civ-1
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----- Level-1 civilization: beyond fossil fuel, and a unified race -----
Point Value: 256
Notes:
By Level 1, a civilization is unified as a single species and is independent of fossil fuels. At this point, no natural disaster could destroy it, and it is resilient to alien invsasions.
Side Attributes:
None.
Actions and Action Points (ACP):
Acts independently of ACP restrictions.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Is always immobile.
Hit Points (HP): 50. Recovers by 0.20 HP each turn.
Vanishes if in: false by default, true for star.
Generic capacity for units is 32.
Relative sizes of occupants: 999 by default, 0 for civ-2, telescope, spaceport, elevator, arcology, antimatter-plant, torpedo-industry, ore-processor, academy, wcs, solar-plant, 1 for probe, shuttle, engineers, ground-troops.
Construction points (CP): 20.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs antimatter, torpedoes.
Becomes ruins when destroyed.
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, 600 storage
fuel, 200 storage, receive from up to 1 cells away, send up to 2 cells away
ores, 600 storage, receive from up to 1 cells away, send up to 2 cells away
solar, 1000 storage, builder needs 1 to build, 1 used to add 1 CP, receive from up to 1 cells away, send up to 2 cells away
petroleum (none)
matter, 100 storage, receive from up to 1 cells away, send up to 2 cells away
antimatter, 100 storage, receive from up to 1 cells away, send up to 2 cells away
personnel, 600 storage, receive from up to 1 cells away, send up to 2 cells away
torpedoes, 40 storage, receive from up to 1 cells away, send up to 2 cells away
protomatter (none)
Can auto-repair lost HP of other units: 0 by default, 1 for ground-troops.
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).