police
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----- spies, fights terrorists, captures neutral troops -----
Side Attributes:
Can belong to the following sides: .
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.
Damage affects speed.
Speed variation limited to between 0% and 32767%.
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.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 20.
Combat:
Can attack (ACP 2 vs all unit types).
Hit chances are 40% vs militia, train, 30% vs infantry, cavalry, 75% vs terrorist, 50% vs police, 20% vs town, 10% vs city, 5% vs fort, 0% vs fleet.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% vs all unit types.
Chance to capture indep: 50% by default, -1% vs fort, town, city, 0% vs police, terrorist.
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 (none)
food, 1 basic production, 8 storage (8 at start of game), 1 basic consumption
ammo, 3 storage (3 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *0.00 by default, *1.00 in plains, forest.
2500% chance to spy, on units up to 2 away.
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).