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Point Value: 50

Side Attributes:
    None.

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

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, 2 into swamp, flooded.
    Needs MP to leave terrain: 1 by default, 9999 in sea, 2 in swamp, flooded.

Hit Points (HP): 48.
Vanishes if in: false by default, true for sea.
Generic capacity for units is 12.
Relative sizes of occupants: 1 by default, 100 for train, landing-ship, transport, destroyer, cruiser, battleship, fighter-bomber, light-bomber, medium-bomber, heavy-bomber, fort, fortification, coast-strongpoint, mulberry, port, supply-depot, village, town, city-center, 3 for inf, inf-bicycle, inf-para, inf-glider, inf-ranger, inf-cmdo, inf-fusil, inf-ost, inf-pion, inf-mot, inf-fsj, inf-armored, inf-pz-pion, inf-armored-recon, cav-mech, arty-sp-at, 2 for tank, assault-gun.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 25% vs hq-nebel-brg, hq-flak-reg, hq-inf-div, hq-mot-div, hq-para-div, hq-gren-div, hq-armor-div, hq-flak-korps, hq-pz-korps, hq-fsj-korps, hq-inf-corps, 100% vs village, town, city-center, 5% vs fort, fortification, coast-strongpoint.
Damage is 1d5 by default, 1 vs fort, fortification, coast-strongpoint, village, town, city-center.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs mulberry, port, supply-depot, village, town, city-center.
Protection of occupants/transport is *0.50 by default, *1.00 for cav-mech, cav-mech-trp, hq-nebel-brg, hq-flak-reg, hq-inf-div, hq-mot-div, hq-para-div, hq-gren-div, hq-armor-div, hq-flak-korps, hq-pz-korps, hq-fsj-korps, hq-inf-corps, train, landing-ship, transport, destroyer, cruiser, battleship, fighter-bomber, light-bomber, medium-bomber, heavy-bomber, fort, fortification, coast-strongpoint, mulberry, port, supply-depot, village, town, city-center.
Chance to retreat from combat is 0% by default, 50% vs hq-nebel-brg, hq-flak-reg, hq-inf-div, hq-mot-div, hq-para-div, hq-gren-div, hq-armor-div, hq-flak-korps, hq-pz-korps, hq-fsj-korps, hq-inf-corps.

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 2 cells away.
Vision is line-of-sight.
Effective eye height is 4 in all terrain types.

Material Handling:
    supply, 180 storage (180 at start of game), receive from up to 12 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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).