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----- kills and captures even better -----

Point Value: 1

Side Attributes:

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

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 1 by default, 2 into swamp, forest, mountains.

Hit Points (HP): 3.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for crystal.
Construction points (CP): 4.
Tech to build: 100.
Tech max: 100.

Can attack (ACP 1 vs all unit types).
Hit chances are 60% vs fire, city, outpost, 85% vs wagon, 70% vs crystal, town, 65% vs knight, air, 50% vs demon, guild, 90% vs manicon, 80% vs ship, 75% vs grog, 30% vs earth, 25% vs wizard.
Damage is 2 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, 25% vs city.
Protection of occupants/transport is *1.00 by default, *0.93 for guild.

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.

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 (none)
    drink (none)
    mana, 10 storage, 1 basic consumption, times 1% if occupant, builder needs 4 to build, receive from up to 1 cells away, send up to 1 cells away

0.10% 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.

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