Spy Satellite



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----- Keeps a nation apprised of situations. -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 10 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 peace1-political-border, peace2-political-border, peace3-political-border, 0 into war-political-border.

Hit Points (HP): 1.
Vanishes if in: false by default, true for neutral.
Exerts ZOC out to: -1 for all unit types.

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.
Can see units up to 10 cells away.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.
Chance to see if adjacent is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid, 20% for spec ops, Pave Low Heli, 30% for Coastal Sub, 10% for Sub.
Chance to see in general is 70% by default, 0% for Spy Satellite, The American Mainland, Military Aid, spec ops, Pave Low Heli, 5% for Paramilitary Band, Sub, Grizzled Partisans, Irregular Corps, 20% for Coastal Sub.

Material Handling:
    Industry (none)
    Electronics (none)
    Manpower (none)
    Tech (none)
    X (none)
    Materiel, 2 basic production, 1 consumed per move, 2 (ammo) consumed per attack, receive from up to 3 cells away

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



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