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The Kraken is a unit in Call to Power II.

Summary[]

Genetic Age underwater unit.

Gameplay[]

The Kraken is a fearsome underwater assault unit. It can attack Sea Colonies and even vessels on the surface of the water. It is the most powerful naval unit until the Dreadnaught becomes available.

Great Library entry[]

Whereas the Moray Striker derived its navigation and control systems design from genetic research of existing species of sharks, the Kraken was the first operational vehicle to employ an entirely new organic system, based on no living creature. The Kraken evolved through many prototypes and iterations, finally settling on a genetically tailored vehicle of unprecedented efficiency and power. Its propulsion system worked like a turbine engine, taking in seawater and ejecting it with considerable force. It employed large "gills" that extracted oxygen from seawater, providing internal compartments with a renewable oxygen source. The Kraken was unquestionably the most formidable underwater assault craft of the Genetic Age.

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
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