city



Up: Table of Contents    Previous: Unit    Next: Unit    

----- Any major city -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 4 new ACP per turn.

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

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows, ice, neutral.
Generic capacity for units is 24.
Relative sizes of occupants: 5 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, 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, 1 for Early Light Artillery, Improved Light Artillery, Late Light Artillery, Early Medium Artillery, Improved Medium Artillery, Late Medium Artillery, Early Heavy Artillery, Improved Heavy Artillery, Late Heavy Artillery, Observation Balloon, Machine Parts Factory, Gear Factory, Ammunition Factory.
Exerts ZOC out to: 0 by default, 1 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.

Construction:
ACP to create: 1 by default, 4 for Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk, 0 for Observation Balloon, Supply Depot, town, city, capital, Machine Parts Factory, Gear Factory, Ammunition Factory.
    Creation distance max: 0 by default, 1 for Army, Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk, 2 for Fleet.
    CP upon creation: 1 by default, 4 for Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk.
ACP to build: 1 by default, 0 for Supply Depot, town, city, capital, Machine Parts Factory, Gear Factory, Ammunition Factory.
Can build at own location.

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.

Material Handling:
    Industry, 100 storage
    Tech, 3 basic production, 100 storage
    Fuel, 100 storage
    Food, 100 storage
    Machinery, 100 storage
    Gear, 100 storage
    Ammo, 100 storage
    Manpower, 100 storage

Required advances to build: None.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



Up: Table of Contents    Previous: Unit    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).