Colonizers
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----- Settler Unit -----
Point Value: 1
Notes:
Colonizers made up of retired military units were used from Sargon the Great to the Romans to build colonies and settle new land.
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 1 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: 99 into sea, lake, ice, road, ford, 1 into desert, semi-desert, steppe, plain, forest, river, 2 into swamp, salt-marsh, mountain.
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.
Vanishes if in: false by default, true for sea, lake, ice.
Construction points (CP): 10.
Construction:
ACP to create: 0 by default, 1 for City.
ACP to build: 0 by default, 1 for City.
Can build at own location.
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)
Ideas (none)
Required advances to build: 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).