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----- Camel Train -----

Point Value: 1

In the first millenium BC the recently domesticated Camel gradually replaced the Donkey as freight animal due to its hardiness and superior strength.

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 2 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 300%.
    Needs MP to enter terrain: 99 into sea, lake, ice, road, ford, 1 into desert, semi-desert, steppe, plain, forest, river, 2 into swamp, salt-marsh, mountain.
    Needs MP to traverse terrain: -1 by default, 99 across river, 1 across road.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 1.
Construction points (CP): 10.

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: The Camel.

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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