Village
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Point Value: 1
Side Attributes:
None.
Actions and Action Points (ACP):
Acts independently of ACP restrictions.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Is always immobile.
Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, lake, ice.
Generic capacity for units is 8.
Relative sizes of occupants: 1 by default, 0 for Stockade, City Walls, Temple, Workshops, Granary, Marketplace, Forum, Palace, Barracks, Harbor.
Maximum number of occupants: -1 by default, 1 for Stockade, City Walls, Temple, Workshops, Granary, Marketplace, Forum, Palace, Barracks, Harbor, 0 for Ring of Power, Mines, Village, City, City, City, City, City, Ruins, Tower.
Maximum total of 8 for all types together.
Combat:
Hit chances are 0% vs all unit types.
Damage is 1 by default, 0 vs Mines, Village, City, City, City, City, City, Ruins, Tower, Stockade, City Walls, Temple, Workshops, Granary, Marketplace, Forum, Palace, Barracks, Harbor.
Protection of occupants/transport is *1.00 by default, *0.00 for Stockade, City Walls, Temple, Workshops, Granary, Marketplace, Forum, Palace, Barracks, Harbor.
Vision:
1% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Material Handling:
Food, 9999 storage
Ores, 9999 storage
Cash, 9999 storage
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 2 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).