centaur
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Point Value: 1
Side Attributes:
Can belong to the following sides: Monster.
Actions and Action Points (ACP):
Receives basic allotment of 4 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 into swamp, desert, plains, forest, 99 into sea, shallows, 0 into river, road, 3 into ice, 2 into mountains.
Needs MP to traverse terrain: -1 by default, 1 across road.
Hit Points (HP): 20. Recovers by 1 HP each turn.
Vanishes if in: false by default, true for sea, shallows.
Construction points (CP): 5.
Combat:
Can attack (ACP 1 by default, 0 vs lair, village, town, castle, city).
Hit chances are 50% by default, 0% vs lair, village, town, castle, city.
Damage is 1 by default, 0 vs lair, village, town, castle, city.
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:
food, 1 basic production, 1 storage (1 at start of game), 1 basic consumption
water, 4 basic production, 4 storage (4 at start of game), 1 basic consumption
gold (none)
Productivity adjustment for terrain is *1.00 by default, *0.00 in desert.
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).