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Side Attributes:

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

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 99 into sea, barrier.
    Needs MP to traverse terrain: -1 by default, 1 across pass.
    Gets up to 1 free MP if needed to finish a move.

Hit Points (HP): 80.
Vanishes if in: false by default, true for sea.
Generic capacity for units is 1.
Relative sizes of occupants: 100 by default, 1 for general, marshal, prince, king.

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

Can attack (ACP 3 vs all unit types).
Hit chances are 50% by default, 0% vs depot, town, fortress.
Damage is 1 by default, 0 vs depot, town, fortress, 1d4 vs army.
If attacked, ACP to defend is 1 by default, 3 vs army.
Can capture (ACP 1 vs all unit types).
Chance to capture: 100% by default, 25% vs army.
Protection of occupants/transport is *1.00 by default, *0.10 for fortress.

0% 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.

Material Handling:
    supplies, 15 basic production, 60 storage (60 at start of game), 60 basic consumption, receive from up to 5 cells away
Productivity adjustment for terrain is *1.00 by default, *0.20 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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