Trireme
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----- Three Rows of Oars -----
Point Value: 1
Notes:
The Bireme was soon replaced by the Trireme, with three rows of oars on each side. More rows were impractical, so Triremes dominated naval warfare for several centuries.
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):
Uses a minimum of 1 ACP per move.
Unadjusted speed is 400%.
Needs MP to enter terrain: 99 by default, 1 into sea, lake.
Needs MP to traverse terrain: -1 by default, 99 across road, 2 across river.
Gets up to 1 free MP if needed to finish a move.
Hit Points (HP): 4.
Construction points (CP): 10.
Combat:
Can attack (ACP 0 by default, 1 vs Reed Boat, Longship, Barge, Bireme, Trireme, Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace).
Hit chances are 0% by default, 100% vs Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace, 80% vs Longship, 70% vs Reed Boat, 60% vs Barge, 50% vs Bireme, 40% vs Trireme.
Damage is 1 by default, 0 vs Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% 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: Navigation, Trade.
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).