transport



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----- how armies get across water -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 99 into desert, plains, forest, mountains.

Hit Points (HP): 3.
Vanishes if in: false by default, true for desert, plains, forest, mountains.
Generic capacity for units is 4.
Relative sizes of occupants: 99 by default, 1 for infantry, guards, cavalry, marshal.
Maximum number of occupants: 99 for all unit types.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 90% vs marshal.
Damage is 1 vs all unit types.

Other Actions:
Can be disbanded (1 ACP), losing 0 HP per action.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

Material Handling:
    supply, 50 storage (50 at start of game), 1 basic consumption, times 0% if occupant

100% chance to spy, on units up to 1 away.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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