tower



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----- Guards an area with deadly force -----

Point Value: 1

Notes:
Towers are very useful for fighting off invasions and for building stockpiles of explosives. They have twice the vision range and firing range of any mobile unit, they are very hard to destroy, and can hold a rather large garrison. Towers cannot be captured; the only way to take control of an area so guarded is to destroy the tower.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -3 ACP left.
    Receives basic allotment of 4 new ACP per turn.

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

Hit Points (HP): 500.    Recovers by 0.75 HP each turn.
Generic capacity for units is 16.
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.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 25.
Tech to build: 50.
Tech max: 50.

Develop:
ACP to develop: 0 by default, 4 for mine, rocket, orb, acid-ball, firebomb, magma-drill.
    Tech gained: 1 for all unit types.

Construction:
ACP to create: 0 by default, 4 for rocket, orb, acid-ball, firebomb, magma-drill, acid-factory, oil-plant, solar-complex, ice-factory.
    Creation distance max: 0 by default, 3 for mine.
ACP to build: 0 by default, 4 for rocket, orb, acid-ball, firebomb, magma-drill, acid-factory, oil-plant, solar-complex, ice-factory.
Range at which can build: 0 by default, 3 for mine.
ACP to toolup: 4 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 by default, 20 for acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 40 for lightning-controller, meteor-controller, hailstorm-controller, 200 for valar, dark-valar, 50 for acid-ball, firebomb, 100 for magma-drill, 30 for orb, 15 for anti-aircraft, 10 for howitzer.
    TP max: 0 by default, 20 for acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 40 for lightning-controller, meteor-controller, hailstorm-controller, 200 for valar, dark-valar, 50 for acid-ball, firebomb, 100 for magma-drill, 30 for orb, 15 for anti-aircraft, 10 for howitzer.

Combat:
Can attack (ACP 1 vs all unit types).
Can fire (2 ACP), at ranges up to 8.
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.
Hit chances if firing same as for regular combat.
Damage is 1d6 by default, 1d2 vs phoenix.
Damage if firing 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 8 cells away.
Effective weapon height is 10000 in all terrain types.
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, 6 basic production, 9999 storage (1000 at start of game)
    ammo, 2 basic production, 9999 storage (1000 at start of game), 1 (ammo) consumed per attack, 1 (ammo) consumed when firing
    metal, 2 basic production, 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: 1 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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