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----- A huge city stacked into a very tall building -----

Point Value: 10

Side Attributes:

Actions and Action Points (ACP):
    Acts independently of ACP restrictions.

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

Hit Points (HP): 30.    Recovers by 1 HP each turn.
Generic capacity for units is 32.
Relative sizes of occupants: 1 by default, 999 for city, arcology, floating-city.
Maximum number of occupants: -1 by default, 1 for radar.
Construction points (CP): 20.

Hit chances are 20% vs all unit types.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *1.00 by default, *0.50 for armor, *0.25 for infantry.

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 3 cells away.
Vision is line-of-sight.

Material Handling:
    food, 9999 storage
    ores, 9999 storage
    fuel, 800 storage
    ammo, 25 basic production, 600 storage, needs 1 (weapons or equipment) to attack, 1 (ammo) consumed per attack

Can auto-repair lost HP of other units: 1 for all unit types.

Fate if side loses: 100% chance to vanish.

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