fort



Up: Table of Contents    Previous: Unit    Next: Unit    

----- useful as a canal & is defensible -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

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

Hit Points (HP): 2.    Recovers by 0.33 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 16.
Relative sizes of occupants: 200 for fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 1 for phalanx, knight, longbowman, 2 for cannon, cavalry, infantry, 24 for battleship, carrier, 15 for bomber, flying saucer, 6 for boat, transport, 5 for fighter, helicopter, 100 for TraXor, 10 for dirigible, 8 for battledroid, 4 for armor, 3 for galley.
Maximum number of occupants: 0 by default, 10 for phalanx, galley, knight, longbowman, boat, cannon, cavalry, infantry, battleship, transport, carrier, armor, battledroid.
Construction points (CP): 8.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 50% vs phalanx, galley, 10% vs boat, cavalry, infantry, 60% vs knight, 40% vs longbowman, 5% vs cannon.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.
Protection of occupants/transport is *0.50 by default, *1.00 for fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City.

Vision:
1% 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.

Material Handling:
    food (none)
    fuel (none)
    ammo (none)
    bombs (none)

Can auto-repair lost HP of other units: 0 by default, 33% chance of 1 for phalanx, galley, knight, longbowman, boat, fort.

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.



Up: Table of Contents    Previous: Unit    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).