fort



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----- fort, port and canal -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 5.    Recovers by 0.25 HP each turn.
Vanishes if in: false by default, true for sea, shallows, swamp, ice.
Generic capacity for units is 20.
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.
Construction points (CP): 12.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 60% vs militia, cavalry, police, 0% vs fort, town, city, 10% vs terrorist, fleet, 50% vs infantry, 30% vs train.
Damage is 1 vs all unit types.
If attacked, effect of own terrain is *1.00 by default, *0.80 in mountains.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *0.80 by default, *1.00 for fort, town, city.

Other Actions:
Can be given to another side (1 ACP).
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 50 for all unit types.
Min HP to repair is 1 for all unit types.

Vision:
100% 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, 200 storage (200 at start of game)
    food, 10 basic production, 200 storage (200 at start of game)
    ammo, 5 basic production, 100 storage (100 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *0.00 by default, *0.30 in forest, mountains, *1.00 in desert, *0.50 in plains.

0.50% 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).