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The Cyber Ninja is a unit in Call to Power II.

Summary[]

Gameplay[]

The Cyber Ninja is the zenith of espionage technology. Picking up where the Spy leaves off, it stealthily wreaks havoc on a target empire, Stealing Advances, Spying on Cities, Inciting Revolutions and Planting Nuclear Weapons in a city. It uses the combined skills of cracking, espionage and covert operations to complete its nefarious tasks.

The Cyber Ninja is the operative to call in for the "dirty work". Remember, though, that even the best can be caught, and one will spark a diplomatic and political conflagration should his or her Cyber Ninja be discovered.

Great Library entry[]

After the military developed an internal neural interface device, they began to test its uses in espionage. They implanted it in their spies, who could infiltrate enemy computer centers and "jack" into their systems to steal technology or spy. These "Cyber Ninjas" were supremely effective at completing their operations, and, by 2023, replaced conventional spies in espionage agencies around the world.

See also[]

Call to Power II Units
Abolitionist Aircraft Carrier Archer Artillery Battleship Bomber Cannon Caravan Cargo Helicopter Carrack Catapult Cavalry Cleric Coracle Corporate Branch Crawler Cruise Missile Cyber Ninja Destroyer Diplomat Dreadnaught Eco-Ranger Eco-Terrorist Empathic Diplomat Fascist Fighter Fire Trireme Freight Transport Fusion Tank Hoplite Hover Infantry Infantryman Infector Interceptor Ironclad Knight Kraken Lawyer Leviathan Light Mech Longship Machine Gunner Marine Mobile SAM Moray Striker Mounted Archer Nuclear Submarine Nuke Paratrooper Pikemen Plasma Destroyer PT Boat Samurai Scout Sub Sea Engineer Settler Ship of the Line Slaver Space Plane Spy Spy Plane Stealth Bomber Stealth Fighter Submarine Tank Televangelist Troop Ship Urban Planner War Walker Warrior