Ogre Village



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----- A big village that produces thugs. -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 3 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 100.    Recovers by 1 HP each turn.
Generic capacity for units is 8.
Relative sizes of occupants: 99 by default, 1 for Swordsmen, Halberdier, Bowmen, Cavalry, Engineers, Catapult, Mage, Scout, Imperial Gladiator, Longbowman, Crusaders, Assassins, Steam Cannon, Dervish, Loreweaver, Crocadilion, Orcspawn Spearmen, Orcspawn Shaman, Ogre Thugs, Ogre Champion, Zombies, Spectres, Ghosts, Labrynthine Riddle, Deathtap, Wall of Flames, Sanctify, Bless, Eye of Justice, Guards and Wards, Prismatic Wall.
Maximum number of occupants: 8 by default, -1 for Orc Warrior, Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Wooden Fort, Pelts, Dead Axehead, Dead Bospallian, Festering Remains of Thurastes, Small City, City, Large City, Huge City, Walled Small City, Walled City, Walled Large City, Walled Huge City, Township, Seaside Village, Orcspawn Hamlet, Ogre Village, Dead City, Dragon's Lair, Kraken Pit, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, The Needle, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple, Fish, Gold Mine, Iron Mine, Quarry, Groves, Power Word, Kill, Deathwalker, Wasteland, Gray Breath, Seance, Bone Arrows, Iblis, Nature's Voice, Mountain, Beguile, Earthquake, Deep, Shallow, Oceanic Charm, Hill, Plains, Swamp, Charm Beast, Meteor Storm, Disintegrate, Fireball, Flame Strike, Flame Arrow, Restoration, Enlighten, Sunray, Improved Heal, Bolt, Heal, Greater Charm, True Divination, Greater Divination, Lightning Bolt, Charm, Divination, 0 for Labrynthine Riddle, Deathtap, Sanctify, Eye of Justice, Guards and Wards, 1 for Wall of Flames, Bless, Prismatic Wall.

Construction:
ACP to create: 0 by default, 3 for Ogre Thugs, Ogre Champion, Labrynthine Riddle, Deathtap, Wall of Flames, Sanctify, Bless, Eye of Justice, Guards and Wards, Prismatic Wall.
    CP upon creation: 1 by default, 3 for Ogre Thugs, Ogre Champion, Labrynthine Riddle, Deathtap, Wall of Flames, Sanctify, Bless, Eye of Justice, Guards and Wards, Prismatic Wall.
ACP to build: 0 by default, 3 for Ogre Thugs, Ogre Champion, Labrynthine Riddle, Deathtap, Wall of Flames, Sanctify, Bless, Eye of Justice, Guards and Wards, Prismatic Wall.
    CP added per build: 1 by default, 3 for Ogre Thugs, Ogre Champion, Labrynthine Riddle, Deathtap, Wall of Flames, Sanctify, Bless, Eye of Justice, Guards and Wards, Prismatic Wall.
Can build at own location.

Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs Sorcery Node, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Combat never reduces defender's HP below 0 by default, 1 vs Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Combat effectiveness as occupant is 0% in all unit types.
Chance to retreat from combat is 0% by default, 50% vs Orcspawn Spearmen, Ferak, 25% vs Royal Ferak.
Becomes Razed Village when destroyed.

Other Actions:
ACP for explicit repair is 0 by default, 1 for Catapult, Steam Cannon.
Explicit repair performance is 0 by default, 100 for Catapult, Steam Cannon.
Min HP to repair is 1 for all unit types.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.

Material Handling:
    Gold, 1 basic production, 200 storage, receive from up to 1 cells away
    Wood (none)
    Stone (none)
    Mana (none)
    Study, 200 storage, receive from up to 2 cells away
    Industry, 5 basic production, 200 storage, receive from up to 1 cells away
    Corpses (none)
    X (none)

Required advances to build: None.

Can auto-repair lost HP of other units: 0 by default, 1 for Swordsmen, Halberdier, Bowmen, Cavalry, Engineers, Catapult, Mage, Scout, Imperial Gladiator, Longbowman, Crusaders, Assassins, Steam Cannon, Dervish, Loreweaver, Crocadilion.
Range of auto-repair: 0 by default, 1 for Scout, Imperial Gladiator, Longbowman, Crusaders, Assassins, Steam Cannon, Dervish, Loreweaver, Crocadilion.

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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