shipyard



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----- Your only way to build large spaceships -----

Point Value: 8

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): 10.
Vanishes if in: true by default, false for vacuum.
Generic capacity for units is 4.
Relative sizes of occupants: 999 by default, 1 for probe, shuttle, vws, s-deadalus, s-oberth, s-constitution1, s-constitution2, s-miranda, s-constellation, s-excelsior, s-ambassador, s-nebula, s-galaxy, engineers.
Construction points (CP): 20.

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 (none)
    fuel, 1 basic production, 800 storage, receive from up to 2 cells away
    ores, 300 storage, receive from up to 2 cells away
    solar, 100 storage, receive from up to 2 cells away
    petroleum (none)
    matter, 3000 storage, receive from up to 2 cells away
    antimatter, 3000 storage, receive from up to 2 cells away
    personnel, 200 storage, receive from up to 2 cells away
    torpedoes, 100 storage, receive from up to 2 cells away
    protomatter (none)

Can auto-repair lost HP of other units: 0 by default, 1 for vws, s-deadalus, s-oberth, s-constitution1, s-constitution2, s-miranda, s-constellation, s-excelsior, s-ambassador, s-nebula, s-galaxy, 2 for shuttle.

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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