siege engine

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----- bashes cities (slowly) -----

Point Value: 1

During the Classical period, siege engines were uncommon. This is reflected in the difficulty of building these, and the difficulty of transporting them to the desired location.

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 4 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: 99 by default, 1 into plains, forest, desert, 2 into mountains.

Hit Points (HP): 2.
Vanishes if in: false by default, true for sea, river.
Construction points (CP): 6.

Can attack (ACP 4 vs all unit types).
Hit chances are 0% by default, 99% vs fortifications, polis, metropolis, 5% vs siege engine.
Damage is 1 by default, 1d3+3 vs polis, metropolis.

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:
    food (none)
    talents, builder needs 30 to build, receive from up to 10 cells away, send up to 10 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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