water and reach enemy continents quickly to take villages before the enemy can on Continents maps, and reach early villages on Archipelago and Water World maps.
* **Sniping enemy cities from water.** Like the rider, the Amphibian can, thanks to the escape skill, hit a unit and then slide away, say on an enemy city. The Amphibian can come from a zone that the enemy doesn't control early-game, water, attack or even kill a unit if it was already damaged, and slide onto an enemy city.

### Weaknesses

* **Exploring and fighting on land.** Their higher cost compared to a Warrior for the same mobility on land makes it an expensive warrior with less defence.
* **Fighting Giants.** Amphibians need to get 10 hits on a Giant to kill it, with most of the Amphibians dying. This costs 30 stars, and it is more cost-effective to use ranged units such as Archers or Catapults to kill a Giant.

## Trivia

* The Amphibian is slightly smaller than the Rider.
* The Amphibian did not receive a defence bonus in cities until update 1.14, which introduced the fortify skill.
Merchandise

*The Battle of Polytopia* sells **merchandise** through its webshop, *The Polytopia Shop of Souvenirs*. Items include shirts, hats, stickers, postcards, posters, and pins.

## United Tribes of Polytopia

*The United Tribes of Polytopia* (abbreviated as UTOP) was the theme of the first official Polytopia garment, released on the 26th of August, 2016. According to Midjiwan, it is an organization "formed by the tribal leaders to bring peace and prosperity to the Square."
Port

### Description

Produces one population, turns land units that move onto it into Rafts, and forms city connections over water

The **Port** is a building that costs 7 stars, produces one population, turns land units that move onto it into Rafts, and forms city connections with other Ports that have four or fewer water tiles between them. The building is unlocked with the Sailing technology and can only be built in shallow water.

Most land units that move onto Ports will create a Raft. However, there are some exceptions to this:

* The Giant will create a Juggernaut.
* The Cloak will create a Dinghy
* The Dagger will create a Pirate.
* Units with the fly skill will never create Rafts when moving onto Ports.

Players cannot use Ports in enemy territory.

## Trivia

* Prior to the Path of the Ocean update, Ports cost 10 stars to build and produced two population. The Customs House, replaced in the update by the Market, produced two stars per turn per every friendly adjacent Port.
Aquaculture

The Aquatism branch of the technology tree

**Aquaculture** is a tier two technology that unlocks the Rammer and Aqua Farms.

## Before Path of The Ocean

Prior to the Path of The Ocean update, Aquaculture was known as **Whaling** and unlocked the Whale Hunting ability, allowing players to hunt whales for 10 stars. It was removed along with Whales, and the current analogue of this feature is the Starfish.

∑∫ỹriȱŋ had the **Water Magic** technology instead of Whaling. Water Magic unlocked the Enchant ability, which allowed ∑∫ỹriȱŋ to enchant a whale into a powerful Navalon unit at a cost of five stars, instead of Whale Hunting. Water Magic was completely removed, and the tribe now also has Aquaculture. Consequently, Navalons are no longer in the game.

A WhaleThe Navalon model
Aquarion/Strategy

(Whenever someone else gets the chance can you make some edits please ty - kikijackie)

Aquarion, generally considered the worst tribe, has just gotten a large buff thanks to the Path of the Ocean update, where they finally got both a starting tech, Riding, and a separate unit from the warrior, the Amphibian , making them comparable to Vengir or Oumaji, but exclusively when they're played on a map with water, making them the weakest and most challenging tribe to play and master. However, in this guide, I (?) will try to show you (?) how to play them.

## Turn Zero

Aquarion, like many tribes, does not start the game with an economic tech to start, instead starting with the aforementioned Riding and an Amphibian, the first of three unique Aquarion units. The Amphibian is akin to a rider in every way, except it gets their signature two movement exclusively on water, and cannot benefit from roads. Throughout the various games that I've played with them, the best T0 start that has worked for me is moving my amphibian towards the nearest spot of shallow water and exploring from there, and getting organization on T0, allowing for vision to see farms, the most likely source of population in your late game. Unless you're in a cage match, do not make a second Amphibian, because it will destroy your nearly nonexistent economy for the first 4 turns. Additionally, wait until after you upgrade your capital to get a second village, since by that point you should be making enough stars to upgrade that as well the turn after you capture the village.
Giant

The **Giant** is the super unit for all regular tribes. Giants have an extremely high health, attack, and defence, but their movement is very limited (without the Dash skill, they cannot move and attack in the same turn). Giants are often used in Battleships due to Giants' extremely high health and to counter their slow movement on land.

Special tribes have their own unique super units in place of the Giant. The Aquarion, ∑∫ỹriȱŋ, Polaris, and Cymanti tribes instead have the Crab, Dragon, Gaami, and Centipede respectively.

## Strengths and Weaknesses

Giants are good for:

* Sieging cities. The Giant's high health makes killing a sieging Giant much more difficult than killing a sieging warrior or rider. Giants are thus very useful for taking contested cities (when you are certain you can protect it for long enough to capture the city).
* Battleships. All battleships have the same statistics, however, not all units have 40 health. A 40 health Battleship as opposed to a 10 health one will be much more likely to survive and continue to deliver firepower, making it a more worthwhile investment of resources.
* Fighting on the front line. The Giant has unrivaled attack and defence, and can easily outclass any other melee units. As such, attacking a Giant in melee using any other unit will be a costly exchange. The Giant's high attack also allows it to get killing blows more often, being able to kill even slightly damaged Swordsmen or Defenders and advance into those tiles.
* Forcing a unit to move off a city. As described on the Super Unit page, levelling up a city to level 5 or beyond will immediately spawn the Giant in the city tile itself, pushing out any enemy unit which might be besieging the city and stopping them from being able to capture it.

Giants aren't good for:

* Chasing Ranged units. Although the giant has high attack and defence, its lack of the dash skill means any ranged unit with dash, e.g. Archers or Ships, can kite the giant without taking damage as long as they have space to back up.
* Fighting large quantities of strong units. Large amounts of Swordsmen and Knights can easily overwhelm even a strong giant.
* Fighting units with the Freeze skill. The Polaris special tribe can train units with the ability to freeze enemies, and getting frozen will prevent the giant from moving, healing, attacking, or retaliating. The high stats of the giant will thus be of no use as the enemy units will be able to freely attack your Giant even from melee range without taking damage in return.

## Gallery

The Xin-xi GiantThe Imperius GiantThe Bardur GiantThe Oumaji GiantThe Kickoo GiantThe Hoodrick GiantThe Luxidoor GiantThe Vengir GiantThe Zebasi GiantThe Ai-Mo GiantThe Quetzali GiantThe Yădakk GiantThe Aquarion GiantThe ∑∫ỹriȱŋ GiantThe Polaris GiantThe Cymanti GiantThe Giant icon
### Tribe Skins

The Xin-xi Sha-po GiantThe Imperius Lirepacci GiantThe Bardur Baergoff GiantThe Oumaji Khondor GiantThe Kickoo Ragoo GiantThe Hoodrick Yorthwober GiantThe Luxidoor Aumux GiantThe Vengir Cultist GiantThe Zebasi Anzala GiantThe Ai-Mo To Lï GiantThe Quetzali Iqaruz GiantThe Yădakk Ürkaz Giant
Juggernaut

The **Juggernaut** is a naval unit introduced in the Path of the Ocean Beta.

When a Giant moves into a port, it becomes a Juggernaut. Like Rammers, these ships do not have a ranged attack. Instead, they have a unique skill called *stomp*, which damages all enemies adjacent to the juggernaut anytime it moves.

When a Giant moves onto a port or when the Giant disembarks, it also does stomp damage.

## Gallery

The Xin-xi JuggernautThe Imperius JuggernautThe Bardur JuggernautThe Oumaji JuggernautThe Kickoo JuggernautThe Hoodrick JuggernautThe Luxidoor JuggernautThe Vengir JuggernautThe Zebasi JuggernautThe Ai-Mo JuggernautThe Quetzali JuggernautThe Yădakk JuggernautThe Aquarion JuggernautThe Elyrion JuggernautThe Polaris JuggernautThe Cymanti Juggernaut
### Tribe Skins

The Xin-xi Sha-Po JuggernautThe Imperius Lirepacci JuggernautThe Bardur Baergoff JuggernautThe Oumaji Khondor JuggernautThe Kickoo Ragoo JuggernautThe Hoodrick Yorthwober JuggernautThe Luxidoor Aumux JuggernautThe Vengir Cultist JuggernautThe Zebasi Anzala JuggernautThe Ai-Mo To Lï JuggernautThe Quetzali Iqaruz JuggernautThe Yădakk Ürkaz Juggernaut
Park

The icon for the park

*For the monument, see Park of Fortune.*
The **Park** provides 250 points and increases a city's income by one star per turn, much like a Workshop. It is shown among city buildings, like the Workshop. It is one of the two rewards for upgrading a city to level five or higher, the other being a super unit.

## Trivia

* The Oumaji Park of Fortune has what seems like a park on it.
* The trees in the park are the same as the Kickoo and Oumaji trees.
* Luxidoor's capital city will always have a Park graphic in it. It is purely cosmetic and provides no special bonus.
* Prior to the Path of the Ocean update, the Park only provided points, with no income bonus.
Engendros Tenebrosos

Resistencia Elemental:
* Relámpago: Normal
* Fuego: Normal
* Naturaleza: Muy débil
* Fogonazo
* Escudo de fuego
 Rasgos:
* Salud muy débil
 Datos:
* Para defenderse activara un Escudo de fuego dañando a todos los objetivos que le ataquen cuerpo a cuerpo.

 Resistencia Elemental:
* Relámpago: Normal
* Fuego: Normal
* Naturaleza: Muy débil
* Ataque de carga
* Temblor, control de fortaleza para derribo
 Rasgos:
* Daño muy alto
* Ataque medio
* Armadura moderada
 Datos:
* Puedes congelarlo, desorientarlo, confundirlo o redirigir la amenaza entre tus guerreros. En última instancia, corretea para que te siga por el escenario.
* Carga y Lanza piedras tienen tiempo de reutilización de 20 segundos.
* Puedes petrificarlo, pero recuerda que le darás resistencia al daño al hacerlo. Es mejor congelarlo.
* Las habilidades que mejoren el daño y probabilidad de golpes críticos serán de mucha ayuda contra él.

## Características Comunes

**Rasgos:**

* Inmunidad a Ralentizar
* Muy débil a espíritu
* Muy débil a naturaleza

**Datos:**

* Aunque débiles, suelen aparecer en grandes cantidades, por lo que no te confíes. Si están acompañados por un Emisario, ese será tu prioridad, luego elimina a los que tengan menor cantidad de salud.

* Cuidado con los arqueros, pues un grupo de ellos puede dejarte sin magos en pocos segundos.

**Normales:**

* Gruñido Hurlock *(Soldado – Arma y escudo)*
* Hurlock *(Soldado – Arma y escudo)*
* Disidente Hurlock *(Soldado – Arquero)*
* Aprendiz de emisario *(Soldado - Bastón)*

**Elites:**

* Emisario
* Ogro
Eye of God

The Ai-Mo Eye of God

*For the figure that reveals cloud tiles, see Explorer.*
The **Eye of God** is the monument awarded for completing the **Explorer** task. Like all monuments, the Eye of God produces 3 population, is worth 400 points, and can only be built once in every game.

The Explorer task is achieved by discovering every Lighthouse. Prior to the Path of the Ocean update, the task was unlocked by the Navigation technology and completed by discovering every tile

The Eye of God is typically a tall, narrow, obelisk-like structure, or a statue.

## Gallery

The Xin-xi Eye of GodThe Imperius Eye of GodThe Bardur Eye of GodThe Oumaji Eye of GodThe Kickoo Eye of GodThe Hoodrick Eye of GodThe Luxidoor Eye of GodThe Vengir Eye of GodThe Zebasi Eye of GodThe Ai-Mo Eye of GodThe Quetzali Eye of GodThe Yădakk Eye of GodThe Aquarion Eye of GodThe ∑∫ỹriȱŋ Eye of GodThe Polaris Eye of GodThe Cymanti Eye of God
Diplomacy/Strategy

# Diplomacy Beginner’s Guide

The new diplomacy tech adds peace treaties, embassies, and two new units - cloaks and daggers.

Cloaks spawn daggers in proportion to the size of the city, so use them when you know you’ll get enough daggers to take the city. On the other hand, be sure there is enough open space around the city you are attacking with the cloak to spawn all potential daggers. Good counters to cloaks include swordsmen and knights.

If you are going to break the treaty, be sure to move all your units and then break the peace. If you break a treaty, you won’t be able to move your units the rest of that turn or the next turn. If you have units in their territory then those units will be disbanded, so move them out of the opposing player's territory first.

How and when to use them depends largely on whether you are playing a 1v1, FFA, or a team game.

When you are up **against one opponent**, asking for a peace treaty or placing an embassy isn’t worth it. Along those same lines, you won’t have the opportunity to use cloaks in a 1v1 if you meet your opponent very early. Cloaks are a late game unit, best used when you can sneak an invisible unit up to an opponent’s city. Also, beware of getting cloaks in cities too close to the fighting. Cloaks spawned in cities near fighting give any opponent in range of the city a defenseless target.

**FFA games** are where diplomacy becomes more useful. Capital vision helps you see more of the map and building an embassy reveals more tiles round the capital. Getting embassies with players who are far from your terrain can be a great temporary boost to your income and allow you to get tech faster. As long as you don’t expect to fight an opponent any time soon, setting up a peace and/or and embassy is a good idea. However, there can only be one victor, so at some point, the peace will break. Be prepared for betrayal.

Although not formally part of the app yet, **team games**, like 2v2 or 3v3, are where diplomacy will shine. Getting a peace treaty with an ally early will be key to increasing income and coordinating efficient attacks. Also, you can share your ally’s roads and avoid their zone of control.
Navalon

This feature has been removed.
The **Navalon** was a special unit that was unlocked with Water Magic, exclusive to the ∑∫ỹriȱŋ tribe. It was replaced by the Starfish in the Path of the Ocean update.

It was created by Enchanting a whale for 5 stars. It cannot move onto land, with the exception of moving into cities and capturing villages.

The Navalon's *persist* ability was extremely powerful compared to the Knight. Most naval units are weak in comparison to land units, making them easy targets for the Navalon.

Due to the Navalon's *navigate* ability, it could automatically travel in both water and ocean tiles without researching any technology.

With the "Freeze" update, Navalons gained the ability to capture cities; in the Moonrise update, they were also given the ability of capturing villages.

## Strengths and weaknesses

Navalons were good for:

* **Killing swarms of squishy units.** A Navalon could one-shot any 10-hp naval unit, even a battleship (except with a defence bonus). Therefore, the Navalon could easily deal with swarms of squishy units thanks to its persist skill, just as the Knight could deal with swarms of weak units on land.
* **Sieging cities.** With its 3 movement, it could easily get near a city, kill it thanks to its 4 attack and then be safe from death thanks to its 30 health and 4 defence, the latter being the same as a Giant.

Navalons weren't good for:

* **Dealing with swarms of high-hp units.** The Navalon could not one-shot a 15-hp unit, even a boat. The problem was that the Navalon won't be able to attack more units in the same turn, and even though there was only a low risk that a Navalon would be killed by boats, 15-hp battleships in great amounts would easily deal with the Navalon, unable to use its persist while also taking no retaliation thanks to the battleship's range.

## Trivia

* The Navalon was known in some game files as the "Sea Monster".

## Gallery

The Navalon iconThe "claw" attack used by the Navalon
Smithery

The Smithery branch of the technology tree

**Smithery** is a tier three technology that unlocks the Swordsman, a powerful front-line melee unit, and the Forge, a building that provides two population for each adjacent Mine.

The Vengir tribe starts with Smithery. Starting with Smithery does not allow researching Mining, as technologies cannot be researched backwards.
Catapult

The **Catapult** is a long-range unit with a powerful attack. It has the longest range of any unit and the most powerful attack of any regular unit; however, it is vulnerable to attack and cannot deal any retaliation damage.

The Catapult is unlocked by the Mathematics technology. All tribes have access to the Catapult except for Cymanti, which has access to the Exida instead.

## Strengths and Weaknesses

Strengths:

* **Attacking super units.** The Catapult can deal a large amount of damage to a super unit without receiving retaliation damage.
* **Defending against naval units.** It is very difficult to mount a naval attack on a Catapult stationed outside the range of naval units. The Catapult has a longer range than naval units, so a Catapult stationed inland can deter enemy naval units from staying close to shore or landing on shore without being at risk of attack itself.
* **Sieging cities.** Stationing multiple Catapults within range of an enemy city can effectively prevent the enemy from training any units there and attack any enemy units defending the city, allowing the city to be easily sieged.

Weaknesses:

* **Need for protection.** The Catapult is very easily damaged and killed, and it cannot deal any retaliation damage.
* **Enemy Riders and Knights.** Multiple enemy Riders or a single enemy Knight can easily kill an unprotected Catapult.
* **Enemy Catapults.** Because the Catapult lacks the dash unit skill, it cannot move into the range of an enemy Catapult without putting itself at risk of being immediately killed by said Catapult.

## Strategy

* The Catapult needs to be protected from enemy attack. The Defender is well suited for this purpose. Take advantage of zone of control to stop enemy Riders and Knights.
* The best units for attacking an enemy Catapult are the Archer, Rider, and Knight. The Knight is particularly well-suited for this because it can kill a Catapult in one hit and it can kill multiple units in one turn.

## Trivia

* The Catapult is the only unit to use a rock projectile.
* The Catapult received a comprehensive rework in Update 1.7. Its attack was reduced from 6 to 4 and its cost was increased from 5 stars to 8 stars. Also, its sprite was changed.

## Gallery

The Xin-Xi CatapultThe Imperius CatapultThe Bardur CatapultThe Oumaji CatapultThe Kickoo CatapultThe Hoodrick CatapultThe Luxidoor CatapultThe Vengir CatapultThe Zebasi CatapultThe Ai-Mo CatapultThe Quetzali CatapultThe Yădakk CatapultThe Aquarion CatapultThe ∑∫ỹriȱŋ CatapultThe Polaris CatapultThe Cymanti CatapultThe Catapult icon
### Tribe Skins

The Xin-xi Sha-po CatapultThe Imperius Lirepacci CatapultThe Bardur Baergoff CatapultThe Oumaji Khondor CatapultThe Kickoo Ragoo CatapultThe Hoodrick Yorthwober CatapultThe Luxidoor Aumux CatapultThe Vengir Cultist CatapultThe Zebasi Anzala CatapultThe Ai-Mo To-Lï CatapultThe Yădakk Ürkaz Catapult
Dragon Egg

The **Dragon Egg** is the first stage of the Dragon, the super unit of the ∑∫ỹriȱŋ tribe. The Dragon Egg grows into the Baby Dragon at the end of the third turn after the Egg is spawned; the Baby Dragon grows into the Fire Dragon after three more turns.

The Dragon Egg can be carried by a Raft, but cannot grow into a Baby Dragon while in one. The Dragon's later stages cannot be carried by Rafts because they have the fly unit skill.

The Dragon Egg itself is weak, with only 10 health, but it is a valuable target because it can grow into the powerful Fire Dragon. Therefore, the Egg requires protection from enemy attack. One way to provide this is by moving the Dragon Egg away from the front lines.

Because the Dragon Egg has so little health, spawning one cannot effectively stop a city siege. However, upgrading a city before it is captured may prevent the enemy from producing a super unit there.
Dinghy

The **Dinghy** is the naval form of the Cloak. It is created when a Cloak moves onto a Port, and it retains the stats and abilities of the Cloak. For example, it can hide from enemy units (see Cloak for details). A Dinghy can also infiltrate an adjacent enemy city, which spawns Daggers within the city's borders and consumes the Dinghy.

Unlike a Boat, the Dinghy cannot be upgraded into other naval units.

The Dinghy is slightly more powerful than the Cloak, as enemies would need to move onto the tile of the dinghy (which is always water), requiring more expensive naval units if the Dinghy is farther from land.

## Gallery

The Xin-xi DinghyThe Imperius DinghyThe Bardur DinghyThe Oumaji DinghyThe Kickoo DinghyThe Hoodrick DinghyThe Luxidoor DinghyThe Vengir DinghyThe Zebasi DinghyThe Ai-Mo DinghyThe Yădakk DinghyThe Aquarion DinghyThe ∑∫ỹriȱŋ DinghyThe Polaris DinghyThe Cymanti Dinghy
### Tribe Skins

The Xin-xi Sha-Po DinghyThe Luxidoor Aumux DinghyThe Vengir Cultist DinghyThe Zebasi Anzala Dinghy
Urban Search And Rescue (USAR)

La facción ***Urban Search And Rescue*** representa al hospital y estación de bomberos del condado. Su principal función es la salud y protección de los miembros de la comunidad. El número para poder comunicarse es el **091**. El departamento se encuentra ubicado en Bayside, al lado de la oficina de empleos.

## ¿Cómo puedo ingresar?

Para ingresar a esta facción deberás de dirigirte a su apartado en foro y completar la plantilla de currículum correspondiente. Una vez eres aceptado deberás de dirigirte a la ubicación del departamento dónde se te tomará una entrevista de trabajo que tendrá diversas preguntas respecto a tu actuación en X circunstancias. En caso de pasar la prueba ingresarás como *en prácticas*.

## Comandos y binds

Los comandos empleados para esta facción son los siguientes:

* **/curar (ID):** Sirve para subir la barra de vida al usuario específicado.
* **/reanimar (ID):** Si un usuario pierde toda la barra de vida (muere), éste comando lo reanimará (no funciona consigo mismo).
* **/ingresar (ID) (minutos):** Se entendería que este comando es usado como el tiempo de internación que tendrá el usuario especificado luego de ser tratado (en caso de querer disminuir los minutos se realizará el mismo comando y en minutos pondremos el signo **-** con el número de minutos que querramos descontar).
* **/avisos:** Abrirá un panel con las llamadas realizadas al 091. Al aceptar una de ellas aparecerá la ubicación en el radar.
* **/testdrogas (ID) (si/no):** Te dará un listado de drogas y se te indicará si el usuario ha consumido o no. Al poner si se roleará de que fue por orina y al poner no por el palo.
* **/rescatar (ID):** Este comando sirve para rescatar a personas atrapadas por un accidente grave en un vehiculo el cual, el accidentado no le dejará realizar cualquier acción ya que se entiende que está inconsciente y llegara un aviso a los médicos que los mismos vendrán lo antes posible a rescatarte.
* **/desintoxicar (ID):** Le quitará la barra de drogadicción al usuario especificado.
* **Tecla 'Y' o /f:** Se usa para hablar por la radio del departamento.
* **Tecla 'U' o /d:** Se usa para hablar por la radio compartida con TRPD.

## Vehículos

Se exhibirá los vehículos usados por la facción (estos, al igual que TRPD, de acuerdo a su rango podrás utilizar uno o no).

* SVA (Soporte Vital Avanzado)
* SVB (Soporte Vital Básico)
* Fire Truck
* VIR (Vehículo de Intervención Rápida)
* VIR (Vehículo de Intervención Rápida)
* Lancha de rescate (Coasguard)
1/6