engineer



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----- Builds bases, towers, and walls -----

Point Value: 1

Notes:
Engineers are the only units that can build new bases, towers, and walls. As such, they are indispensable to any empire. An empire that neglects its engineers is likely to find that a rival will quickly grow larger and conquer it. On the other hand, an empire that focuses entirely on engineering and neglects its military could be brought to ruin by a single battledroid!

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -2 ACP left.
    Receives basic allotment of 3 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 2 into swamp, salt-marsh, desert, forest, mountain, ice, 1 into semi-desert, steppe, plain, river, ford, 99 into sea, lake, 0 into road.
    Needs MP to leave terrain: 0 by default, 99 in sea, lake, 2 in river.
    Needs MP to traverse terrain: -1 by default, 0 across road.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 10.
Combat experience (CXP) maximum: 10000.
Construction points (CP): 20.
Tech to build: 25.
Tech max: 25.

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

Construction:
ACP to create: 0 by default, 3 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall.
    Creation distance max: 0 by default, 1 for wall.
ACP to build: 0 by default, 3 for base-1, base-2, base-3, base-4, base-5, base-6, tower, wall.
Range at which can build: 0 by default, 1 for wall.
ACP to toolup: 3 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 for 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 base-6, helicopter, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 10 for base-1, tower, engineer, minesweeper, fighter, zombie, howitzer, 15 for miner, choplifter, bomber, werewolf, anti-aircraft, 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, 18 for base-5, 16 for base-4, 14 for base-3, 12 for base-2, 8 for carrier, 6 for submarine, 3 for ogre, 1 for goblin.
    TP max: 0 for 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 base-6, helicopter, acid-gun, flame-gun, lightning-gun, frost-gun, pulse-cannon, rocket, 10 for base-1, tower, engineer, minesweeper, fighter, zombie, howitzer, 15 for miner, choplifter, bomber, werewolf, anti-aircraft, 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, 18 for base-5, 16 for base-4, 14 for base-3, 12 for base-2, 8 for carrier, 6 for submarine, 3 for ogre, 1 for goblin.

Combat:
Can attack (ACP 0 by default, 1 vs ruins, small-wreck, medium-wreck, large-wreck).
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, 6d6 vs wall, ruins, small-wreck, medium-wreck, large-wreck, 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 small-wreck when destroyed.

Other Actions:
ACP to add/change terrain is 0 by default, 2 for steppe, plain, forest, 3 for road, river.
ACP to remove terrain is 0 by default, 3 for road, river, 1 for desert, semi-desert.

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 units up to 4 cells away.
Vision is line-of-sight.
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, 200 storage (200 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    ammo (none)
    metal, 100 storage, 1 used to add 1 CP
    acid (none)
    flame (none)
    electricity (none)
    frost (none)
    meteors (none)
    scrap (none)
    food (none)


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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