knight



Up: Table of Contents    Previous: Unit    Next: Unit    

----- rides around and captures things better -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 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, 2 into swamp, forest, mountains.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for crystal.
Construction points (CP): 15.
Tech to build: 50.
Tech max: 50.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs knight, fire, air, crystal, wizard, city, outpost, 80% vs wagon, 70% vs ship, grog, 35% vs demon, guild, 85% vs manicon, 65% vs town, 20% vs earth.
Damage is 1 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 50% vs town, outpost, 70% vs guild, 15% vs city.
Protection of occupants/transport is *1.00 by default, *0.90 for town, city, guild, outpost.

Other Actions:
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 14 for all unit types.
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.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

Material Handling:
    food, 1 basic production, 10 storage, 1 basic consumption, times 1% if occupant, receive from up to 1 cells away, send up to 1 cells away
    drink, 2 basic production, 3 storage, 1 basic consumption, times 1% if occupant, receive from up to 1 cells away, send up to 1 cells away
    mana (none)
Productivity adjustment for terrain is *1.00 by default, *0.20 in desert.

0.05% chance of revolt.

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).