Spy
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Point Value: 1
Side Attributes:
Can belong to the following sides: .
Actions and Action Points (ACP):
Receives basic allotment of 2 new ACP per turn.
Allowed 1 free ACP to complete an action.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Uses a minimum of 1 ACP per move.
Needs MP to enter terrain: 1 into desert, semi-desert, steppe, plain, forest, ford, 99 into sea, lake, ice, road, 2 into swamp, salt-marsh, mountain, 3 into river.
Needs MP to traverse terrain: -1 by default, 99 across river, 1 across road.
Gets up to 1 free MP if needed to finish a move.
Hit Points (HP): 1.
Construction points (CP): 5.
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 (none)
Ores (none)
Cash (none)
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).