Germinator



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----- Harvests settlers. Seeds new towns and citadels. -----

Point Value: 10

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 6 ACP.
    Receives basic allotment of 6 new ACP per turn.
    Damage affects ACP.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Unadjusted speed is 50%.
    Needs MP to enter terrain: 1000 by default, 2 into swamp, forest, mountains, 1 into plains, desert, river, 0 into road.
    Needs MP to leave terrain: 0 by default, 1000 in swamp, glaciers.
    Needs MP to traverse terrain: -1 by default, 1 across road.
    MP to enter unit: 1000 by default, 0 into Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Base, 1 into Fortifications, Sea Transports, Cargo Planes.
    MP to leave unit: 0 by default, 1 in Sea Transports, Cargo Planes.

Hit Points (HP): 4.
Vanishes if in: false by default, true for barrier.
Exerts ZOC out to: 0 by default, -1 for Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Construction points (CP): 32.

Construction:
ACP to create: 0 by default, 6 for Town, Grand Citadel.
    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, 6 for Town, Grand Citadel.
    CP added per build: 1 by default, 2 for Minefield, Sea Mines, 4 for Fortifications.
Range at which can build: 0 by default, 1 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Minefield, Sea Mines.

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.
Vision effect when occupying: 100 by default, 0 in Sea Transports, Cargo Planes.
Occupants not seen even if unit has been seen.
Chance to see if in same cell is 100% by default, 0% for Submarine, Sea Mines, 30% for Spy Planes.
Chance to see if adjacent is 50% for Ruins, Fortifications, Mech Infantry, Marines, Artillery, AA Battery, Field HQ, Germinator, Sea Transports, 100% for Town, City, Grand Citadel, Metropolis, Capitol, Base, Sea Base, Cargo Planes, 70% for Cavalry, Armor, Engineers, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 0% for Shipwreck, Submarine, Spy Planes, Minefield, Sea Mines, 15% for Cruiser, Command Cruiser, Escort Carrier, 30% for Infantry, Paratroopers, 20% for Battleship, Light Carrier, 10% for Destroyer, Frigate, 5% for Torpedo Boats, Patrol Ship, 25% for Fleet Carrier.

Material Handling:
    c, 200 storage (200 at start of game), 1 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move, 2 (ammo) consumed per attack, 50 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 2 cells away
    f1, 20 storage (20 at start of game), needs 1 to move, 1 consumed per move, 1 (ammo) consumed per attack, receive from up to 3 cells away
    f2 (none)
    r (none)
    v (none)
    h, 110 storage (110 at start of game), receive from up to 50 cells away
    e, 100 used to restore 1 HP
    m (none)
    s, 1000 storage (1000 at start of game), 1 basic consumption, needs 1 to move, 8 used in creation, 5 used to add 1 CP, 200 used to restore 1 HP, receive from up to 3 cells away
    p (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Can build advanced units.
    Considered to be a mobile ground unit.
    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 3.



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