Major Shipyard and Port



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----- Deep, Drydocks, Full Production, Fancified. -----

Point Value: 40

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

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

Hit Points (HP): 15.    Recovers by 5 HP each turn.
Vanishes if in: false by default, true for desert, land, forest, mountains, ice, neutral.
Exerts ZOC out to: 1 by default, 0 for Civilian Transport Fleet, Military Transport Fleet, Coastal Sub, Sub, spec ops, Pave Low Heli, Civilian Air Fleet, Military Air Transport Fleet, -1 for Spy Satellite.
MP to enter ZOC: 0 by default, -1 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
MP to traverse ZOC: -1 by default, 0 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
Construction points (CP): 10.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 2 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 80% by default, 0% for Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, spec ops, Pave Low Heli, 5% for Paramilitary Band, Grizzled Partisans, Irregular Corps.

Material Handling:
    Industry, 4 basic production, receive from up to 1 cells away, send up to 1 cells away
    Electronics (none)
    Manpower (none)
    Tech (none)
    X (none)
    Materiel, 2 basic production, 50 storage (50 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: 20% 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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