wall



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----- fortified walls -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

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

Hit Points (HP): 10.
Generic capacity for units is 2.
Relative sizes of occupants: 99 for Armageddon spell, lightning, fireball, mass charm, wizard eye, wall, castle, tower, camp, temple, village, town, city, 1 for wizard, light infantry, barbarian, heavy infantry, paladin, longbowmen, priest, serfs, undead, flying carpet, cloudkeep, 0 for ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 3 for dragon, galley, 2 for cavalry, wagon, 4 for sailing ship.
Maximum number of occupants: -1 by default, 6 for ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
Construction points (CP): 6.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs mass charm, wizard eye, wagon, flying carpet, cloudkeep, sailing ship, galley, wall, castle, tower, camp, temple, village, town, city, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 30% vs light infantry, priest, undead, 20% vs heavy infantry, dragon, cavalry, 1% vs Armageddon spell, lightning, fireball, 40% vs longbowmen, serfs, 11% vs wizard, 35% vs barbarian, 10% vs paladin.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
If attacked, ACP to defend is 0 vs all unit types.
If attacked, effect of own terrain is *1.00 by default, *0.60 in hills, mountains.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
Protection of occupants/transport is *0.20 by default, *0.80 for ring of protection.

Vision:
100% 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 2 cells away.

Material Handling:
    food, 20 storage, receive from up to 1 cells away, send up to 1 cells away
    mana (none)
    metal, 6 storage, 20 used to add 1 CP, receive from up to 1 cells away, send up to 1 cells away


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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