![]() The faster the Settlers can get to their destination and form the new Outpost, the better. The Outpost then grows on its own, and should eventually become a new, productive Town. This act destroys the Settlers unit completely, but places the new Outpost at its position. The primary purpose of Settlers is to reach their destination and establish a new Outpost there. Once under your employ, a unit of Settlers requires an Upkeep Cost of 2 and 1 each turn. The baseline production cost is 60, but all Settlers have an additional cost: When a town finishes producing a new unit of Settlers, its population immediately drops by 1,000 (the town effectively loses one working citizen). Settlers can be produced in any town and by any race, there are no prerequisites or exceptions. ![]() Read the section on racial variants below for more information. Most of the actual units produced will have innate racial bonuses that deviate from this baseline template. The following section describe only the "baseline" properties of the Settlers archetype. Nonetheless, once they reach their intended destination, Settlers can set up the basic necessities around which the new population center will grow - hopefully turning into a fully-functioning Town soon afterwards. They travel by wagon convoy and are practically unarmed, making them a perfect target for enemy attacks if they move without protection near enemy-controlled areas. Settlers are simply a group of about a thousand simple folk - civilians with proper survival skills - who are leaving an existing population center to travel and establish a new one. In either case, it is Settlers who will perform the task of erecting the new Outpost to stake your claim. Sometimes the empire simply needs another population center or production center to milk. Sometimes it's a strategic location that needs colonizing in order to exploit its resources or position. Most of these are irrelevant, since Settlers should avoid combat if at all possible, but differences in Movement can mean a lot for this unit.Ĭreation of a new Settlers unit in any town reduces that town's population by 1,000 - and can potentially cause a town to vanish, if its population drops below 1,000.Īlthough different empires have different methods of expanding their territory and influence, practically every empire will want to construct completely new towns where none were before. Settlers from different races look exactly the same, but may have slightly different attributes. Thus, they can be created by any Race, and are of extreme importance to every empire. ![]() ![]() Settlers are responsible for creating new Outposts, and are the only units that can do so. The archetype is discussed in this article, and each variant has its own, separate page. Each of these units is a variant of the basic Settlers archetype, and is produced by a different Race. It is a template defining the baseline attributes and abilities of 14 Normal Units, all of which are called " Settlers". On 23 October 1990, the parents of the school voted for the school to be opened to all races.Settlers is the name of a Normal Unit Archetype. The school buildings were officially opened on 24 April 1969. This is awarded for the school with the highest number of passes in English Home Language. ![]() Settlers received the Provincial Excellence in English Home Language Award, from The Premier Helen Zille and Education Minister Donald Grant. He was succeeded by various headmasters: B. The first headmaster Hobbs served until 1969, when M. These three were 1820 Settlers from Britain to South Africa. The School recognise the British heritage in its naming of its houses: Pringle, Bain and Shaw. The School was started on 19 January 1965. ![]()
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