infantry



Up: Table of Contents    Previous: World    Next: Unit    

----- marches around and captures things -----

Point Value: 1

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Receives basic allotment of 1 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: 1 by default, 99 into sea, shallows, ice.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for missile, atomic.
Dedicated space for units: 0 by default, 1 for radar.
Maximum number of occupants: -1 by default, 2 for missile, 1 for atomic.
Construction points (CP): 5.
Tech to build: 50.
Tech max: 50.

Construction:
ACP to create: 0 by default, 1 for land fortifications, base.
    CP upon creation: 1 by default, 7 for base.
ACP to build: 0 by default, 1 for land fortifications, base.
Can build at own location.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 for all unit types.
    TP max: 0 for all unit types.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 30% vs airlifter, sea mines, transport ship, mech infantry, 20% vs fighter, destroyer, submarine, carrier, 50% vs infantry, engineers, 40% vs armor, bridge, city, 100% vs missile, atomic, 80% vs jeep, base, 60% vs land fortifications, town, 90% vs radar, 70% vs village, 35% vs Special Forces, 25% vs bomber, 10% vs bolo, 9% vs battleship, 1% vs spy plane.
Damage is 1 vs all unit types.
If attacked, effect of own terrain is *1.00 by default, *0.90 in swamp, forest, mountains.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 30% vs bridge, city, 3% vs carrier, battleship, 70% vs base, 55% vs village, 50% vs town, 15% vs jeep, 10% vs transport ship, 5% vs land fortifications.
Protection of occupants/transport is *1.00 by default, *0.95 for village, town, city, *0.85 for base.

Other Actions:
Can be disbanded (1 ACP).
ACP for explicit repair is 0 by default, 1 for land fortifications, bridge, base, village, town, city.
Explicit repair performance is 0 by default, 100 for land fortifications, base, 20 for town, city, 50 for bridge, 25 for village.
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.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

Material Handling:
    fuel, 2 basic production, 6 storage, 1 basic consumption, 1 consumed per move, receive from up to 1 cells away
    ammo, 6 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    people, 3 storage, builder needs 4 to build
Productivity adjustment for terrain is *0.00 by default, *1.00 in swamp, plains, forest, *0.50 in shallows.


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.



Up: Table of Contents    Previous: World    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).