Elephants



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----- Archer Platform -----

Point Value: 1

Notes:
Elephants were used in large numbers by the Carthagians. They carried towers with Archers on their backs. Very effective against Cavalry, since most horses will panic at the sight of an Elephant.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 4 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.
    Unadjusted speed is 200%.
    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): 4.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 by default, 0 vs Reed Boat, Longship, Barge, Bireme, Trireme).
Hit chances are 100% vs Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace, 60% vs Sappers, Spearmen, Swordmen, Slingers, Archers, Horsemen, Cavalry, War Carts, Chariots, Siege Tower, 70% vs Colonizers, Corvees, Donkey Train, Caravan, Warrior Band, Battering Ram, Ballista, Onager, 0% vs Siege Ramp, Reed Boat, Longship, Barge, Bireme, Trireme, 30% vs Phalanx, Legion, 40% vs Elephants.
Damage is 1 by default, 0 vs Tribe, Village, City, Stockade, City Walls, Temple, Workshops, Granary, Scribal School, Ziggurat, Palace.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs Tribe, Village, City.

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: The Elephant.


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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