Flying City



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----- Paradise on(?) Earth & a flying party -----

Point Value: 32000

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 4 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 0 into river.

Hit Points (HP): 11.    Recovers by 0.33 HP each turn.
Generic capacity for units is 1000.
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: 20 by default, 0 for fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 1 for TraXor.
Construction points (CP): 5.
Tech to build: 15.
Tech max: 15.
Tech increase per turn max: 1.

Develop:
ACP to develop: 0 by default, 1 for TraXor.
    Tech gained: 0 by default, 1 for TraXor.

Construction:
ACP to create: 0 by default, 4 for flying saucer, battledroid, TraXor.
    CP upon creation: 1 by default, 5 for flying saucer, 3 for battledroid.
ACP to build: 0 by default, 4 for flying saucer, battledroid, TraXor.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 99% by default, 100% vs fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, 30% vs TraXor, Flying City, 70% vs flying saucer, 45% vs battledroid.
Damage is 99 by default, 5 vs TraXor, Flying City.
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.

Other Actions:
Can be given to another side (1 ACP).

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.
Can see units up to 10 cells away.

Material Handling:
    food (none)
    fuel, 999 basic production
    ammo, 999 basic production
    bombs, 100 basic production

Can auto-repair lost HP of other units: 1 by default, 33% chance of 1 for Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 0 for fort, base.

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).