train



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----- moves troops on land, very vulnerable -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -3 ACP left.
    Receives basic allotment of 6 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 by default, 6 into river, 0 into railway.
    Needs MP to traverse terrain: -1 by default, 99 across river, 1 across railway.

Hit Points (HP): 1.
Vanishes if in: true by default, false for railway.
Generic capacity for units is 4.
Relative sizes of occupants: 1 for militia, police, terrorist, 500 for fort, town, city, 2 for infantry, cavalry, 15 for fleet, 6 for train.
Maximum number of occupants: 100 for all unit types.
Exclusive terrain capacity: 0 by default, 2 for railway.
Construction points (CP): 16.

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

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, 50 storage (50 at start of game), needs 1 to move, 1 consumed per move
    food, 50 storage (50 at start of game)
    ammo, 25 storage (25 at start of game), 1 (ammo) consumed per attack

0.15% 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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).