City



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----- A city important enough to be included in the game. -----

Point Value: 100

Side Attributes:
    Can be a side leader/capital (aka. "self") unit.
    Upon death, annoint a new self unit.
    (Side must always have a self unit during game.)

Actions and Action Points (ACP):
    Receives basic allotment of 10 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 50.    Recovers by 1 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice, neutral.
Generic capacity for units is 1.
Relative sizes of occupants: 1 by default, 99 for Spy Satellite, The American Mainland, Military Aid, War, Major Shipyard and Port, Minor Drydock and Port, Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile.
Exerts ZOC out to: 0 by default, -1 for Spy Satellite.
MP to enter ZOC: 0 by default, -1 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
MP to traverse ZOC: -1 by default, 0 for Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Coastal Surface Fleet, Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, War, Tactical Nuclear Missile, Medium Range Nuclear Missile, Intercontinental Nuclear Missile, Intercontinental Multi-Warhead Nuclear Missile, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
Construction points (CP): 10.

Construction:
ACP to create: 0 by default, 10 for Corps (G), Army (G), Armor Group (G), Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Civilian Transport Fleet, Military Transport Fleet, Coastal Surface Fleet, Coastal Sub, Sub, Advanced Armor Brigade, Aerospace Facility, Industrial Center.
    Creation distance max: 0 by default, 1 for Military Transport Fleet, Coastal Surface Fleet, Coastal Sub.
    CP upon creation: 1 by default, 10 for Corps (G), Army (G), Armor Group (G), Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Civilian Transport Fleet, Military Transport Fleet, Coastal Surface Fleet, Coastal Sub, Sub, Advanced Armor Brigade, Aerospace Facility, Industrial Center.
ACP to build: 0 by default, 10 for Corps (G), Army (G), Armor Group (G), Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Civilian Transport Fleet, Military Transport Fleet, Coastal Surface Fleet, Coastal Sub, Sub, Advanced Armor Brigade, Aerospace Facility, Industrial Center.
    CP added per build: 1 by default, 10 for Corps (G), Army (G), Armor Group (G), Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Civilian Transport Fleet, Military Transport Fleet, Coastal Surface Fleet, Coastal Sub, Sub, Advanced Armor Brigade, Aerospace Facility, Industrial Center.
Range at which can build: 0 by default, 1 for Military Transport Fleet, Coastal Surface Fleet, Coastal Sub.

Combat:
Hit chances are 0% by default, 20% vs spec ops.
Damage is 0 by default, 2d10 vs Civilian Air Fleet, 2d8 vs Military Air Transport Fleet.
Ammo needed to hit unit: 0 by default, 1 vs Materiel.
Combat never reduces defender's HP below 0 by default, 1 vs The American Mainland, Military Aid, Major Shipyard and Port, Minor Drydock and Port, Ruins, Levelled City, Levelled Major City, Levelled Aerospace Facility, Levelled Industrial Center.
Protection of occupants/transport is *1.00 by default, *0.00 for Air Defense Network (G), Surface Fleet (G), Carrier Group (G), Improved Carrier Group (G), Advanced Carrier Group (G), Civilian Transport Fleet, Military Transport Fleet, Coastal Surface Fleet, Coastal Sub, Sub, Major Shipyard and Port, Minor Drydock and Port, Civilian Air Fleet, Military Air Transport Fleet, Skipjet Transport, Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center, Wrecked Surface Fleet, Understrength Surface Fleet, Reinforced Surface Fleet, Surface Fleet (R), Heavily Damaged Air Defense Network, Damaged Air Defense Network, Air Defense Network (R), Concentrated Defense Network, Wrecked Carrier Group, Understrength Carrier Group, Carrier Group (R), Reinforced Carrier Group, Wrecked Improved Carrier Group, Understrength Improved Carrier Group, Improved Carrier Group (R), Reinforced Improved Carrier Group, Wrecked Advanced Carrier Group, Understrength Advanced Carrier Group, Advanced Carrier Group (R), Reinforced Advanced Carrier Group.
Combat effectiveness as occupant is 0% by default, 100% in Ruins, Levelled City, Heavily Damaged City, Damaged City, City, Levelled Major City, Heavily Damaged Major City, Damaged Major City, Major City, Levelled Aerospace Facility, Heavily Damaged Aerospace Facility, Damaged Aerospace Facility, Aerospace Facility, Levelled Industrial Center, Heavily Damaged Industrial Center, Damaged Industrial Center, Industrial Center.
Becomes Damaged City when destroyed.

Vision:
0% 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.
Can see units up to 2 cells away.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.
Chance to see if adjacent is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid, 20% for spec ops, Pave Low Heli, 30% for Coastal Sub, 10% for Sub.
Chance to see in general is 80% by default, 0% for Coastal Sub, Sub, Spy Satellite, The American Mainland, Military Aid, spec ops, Pave Low Heli, 5% for Paramilitary Band, Grizzled Partisans, Irregular Corps.

Material Handling:
    Industry, 2 basic production, 300 storage, receive from up to 1 cells away, send up to 1 cells away
    Electronics, 1 basic production, 300 storage
    Manpower, 1 basic production, 300 storage
    Tech, 1 basic production, 10 storage, receive from up to 3 cells away, send up to 3 cells away
    X (none)
    Materiel, 150 basic production, 300 storage (300 at start of game), 1 consumed per move, 2 (ammo) consumed per attack, receive from up to 3 cells away, send up to 3 cells away

Required advances to build: None.

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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