capital
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----- the major city of a country -----
Point Value: 25
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.
Vanishes if in: false by default, true for sea.
Generic capacity for units is 80.
Relative sizes of occupants: 1 by default, 99 for entrenchments, city, capital.
Maximum number of occupants: 99 for all unit types.
Construction:
ACP to create: 1 by default, 0 for entrenchments, city, capital.
ACP to build: 1 by default, 0 for entrenchments, city, capital.
Can build at own location.
Other Actions:
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 0 for all unit types.
Min HP to repair is 1 for all unit types.
Vision:
100% 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:
supply, 10 basic production, 200 storage (200 at start of game), receive from up to 4 cells away, send up to 4 cells away
Productivity adjustment for terrain is *1.00 by default, *0.70 in forest, mountains, *0.30 in desert.
100% chance to spy, on units up to 10 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).