Siege Ramp



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----- Artificial Mountain -----

Point Value: 1

Notes:
A Siege Ramp was sometimes the only way to conquer a heavily fortified position. The gigantic Siege Ramp that the Romans built to take the clifftop fortress of Masada can still be seen today.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 3 new ACP per turn.
    Allowed 1 free ACP to complete an action.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 4.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 by default, 0 vs Reed Boat, Longship, Barge, Bireme, Trireme).
Hit chances are 20% by default, 100% vs Stockade, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace, 0% vs Reed Boat, Longship, Barge, Bireme, Trireme, 80% vs Tribe, Village, City, 60% vs City Walls.
Damage is 1 by default, 0 vs Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace.
Can capture (ACP 0 by default, 1 vs Tribe, Village, City).
Chance to capture: 0% by default, 80% vs Tribe, Village, City.

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:
    Food (none)
    Ores (none)
    Ideas (none)

Required advances to build: Geometry.


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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).