city



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----- capital of a side -----

Point Value: 25

Notes:
Cities are very large, powerful, and well defended. They are basically capital cities, or something in a comparable range. (New York and San Francisco are cities, Salt Lake City and San Antonio are towns. Yeah, San Antonio has a lot of people, but it's still insignificant, nyah nyah.) A city is worth five towns, point-wise.

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): 40.    Recovers by 1 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 80.
Relative sizes of occupants: 1 by default, 100 for base, town, city, farm, refinery, ammo-factory.

Construction:
ACP to create: 1 by default, 0 for base, town, city, farm, refinery, ammo-factory.
ACP to build: 1 by default, 0 for base, town, city, farm, refinery, ammo-factory.
Can build at own location.

Combat:
Hit chances are 0% vs submarine, base, town, city, farm, refinery, ammo-factory, 50% vs infantry, destroyer, battleship, 40% vs armor, tanker, 30% vs troop transport, engineer, 70% vs fighter, 60% vs bomber, 20% vs carrier.
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 base, town, city, farm, refinery, ammo-factory.

Other Actions:
Can be given to another side (1 ACP).
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 100 for all unit types.
Min HP to repair is 1 for all unit types.

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.
Can see units up to 3 cells away.
Chance to see if adjacent is 100% by default, 10% for submarine.

Material Handling:
    fuel, 400 storage (200 at start of game), receive from up to 6 cells away, send up to 6 cells away
    ammo, 200 storage (50 at start of game), 1 (ammo) consumed per attack, receive from up to 6 cells away, send up to 6 cells away
    food, 400 storage (200 at start of game), receive from up to 6 cells away, send up to 6 cells away

Can auto-repair lost HP of other units: 50% chance of 1 by default, 0 for base, town, city, farm, refinery, ammo-factory.

Fate if side loses: 100% chance to revolt.

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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