Village



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----- Minor Settlement -----

Point Value: 1

Notes:
The first villages appeared with agriculture, which quickly transformed nomadic tribes into settled communities. This process started in the Fertile Crescent around 8,000 BC.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Acts independently of ACP restrictions.

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

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, lake, ice.
Generic capacity for units is 8.
Relative sizes of occupants: 1 by default, 0 for Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace.
Maximum number of occupants: -1 by default, 1 for Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace, 0 for Tribe, Village, City.
Maximum total of 8 for all types together.

Vision:
100% chance to be seen at outset of game.
100% 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, 9999 storage
    Ores, 9999 storage
    Ideas, 9999 storage

Required advances to build: None.


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 2 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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