base-6



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----- Level 6 base -----

Point Value: 1

Notes:
The base produces fuel and ammo, and it builds every kind of mobile unit. Although some other units have limited construction capabilities, no empire of any size is complete without at least one base.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 new ACP per turn.

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

Hit Points (HP): 600.    Recovers by 0.50 HP each turn.
Generic capacity for units is 32.
Relative sizes of occupants: 1 by default, 99 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mine, 0 for granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, 4 for mothership.
Construction points (CP): 50.
Tech to build: 350.
Tech max: 350.

Develop:
ACP to develop: 1 by default, 0 for base-1, base-2, base-3, base-4, base-5, base-6.
    Tech gained: 1 for all unit types.

Construction:
ACP to create: 1 by default, 0 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, mothership, zombie, mine, ruins, small-wreck, medium-wreck, large-wreck.
    Creation distance max: 0 by default, 3 for mine.
ACP to build: 1 by default, 0 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, zombie, mine.
Range at which can build: 0 by default, 3 for mine.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, platform, mine, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck, 20 for helicopter, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 15 for miner, choplifter, bomber, werewolf, anti-aircraft, 10 for engineer, minesweeper, fighter, zombie, howitzer, 60 for air, water, earth, fire, 40 for centipede, lightning-controller, meteor-controller, hailstorm-controller, 30 for tank, spy-plane, ankheg, orb, 120 for cacofiend, phoenix, stormcloud, 50 for mothership, acid-ball, firebomb, 5 for battledroid, destroyer, battleship, 200 for valar, dark-valar, 25 for spider, doppleganger, 2 for boat, orc, 100 for magma-drill, 8 for carrier, 6 for submarine, 3 for ogre, 1 for goblin.
    TP max: 0 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall, platform, mine, granary, refinery, armory, acid-factory, oil-plant, solar-complex, ice-factory, lightning-platform, ice-platform, meteor-platform, ruins, small-wreck, medium-wreck, large-wreck, 20 for helicopter, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 15 for miner, choplifter, bomber, werewolf, anti-aircraft, 10 for engineer, minesweeper, fighter, zombie, howitzer, 60 for air, water, earth, fire, 40 for centipede, lightning-controller, meteor-controller, hailstorm-controller, 30 for tank, spy-plane, ankheg, orb, 120 for cacofiend, phoenix, stormcloud, 50 for mothership, acid-ball, firebomb, 5 for battledroid, destroyer, battleship, 200 for valar, dark-valar, 25 for spider, doppleganger, 2 for boat, orc, 100 for magma-drill, 8 for carrier, 6 for submarine, 3 for ogre, 1 for goblin.

Combat:
Hit chances are 50% by default, 75% vs base-1, base-2, base-3, base-4, base-5, base-6, tower, 25% vs choplifter, mothership, spy-plane, helicopter, bomber, fighter, phoenix, stormcloud, 100% vs wall, mine, ruins.
Damage is 1d6 by default, 1d2 vs phoenix.
Ammo needed to hit unit: 0 by default, 1 vs ammo, acid, flame, electricity, frost.
Protection of occupants/transport is *1.00 by default, *0.00 for mine, rocket, orb, acid-ball, firebomb, magma-drill.
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.
Can see units up to 4 cells away.
Chance to see if adjacent is 200% by default, 10% for spy-plane, stormcloud, 5% for submarine, mine, 100% for ankheg.
Chance to see in general is 100% by default, 5% for submarine, ankheg, mine, 10% for spy-plane, stormcloud.

Material Handling:
    fuel, 9999 storage (1000 at start of game)
    ammo, 9999 storage (1000 at start of game), 1 (ammo) consumed per attack
    metal, 9999 storage, 1 used to add 1 CP
    acid, 9999 storage
    flame, 9999 storage
    electricity, 9999 storage
    frost, 9999 storage
    meteors (none)
    scrap (none)
    food, 9999 storage

Can auto-repair lost HP of other units: 4 for all unit types.

Fate if side loses: 100% chance to revolt.

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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