militia



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----- cheap, weaker than infantry, good for patrol and exploration -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    Receives basic allotment of 2 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: 99 into sea, shallows, ice, 2 into swamp, forest, mountains, river, 1 into desert, plains, 0 into railway.
    Needs MP to traverse terrain: -1 by default, 99 across river, 1 across railway.

Hit Points (HP): 2.    Recovers by 0.25 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 8.

Construction:
ACP to create: 0 by default, 2 for fort.
ACP to build: 0 by default, 2 for fort.
Can build at own location.

Combat:
Can attack (ACP 2 vs all unit types).
Hit chances are 50% vs infantry, police, terrorist, train, 70% vs militia, 40% vs cavalry, 30% vs fort, 25% vs town, 15% vs city, 10% vs fleet.
Damage is 1 vs all unit types.
If attacked, effect of own terrain is *1.00 by default, *0.90 in forest, *0.80 in 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 train, 20% vs town, 15% vs city, 10% vs fort.
Chance to capture indep: -1% by default, 60% vs train, 40% vs town, 30% vs city, 20% vs fort.
Protection of occupants/transport is *1.00 by default, *0.90 for fort, town, city.

Other Actions:
Can be given to another side (1 ACP).
ACP for explicit repair is 0 by default, 1 for fort, town, city.
Explicit repair performance is 0 by default, 50 for fort, town, city.
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.

Attrition in HP:
0 by default, 5 in swamp.

Material Handling:
    fuel (none)
    food, 1 basic production, 5 storage (5 at start of game), 1 basic consumption
    ammo, 5 storage (5 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *0.00 by default, *1.00 in plains, forest.

0.30% chance of revolt.

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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