Town



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----- Small city. -----

Point Value: 5

Notes:
Small city with only limited quartering capacity. Short airstrip and minimal dock facilities. Baseline military production and training capabilities.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.
    Damage affects ACP.

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, coastal waters, barrier.
Generic capacity for units is 2.
Relative sizes of occupants: 1 by default, 1000 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Minefield, Sea Mines.
Dedicated space for units: 0 by default, 1 for Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Spy Planes.
Maximum number of occupants: 0 by default, 2 for Infantry, Mech Infantry, Cavalry, Armor, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Spy Planes, 1 for Torpedo Boats, Patrol Ship, Destroyer, Frigate, Escort Carrier.
Exerts ZOC out to: -1 for all unit types.
Construction points (CP): 52.

Construction:
ACP to create: 0 by default, 1 for Infantry, Mech Infantry, Cavalry, Armor, Artillery, AA Battery, Engineers, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Escort Carrier.
    Creation distance max: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.
    CP upon creation: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
ACP to build: 0 by default, 1 for Infantry, Mech Infantry, Cavalry, Armor, Artillery, AA Battery, Engineers, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Escort Carrier.
    CP added per build: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
Can finish building self at 1 cp, will add 1 cp per action.
Range at which can build: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.

Combat:
Can fire (1 ACP), at ranges up to 1.
Hit chances are 100% by default, 0% vs Shipwreck, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, Spy Planes, Minefield, Sea Mines, 5% vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, 20% vs Cargo Planes, 10% vs Bombers.
Hit chances if firing same as for regular combat.
Damage is 0 by default, 1d2 vs Cavalry, Armor, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1d2+2 vs Infantry, Paratroopers, AA Battery, Germinator, Engineers, 1d2+1 vs Mech Infantry, Marines, Artillery, Field HQ, 1 vs Minefield, Sea Mines, 1d4+1 vs Cargo Planes.
Damages if firing same as for regular combat.
If attacked, effect of own terrain is *1.00 by default, *0.25 in forest, mountains, glaciers.
Ammo needed to hit unit: 0 by default, 1 vs c, f1, f2.
Combat never reduces defender's HP below 0 by default, 10 vs Ruins, 6 vs Minefield, Sea Mines, 4 vs Shipwreck.
Protection of occupants/transport is *5.00 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Command Cruiser, Battleship, Escort Carrier, Light Carrier, Fleet Carrier, Submarine, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, *1.00 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Minefield, Sea Mines, *0.50 for Mech Infantry, Cavalry, Armor, Marines, Artillery, AA Battery, Field HQ, Germinator, Engineers, *0.10 for Infantry, Paratroopers.
Combat effectiveness as occupant is 0% in all unit types.
Becomes Ruins when destroyed.

Other Actions:
ACP to change type is 0 by default, 1 for City.
Size to change type is 0 by default, 60 for City.

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.
Chance to see if in same cell is 100% by default, 0% for Submarine, Minefield, Sea Mines, 30% for Spy Planes.
Chance to see if adjacent is 100% by default, 50% for Ruins, 0% for Minefield, Sea Mines.

Material Handling:
    c, 15 storage (10 at start of game), 1 basic consumption, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, 150 used in creation, 20 used to add 1 CP, 200 used to restore 1 HP, receive from up to 50 cells away, send up to 10 cells away
    f1, 30 basic production, 50 storage (50 at start of game), receive from up to 10 cells away, send up to 10 cells away
    f2, 20 storage (20 at start of game), receive from up to 10 cells away, send up to 10 cells away
    r, 1 basic production, 5 storage (5 at start of game), receive from up to 10 cells away, send up to 10 cells away
    v, 5 storage (5 at start of game), receive from up to 10 cells away, send up to 10 cells away
    h, 1 basic production, 3 storage (3 at start of game), 100 used in creation, send up to 10 cells away
    e, 10 basic production, 100 storage (100 at start of game), 500 used to restore 1 HP, receive from up to 10 cells away, send up to 10 cells away
    m, 5 basic production, 50 storage (50 at start of game), receive from up to 10 cells away, send up to 10 cells away
    s, 25 basic production, 150 storage (150 at start of game), 900 used in creation, 10 used to add 1 CP, 750 used to restore 1 HP, receive from up to 10 cells away, send up to 10 cells away
    p (none)

Can auto-repair lost HP of other units: 0 by default, 1 for Base, Sea Base, Infantry, Mech Infantry, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, 3 for Cavalry, Armor.
Range of auto-repair: 0 by default, 1 for Base, Sea Base.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Can build advanced units.
    Considered to be an immobile facility.
    Requires >= 50 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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