cavalry



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----- light cavalry -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -8 ACP left.
    Receives basic allotment of 8 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, 8 into forest, mountains, river, 2 into swamp, desert, plains, 0 into road.
    Needs MP to traverse terrain: -1 by default, 2 across road.
    MP to enter unit: 0 by default, 8 into bireme, trireme, barge.

Hit Points (HP): 3.    Recovers by 0.25 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 30.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 20% vs bireme, trireme, barge.
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 arrows.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs camp, tribe, 10% vs oppidum, 5% vs civitas, 2% vs urbs.
Chance to capture indep: -1% by default, 40% vs camp, 30% vs tribe, 20% vs oppidum, 10% vs civitas, 5% vs urbs.

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:
    food, 2 basic production, 8 storage (8 at start of game), 2 basic consumption
    wood, 4 storage (4 at start of game)
    stones, 1 storage (1 at start of game)
    arrows, 1 storage (1 at start of game)
Productivity adjustment for terrain is *0.00 by default, *1.00 in plains, *0.50 in forest.


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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