city



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----- large city, capital of a city-state -----

Point Value: 50

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.

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

Hit Points (HP): 45.    Recovers by 0.25 HP each turn.
Generic capacity for units is 30.
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): 40.

Construction:
ACP to create: 0 by default, 1 for wizard, light infantry, barbarian, heavy infantry, paladin, longbowmen, priest, serfs, cavalry, wagon, sailing ship, galley.
    CP upon creation: 1 by default, 6 for wizard, priest, 3 for light infantry, barbarian, heavy infantry, 2 for serfs, wagon, 8 for galley, 7 for sailing ship, 5 for cavalry.
ACP to build: 0 by default, 1 for wizard, light infantry, barbarian, heavy infantry, paladin, longbowmen, priest, serfs, cavalry, wagon, sailing ship, galley.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 30% vs heavy infantry, undead, cavalry, 50% vs longbowmen, serfs, 40% vs barbarian, priest, 25% vs paladin, dragon, 15% vs wizard, 35% vs light infantry.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
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 *0.70 by default, *0.60 for wizard, light infantry, barbarian, heavy infantry, paladin, longbowmen, priest, serfs, dragon, undead, cavalry, wagon, flying carpet, cloudkeep, sailing ship, galley, *0.80 for ring of protection.

Other Actions:
Can be disbanded (1 ACP).

Vision:
100% 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.

Material Handling:
    food, 16 basic production, 600 storage, receive from up to 2 cells away, send up to 2 cells away
    mana (none)
    metal, 16 basic production, 60 storage, 120 used to add 1 CP, receive from up to 2 cells away, send up to 2 cells away
Productivity adjustment for terrain is *1.00 by default, *0.50 in swamp, mountains, *0.90 in forest, *0.75 in hills, *0.25 in desert.


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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