village



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----- small town -----

Point Value: 800

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): 12.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 12.
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): 15.

Construction:
ACP to create: 1 by default, 0 for bolo, land fortifications, bridge, base, village, town, city.
ACP to build: 1 by default, 0 for bolo, land fortifications, bridge, base, village, town, city.
Can build at own location.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 2 for armor, Special Forces, radar, airlifter, fighter, destroyer, submarine, transport ship, 0 for land fortifications, bridge, base, village, town, city, 1 for infantry, sea mines, jeep, missile, 3 for bomber, mech infantry, engineers, 9 for carrier, bolo, 12 for battleship, 6 for atomic, 5 for spy plane.
    TP max: 2 for armor, Special Forces, radar, airlifter, fighter, destroyer, submarine, transport ship, 0 for land fortifications, bridge, base, village, town, city, 1 for infantry, sea mines, jeep, missile, 3 for bomber, mech infantry, engineers, 9 for carrier, bolo, 12 for battleship, 6 for atomic, 5 for spy plane.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs land fortifications, bridge, base, village, town, city, 20% vs submarine, sea mines, carrier, spy plane, battleship, 25% vs infantry, destroyer, engineers, 30% vs Special Forces, transport ship, bolo, 100% vs missile, atomic, 80% vs radar, jeep, 70% vs airlifter, 45% vs fighter, 35% vs bomber, 15% vs armor, 12% 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 *0.50 by default, *0.99 for infantry, armor, Special Forces, jeep, mech infantry, engineers, bolo, *1.00 for land fortifications, bridge, base, village, town, city.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (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.

Material Handling:
    fuel, 15 basic production, 300 storage, receive from up to 4 cells away, send up to 2 cells away
    ammo, 8 basic production, 80 storage, 1 (ammo) consumed per attack, receive from up to 4 cells away, send up to 2 cells away
    people, 2 basic production, 200 storage, receive from up to 4 cells away, send up to 2 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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