town



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----- produces but easily captured and may revolt -----

Point Value: 5

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): 20.
Generic capacity for units is 32.
Relative sizes of occupants: 1 by default, 99 for base, town, city.

Construction:
ACP to create: 1 by default, 0 for base, town, city.
ACP to build: 1 by default, 0 for base, town, city.
Can build at own location.
ACP to toolup: 1 by default, 0 for base, town, city.
    TP/toolup action: 1 for all unit types.
    TP to build: 1 for hovercar, groundcar, saucer, transport-sub, 0 for base, town, city, 25 for rocket, 10 for mothership, 9 for constructor, 5 for defender, 2 for attack-sub.
    TP max: 1 for hovercar, groundcar, saucer, transport-sub, 0 for base, town, city, 25 for rocket, 10 for mothership, 9 for constructor, 5 for defender, 2 for attack-sub.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 30% vs hovercar, groundcar, saucer, 100% vs rocket, 40% vs defender, 20% vs attack-sub.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 1 vs all material types.

Other Actions:
Can be disbanded (1 ACP).

Vision:
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.

Material Handling:
    fuel, 10 basic production, 1000 storage (1000 at start of game), 1 basic consumption, 1 (ammo) consumed per attack, 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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