civitas
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----- typical city -----
Point Value: 3
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 2 new ACP per turn.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Is always immobile.
Hit Points (HP): 50. Recovers by 0.50 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 25.
Relative sizes of occupants: 500 for siege engine, camp, tribe, oppidum, civitas, urbs, 1 for infantry, archer, 4 for legion, trireme, 2 for cavalry, bireme, 6 for barge.
Maximum number of occupants: 100 for all unit types.
Construction:
ACP to create: 1 by default, 0 for camp, tribe, oppidum, civitas, urbs.
CP upon creation: 2 by default, 1 for camp, tribe, oppidum, civitas, urbs.
ACP to build: 1 by default, 0 for camp, tribe, oppidum, civitas, urbs.
CP added per build: 2 by default, 1 for camp, tribe, oppidum, civitas, urbs.
Can build at own location.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1 vs all unit types.
If attacked, ACP to defend is 1 by default, 0 vs archer.
Ammo needed to hit unit: 0 by default, 1 vs stones, arrows.
Protection of occupants/transport is *0.50 by default, *1.00 for camp, oppidum, civitas, urbs.
Other Actions:
Can be given to another side (1 ACP).
Material Handling:
food, 20 basic production, 50 storage (50 at start of game)
wood, 3 basic production, 50 storage (50 at start of game)
stones, 2 basic production, 50 storage (50 at start of game)
arrows, 2 basic production, 30 storage (30 at start of game)
Productivity adjustment for terrain is *0.00 by default, *0.30 in desert, mountains, *1.00 in plains, *0.50 in forest.
Fate if side loses: 100% chance to revolt.
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).