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----- An Army -----

Point Value: 1

Side Attributes:
    At most 4 allowed on each side in a game.

Actions and Action Points (ACP):
    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: 1 by default, 99 into ice, neutral, 2 into snow.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows, ice, neutral.
Generic capacity for units is 14.
Relative sizes of occupants: 99 for Army, Fleet, Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk, Supply Depot, town, city, capital, Machine Parts Factory, Gear Factory, Ammunition Factory, 3 for Irregular Militia Division, Irregular Cavalry Division, Smoothbore Musket Regular Infantry Division, Smoothbore Musket Militia Division, Smoothbore Musket Cavalry Division, Smoothbore Musket Marine Division, Rifled Musket Regular Infantry Division, Rifled Musket Militia Division, Rifled Musket Cavalry Division, Rifled Musket Marine Division, Repeating Rifle Infantry Division, Repeating Rifle Militia Division, Repeating Rifle Cavalry Division, Repeating Rifle Marine Division, Bolt-Action Rifle Infantry Division, Bolt-Action Rifle Militia Division, Bolt-Action Rifle Cavalry Division, Bolt-Action Rifle Marine Division, 1 for Early Light Artillery, Improved Light Artillery, Late Light Artillery, Early Medium Artillery, Improved Medium Artillery, Late Medium Artillery, Observation Balloon, 2 for Early Heavy Artillery, Improved Heavy Artillery, Late Heavy Artillery.

Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs Supply Depot, town, city, capital.
Combat never reduces defender's HP below 0 by default, 1 vs Supply Depot, town, city, capital.
Combat effectiveness as occupant is 100% by default, 0% in Transport Vessel.

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.

Material Handling:
    Industry (none)
    Tech (none)
    Fuel (none)
    Food (none)
    Machinery (none)
    Gear (none)
    Ammo (none)
    Manpower (none)

Required advances to build: None.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total peacetime garrison of 3 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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