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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