From Inselkampf
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| - | {{Side-top}}
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| - | {{prerequisite |mainhouse=1
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| - | |goldmine=
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| - | |stonequarry=
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| - | |lumbermill=
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| - | |storehouse=
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| - | |stonewall=
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| - | |watchtower=
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| - | |laboratory=
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| - | |harbour=
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| - | |barracks=
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| - | |spear=
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| - | |shield=
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| - | |bow=
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| - | |catapult=
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| - | |sail=
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| - | }}
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| - | {{Side-bottom}}
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| - | ==Visibility==
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| - | The watch-tower looms far above your island and warns you of foreign ships approaching your [[island]]. The more it is expanded, the better the visibility will be. Without a watch-tower, the visibility is one nautical mile. The seed calculation used is: Visibility = 1.2^level
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| - | ==Canceling Fleets==
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| - | You can cancel outgoing transports and attacks until they reach one tenth of your watch tower's visibility.
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| - | ==Protection Against Espionage==
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| - | The watch-tower provides some defence against [[espionage]], and will alert you of approaching [[ships]]. If an espionage fails you will see a red bar against the isle attempted upon and the origin of the spy.
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| - | There is now strong evidence to suggest that a level 20 watch-tower gives you a 38% chance of detecting an espionage attempt, and no tower provides a 1% chance. This is based upon views and experiments of German and .co.uk players.
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| - | * [[Charts#Watch-Tower | Building costs for a Watch Tower]]
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| - | [[Category:Buildings]]
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Revision as of 01:54, 23 August 2007
¡xǝs lɐuɐ ǝʌɐɥ