The parameters in this section define how sides get information about the world, units, and other sides.

__GlobalVariable:__ `see-all`

*t/f*

This variable is `true`

if everything in the world, units, terrain,
etc, is always visible at all times, including initially. It takes
precedence over *all* other visibility and spying parameters.
Defaults to `false`

.

__GlobalVariable:__ `see-terrain-always`

*t/f*

If this variable is `true`

, then any side that has seen the terrain
of a cell will be informed if that terrain ever changes. Defaults to
`true`

.

__UnitTypeProperty:__ `see-always`

*t/f*

This property is `true`

when a unit is always visible after it has
been seen once, so that side changes, movements, etc will be seen
forever afterwards. If the unit moves into terrain that has not been
seen, then that terrain also becomes seen as well. Defaults to
`false`

.

__UnitTypeProperty:__ `see-occupants`

*t/f*

This property is `true`

when a unit's occupants are also seen
whenever the unit itself is under observation. Defaults to
`false`

.

__UnitTypeProperty:__ `spot-action`

*t/f*

If this property is `true`

, then the unit's chance to be seen by
other sides will be tested each time the unit acts in any way. This
property is in addition to the check at the beginning of each turn.
Defaults to `true`

.

The people in a cell effectively view (for their side) all units in that cell. Some units can hide from the people.

__TableUM:__ `people-see-chance`

*u m -> n%*

This table is the chance that the people of the given type `m` will
see a unit of type `u`. This will be evaluated for each people type
individually, once at the beginning of each turn, and once for each
populated cell that the unit enters during the turn. Defaults to
`100`

.

__UnitTypeProperty:__ `vision-range`

*dist*

This property is the maximum range of vision coverage by the unit. A
value of `-1`

disables all vision, `0`

means only units in the
same cell may be seen, and `1`

means units in adjacent cells may be
seen. Defaults to `1`

.

__TableUU:__ `see-chance-at`

*u1 u2 -> n%*

This table is the chance that a unit `u1` will see another sides's
unit of type `u2` when both are in the same cell. Defaults to
`100`

.

__TableUU:__ `see-chance-adjacent`

*u1 u2 -> n%*

This table is the chance that a unit `u1` will see another sides's
unit of type `u2` when the two are in adjacent cells. Defaults to
`100`

.

__TableUU:__ `see-chance`

*u1 u2 -> n%*

This table is the base chance that a unit `u1` will see a unit
`u2` in cells at distance 2 or greater. Defaults to `100`

.

__TableUT:__ `visibility`

*u t -> n*

This table is the effect of terrain `t` on a unit `u`'s chances
of being seen. Values less than 100 are reduced visibility, values
greater than 100 increase the unit's chances to be seen. Defaults to
`100`

.

__TableUT:__ `vision-night-effect`

*u t -> n*

This table is the multiplier for unit `u`'s vision at night in each
type of terrain `t`. Effect is to multiply with both vision range
and see-chance. Defaults to `100`

.

__TableTM:__ `see-material-always`

*t m -> t/f*

__GlobalVariable:__ `see-weather-always`

*t/f*

If true, then weather changes (in cells that have been seen) will always
be reported. Defaults to `true`

.

__TableUU:__ `see-mistake-chance`

*u1 u2 -> .01n%*

This is the chance that a unit of type `u1` will see a unit of type
`u2` as some other type. The type of unit seen instead is
determined by the table `looks-like`

.

__TableUU:__ `looks-like`

*u1 u2 -> n*

This table is the set of weights indicating which type `u2` a unit
of type `u1` is most likely to be mistaken for. When a unit makes a
viewing mistake, then the program adds up all the weights and chooses
randomly according to weight. Defaults to `0`

, which means that
`u2` never looks like `u1`.

__UnitTypeProperty:__ `vision-bend`

*n*

This property is the amount by which a unit can see "around corners".
0 means that vision is strictly line-of-sight, while 100 means that
elevations never obstruct vision. Defaults to `100`

.

__TableUT:__ `eye-height`

*u t -> elev*

This property is the additional elevation above the unit's position that a unit can see with, when in the given terrain.

__TableUT:__ `body-height`

*u t -> elev*

This property is the effective height of the main visible part of a unit, when in the given terrain.

__TerrainTypeProperty:__ `thickness`

*elev*

This property is the thickness of the terrain, which is the difference between the "ground" of the terrain and its top.

When is unit is being tracked, then the sides doing the tracking can see the unit move around, even if the cell is not being covered by any of the sides' own units. If this is enabled, then particular units enable tracking, and the chance of losing track depends on the terrain.

__TableUU:__ `track-chance`

*u1 u2 -> .01n%*

This table gives the chance that `u1`'s side will be able to track a
unit of type `u2` that is within range (same or adjacent cell).

__TableUT:__ `lose-track-chance`

*u t -> .01n%*

This table gives the chance that each side tracking a unit will lose
that track when the unit enters terrain of type `t`.

A unit type can also be specified to do spying automatically. The outcome of spying is calculated once/unit/turn, at the beginning of the turn (after move calculation but before any players can do anything). Spying can happen to any unit not on the spying unit's side.

__UnitTypeProperty:__ `spy-chance`

*.01n%*

This property is the chance that the unit will be successful at spying.

__UnitTypeProperty:__ `spy-range`

*dist*

This property is the maximum distance at which the unit will find out something by spying.

__TableUU:__ `spy-quality`

*u1 u2 -> n%*

This table gives the chance that `u1`'s spying will return
information about a unit of type `u2` that is within the spying
range. Defaults to `100`

.

__TableUU:__ `spy-track-chance`

*u1 u2 -> .01n%*

This table is the chance that if `u1`'s spies return information
about a unit of type `u2`, the unit will also become tracked by the
spy's side.

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