The American Mainland
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----- Provides the industry necessary to support the war. -----
Point Value: 1
Side Attributes:
Can be a side leader/capital (aka. "self") unit.
Upon death, annoint a new self unit.
(Side must always have a self unit during game.)
Actions and Action Points (ACP):
Does not act.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Is always immobile.
Hit Points (HP): 1.
Vanishes if in: false by default, true for neutral.
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 other units at own location.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.
Material Handling:
Industry, 30 basic production, 100 storage, receive from up to 1 cells away, send up to 1 cells away
Electronics, 30 basic production
Manpower, 3 basic production
Tech (none)
X (none)
Materiel, 2 basic production, 15 storage (15 at start of game), 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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).