paladin



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----- holy warrior, extremely tough and well equipped -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 1 by default, 99 into sea, void, 2 into hills, mountains.

Hit Points (HP): 4.    Recovers by 0.50 HP each turn.
Construction points (CP): 20.

Construction:
ACP to create: 0 by default, 1 for temple.
ACP to build: 0 by default, 1 for temple.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 50% vs undead, Armageddon spell, lightning, fireball, wizard eye, 40% vs wizard, light infantry, dragon, temple, 30% vs paladin, priest, serfs, cavalry, wagon, 20% vs camp, village, town, city, 15% vs flying carpet, wall, castle, tower, 80% vs longbowmen, 45% vs barbarian, 35% vs heavy infantry, 11% vs cloudkeep, 10% vs mass charm, 8% vs galley, 7% vs sailing ship.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 3 vs undead.
If attacked, effect of own terrain is *1.00 by default, *0.90 in swamp, forest, 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, 20% vs sailing ship, galley, town, 10% vs tower, city, 50% vs serfs, 45% vs temple, 40% vs village, 36% vs camp, 30% vs wagon, 11% vs wall, 8% vs cavalry, 7% vs castle.
Protection of occupants/transport is *1.00 by default, *0.70 for cloudkeep, wall, castle, tower, camp, temple, village, town, city, *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.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

Accidents:
Chance to be damaged in an accident: 0% by default, 0.50% in swamp, mountains.
Amount of damage: 0 by default, 1 in swamp, mountains.

Attrition in HP:
0 by default, 2 in swamp, mountains.

Material Handling:
    food, 3 basic production, 12 storage, 1 basic consumption, times 1% if occupant, 1 consumed per move, receive from up to 1 cells away
    mana, 1 basic production, 4 storage, receive from up to 1 cells away
    metal, 6 storage, 15 used to add 1 CP, receive from up to 1 cells away
Productivity adjustment for terrain is *1.00 by default, *0.50 in sea, swamp, desert, *0.75 in mountains.


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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