marshal



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----- controls the movements of land forces -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 10 new ACP per turn.
    Occupant multiplies ACP: *1.00 by default, *8.00 for infantry, *10.00 for guards.

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 sea, shallows, mountains.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 1.
Construction points (CP): 12.

Other Actions:
Can be disbanded (1 ACP), losing 0 HP per action.

Vision:
100% 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:
    supply, 4 storage (4 at start of game), receive from up to 2 cells away, send up to 2 cells away

100% chance to spy, on units up to 10 away.

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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