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Terrains and Features
Resources
Improvements and Routes
Governors
Historic Moments

Introduction

Improvements

Airstrip

Alcázar

Barricade

Batey

Camp

Château

Chemamull

City Park

Colossal Head

Corporation

Farm

Feitoria

Fishery

Fishing Boats

Fort

Golf Course

Great Wall

Hacienda

Industry

Kampung

Kurgan

Lumber Mill

Mahavihara

Mekewap

Mine

Missile Silo

Mission

Modernized Trap

Monastery

Nubian Pyramid

Offshore Oil Rig

Oil Well

Outback Station

Pairidaeza

Pasture

Plantation

Polder

Quarry

Reinforced Barricade

Rock-Hewn Church

Roman Fort

Seaside Resort

Sphinx

Stepwell

Trading Dome

Trap

Vampire Castle

Ziggurat

Routes

Trap
Description
An unworkable early Improvement that deals moderate damage to, and depletes the movement of, hostile units passing directly through it. Unlocked with Construction and built using a Builder Charge. Does not prevent unit movement through this space.
Historical Context
While walls are a type of defense that seeks to keep enemies out, traps seek to eliminate, slow, or immobilize them. And while the walking dead are relentless, they are not clever. A single human in a tower, with his juicy human brain, can act as sufficient bait to bring the dead – or hostile humans looking to take out an “unguarded” enemy - in to close quarters where they can be dealt with. But dispensing of the dead involves much more than dealing with human enemies. They cannot be chased off, or even critically wounded; they must be destroyed. Ancient traps could involve burning pitch, hidden pits, or simply towers fill of archers. That is, until the arrows run out…
PortraitSquare
icon_civilization_unknown

Requirements

Technology
icon_tech_construction
Construction
icon_terrain_desert
Desert
icon_terrain_tundra
Tundra
icon_terrain_plains
Plains
icon_terrain_grass
Grassland
icon_terrain_snow
Snow
icon_terrain_desert_hills
Desert (Hills)
icon_terrain_tundra_hills
Tundra (Hills)
icon_terrain_plains_hills
Plains (Hills)
icon_terrain_grass_hills
Grassland (Hills)
icon_terrain_snow_hills
Snow (Hills)

Usage

Built By
icon_unit_builder
Builder
PortraitSquare
icon_civilization_unknown
Description
An unworkable early Improvement that deals moderate damage to, and depletes the movement of, hostile units passing directly through it. Unlocked with Construction and built using a Builder Charge. Does not prevent unit movement through this space.
Historical Context
While walls are a type of defense that seeks to keep enemies out, traps seek to eliminate, slow, or immobilize them. And while the walking dead are relentless, they are not clever. A single human in a tower, with his juicy human brain, can act as sufficient bait to bring the dead – or hostile humans looking to take out an “unguarded” enemy - in to close quarters where they can be dealt with. But dispensing of the dead involves much more than dealing with human enemies. They cannot be chased off, or even critically wounded; they must be destroyed. Ancient traps could involve burning pitch, hidden pits, or simply towers fill of archers. That is, until the arrows run out…

Requirements

Technology
icon_tech_construction
Construction
icon_terrain_desert
Desert
icon_terrain_tundra
Tundra
icon_terrain_plains
Plains
icon_terrain_grass
Grassland
icon_terrain_snow
Snow
icon_terrain_desert_hills
Desert (Hills)
icon_terrain_tundra_hills
Tundra (Hills)
icon_terrain_plains_hills
Plains (Hills)
icon_terrain_grass_hills
Grassland (Hills)
icon_terrain_snow_hills
Snow (Hills)

Usage

Built By
icon_unit_builder
Builder
Language
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