base



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----- airstrip plus port -----

Point Value: 200

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 into all terrain types.
    MP to enter unit: 0 by default, 1 into destroyer, submarine, sea mines, transport ship, carrier, battleship.
    MP to leave unit: 0 by default, 1 in destroyer, submarine, sea mines, transport ship, carrier, battleship.

Hit Points (HP): 10.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 8.
Relative sizes of occupants: 1 by default, 99 for radar, land fortifications, bridge, base, village, town, city, 6 for carrier, battleship, 4 for destroyer, submarine, 2 for airlifter, bomber, 5 for transport ship.
Dedicated space for units: 40 by default, 0 for land fortifications, bridge, base, village, town, city.
Maximum number of occupants: 40 by default, 0 for land fortifications, bridge, base, village, town, city.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 20% vs fighter, bomber, destroyer, submarine, sea mines, transport ship, carrier, spy plane, battleship, 0% vs land fortifications, bridge, base, village, town, city, 10% vs infantry, armor, engineers, 100% vs missile, atomic, 80% vs radar, 60% vs airlifter, 50% vs jeep, 30% vs bolo, 15% vs Special Forces, 7% vs mech infantry.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *1.00 by default, *0.99 for infantry, armor, Special Forces, jeep, mech infantry, engineers, bolo.

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, 10 basic production, 100 storage, receive from up to 3 cells away, send up to 2 cells away
    ammo, 5 basic production, 50 storage, 1 (ammo) consumed per attack, receive from up to 3 cells away, send up to 2 cells away
    people, 20 storage, receive from up to 4 cells away, send up to 2 cells away
Productivity adjustment for terrain is *1.00 by default, *0.90 in forest, *0.70 in desert, *0.50 in mountains.


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).