Heart of the Jungle



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----- Produces Ferak and Royal Ferak. Cannot be captured. -----

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): 1.    Recovers by 1 HP each turn.

Construction:
ACP to create: 0 by default, 3 for Ferak, Royal Ferak.
    CP upon creation: 1 by default, 3 for Ferak, Royal Ferak.
ACP to build: 0 by default, 3 for Ferak, Royal Ferak.
    CP added per build: 1 by default, 3 for Ferak, Royal Ferak.
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.

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.
Can see units up to 3 cells away.

Material Handling:
    Gold, 4 basic production, 200 storage
    Wood (none)
    Stone (none)
    Mana (none)
    Study (none)
    Industry, 9 basic production, 200 storage
    Corpses (none)
    X (none)

Required advances to build: None.


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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