base



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----- airbase plus port -----

Notes:
To simplify matters, this can serve as a camp, airbase, and port. Bases cannot build units, although they can repair some damage.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

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

Hit Points (HP): 10.    Recovers by 0.50 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 20.
Relative sizes of occupants: 2 by default, 1 for fighter.
Maximum number of occupants: 99 for all unit types.
Construction points (CP): 4.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs submarine, nuclear bomb, base, town, city, radar, mine, 20% vs fighter, bomber, destroyer, carrier, battleship, engineer, 10% vs infantry, armor, 30% vs troop transport, mineship, 15% vs artillery, aaa.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *0.50 by default, *1.00 for fighter, bomber, base, town, city, mine.

Vision:
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.
Chance to see if adjacent is 100% by default, 10% for nuclear bomb, mine, 40% for submarine.

Material Handling:
    fuel, 10 basic production, 200 storage (200 at start of game), receive from up to 6 cells away
    ammo, 5 basic production, 100 storage (100 at start of game), 1 (ammo) consumed per attack, receive from up to 6 cells away
Productivity adjustment for terrain is *1.00 by default, *0.20 in desert, mountains, *0.50 in forest, *0.00 in swamp.


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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