Grand Citadel



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----- Special fortified city. -----

Point Value: 70

Notes:
Special fortified city saturated with military-industrial power. Multiple large airbases and shipyards. Multiple military academies and camps. Packed with wartime industrial muscle. Alternative government center.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 8 ACP.
    Receives basic allotment of 8 new ACP per turn.
    Damage affects ACP.

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

Hit Points (HP): 500.    Recovers by 15 HP each turn.
Vanishes if in: false by default, true for sea, coastal waters, barrier.
Generic capacity for units is 6.
Relative sizes of occupants: 1 by default, 1000 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Minefield, Sea Mines.
Dedicated space for units: 0 by default, 1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Maximum number of occupants: 6 by default, 0 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Minefield, Sea Mines.
Construction points (CP): 140.

Construction:
ACP to create: 2 by default, 0 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Germinator, Shipwreck, Minefield, Sea Mines, 4 for Field HQ.
    Creation distance max: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Minefield, Sea Mines, 2 for Base, Sea Base.
    CP upon creation: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
ACP to build: 2 by default, 0 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Germinator, Shipwreck, Minefield, Sea Mines, 4 for Field HQ.
    CP added per build: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
Can finish building self at 1 cp, will add 1 cp per action.
Range at which can build: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Minefield, Sea Mines, 2 for Base, Sea Base.

Combat:
Can fire (1 ACP), at ranges up to 1.
Hit chances are 100% by default, 0% vs Shipwreck, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, Minefield, Sea Mines, 60% vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, 80% vs Bombers, 40% vs Spy Planes.
Hit chances if firing same as for regular combat.
Damage is 0 by default, 1d2 vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1d6+3 vs Infantry, Paratroopers, AA Battery, Germinator, Engineers, 1d6+1 vs Mech Infantry, Marines, Artillery, Field HQ, 1d4+1 vs Cavalry, Armor, Cargo Planes, 1 vs Minefield, Sea Mines.
Damages if firing same as for regular combat.
If attacked, effect of own terrain is *1.00 by default, *0.25 in forest, mountains, glaciers.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Protection of occupants/transport is *5.00 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, *1.00 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Minefield, Sea Mines, *0.50 for Mech Infantry, Cavalry, Armor, Marines, Artillery, AA Battery, Field HQ, Germinator, Engineers, *0.10 for Infantry, Paratroopers.
Combat effectiveness as occupant is 0% in all unit types.
Becomes Ruins when destroyed.

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.
Chance to see if in same cell is 100% by default, 0% for Submarine, Minefield, Sea Mines, 30% for Spy Planes.
Chance to see if adjacent is 100% by default, 50% for Ruins, 0% for Minefield, Sea Mines.
100% chance for enemy to see your terrain view if this type captured.

Material Handling:
    c, 100 basic production, 1000 storage (1000 at start of game), 1 basic consumption, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, 150 used in creation, 30 used to add 1 CP, 200 used to restore 1 HP, send up to 50 cells away
    f1, 200 basic production, 1000 storage (1000 at start of game), receive from up to 50 cells away, send up to 50 cells away
    f2, 150 storage (150 at start of game), receive from up to 50 cells away, send up to 50 cells away
    r, 20 basic production, 50 storage (50 at start of game), 3 basic consumption, receive from up to 50 cells away, send up to 50 cells away
    v, 3 basic production, 75 storage (75 at start of game), receive from up to 50 cells away, send up to 50 cells away
    h, 100 used in creation, send up to 50 cells away
    e, 100 basic production, 1500 storage (1500 at start of game), 500 used to restore 1 HP, receive from up to 50 cells away, send up to 50 cells away
    m, 40 basic production, 800 storage (800 at start of game), receive from up to 50 cells away, send up to 50 cells away
    s, 200 basic production, 2000 storage (2000 at start of game), 900 used in creation, 20 used to add 1 CP, 750 used to restore 1 HP, receive from up to 50 cells away, send up to 50 cells away
    p (none)

Can auto-repair lost HP of other units: 2 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Escort Carrier, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1 for Base, Sea Base, Infantry, Mech Infantry, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Cargo Planes, 0 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Shipwreck, Minefield, Sea Mines, 4 for Cruiser, Command Cruiser, Battleship, Light Carrier, Fleet Carrier, Submarine, 3 for Cavalry, Armor.
Range of auto-repair: 0 by default, 1 for Base, Sea Base.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Can build advanced units.
    Considered to be an immobile facility.
    Requires >= 50 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 6 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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