Archers



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----- Bowmen -----

Point Value: 1

Notes:
The invention of the composite bow meant that Archers became an important military force which quickly replaced the older Slinger units.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 3 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): 2.
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, 40% vs Colonizers, Corvees, Donkey Train, Caravan, Warrior Band, Battering Ram, Ballista, Onager, 30% vs Sappers, Spearmen, Swordmen, Slingers, Archers, Horsemen, Cavalry, War Carts, Siege Tower, 0% vs Siege Ramp, Reed Boat, Longship, Barge, Bireme, Trireme, 20% vs Elephants, Chariots, Phalanx, Legion.
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.

Material Handling:
    Food (none)
    Ores (none)
    Ideas (none)

Required advances to build: Joinery.


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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