City



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----- Medium city. -----

Point Value: 20

Notes:
Medium city with significant quartering capacity. Small airbase and sizable dock facilities. Large military academy and camp. Strong industrial centers.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Will never exceed 4 ACP.
    Receives basic allotment of 4 new ACP per turn.
    Damage affects ACP.

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

Hit Points (HP): 200.    Recovers by 5 HP each turn.
Vanishes if in: false by default, true for sea, coastal waters, barrier.
Generic capacity for units is 6.
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 Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes.
Maximum number of occupants: 6 by default, 0 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Base, Sea Base, Shipwreck, Minefield, Sea Mines.

Construction:
ACP to create: 4 for Base, Sea Base, Marines, Germinator, Sea Transports, Command Cruiser, Battleship, Light Carrier, Fleet Carrier, Submarine, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 0 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Paratroopers, Field HQ, Shipwreck, Spy Planes, Minefield, Sea Mines, 2 for Infantry, Mech Infantry, Cavalry, Armor, Artillery, AA Battery, Engineers, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, 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: 4 for Base, Sea Base, Marines, Germinator, Command Cruiser, Battleship, Light Carrier, Fleet Carrier, Submarine, Cargo Planes, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, 2 for Infantry, Mech Infantry, Cavalry, Armor, Artillery, AA Battery, Engineers, Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Cruiser, Escort Carrier, 0 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Paratroopers, Field HQ, Shipwreck, Spy Planes, Minefield, Sea Mines.
    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.

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, 15% vs Fighters, Escort Fighters, Dive Bombers, Torp Bombers, 50% vs Cargo Planes, 40% 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 Town when destroyed.

Other Actions:
ACP to change type is 0 by default, 1 for Metropolis.
Size to change type is 0 by default, 180 for Metropolis.

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.
20% chance for enemy to see your terrain view if this type captured.

Material Handling:
    c, 5 basic production, 60 storage (40 at start of game), 1 basic consumption, 2 (ammo) consumed per attack, 1 (ammo) consumed when firing, 5 used in creation, 2 used to add 1 CP, 200 used to restore 1 HP, receive from up to 50 cells away, send up to 15 cells away
    f1, 120 basic production, 250 storage (250 at start of game), receive from up to 15 cells away, send up to 15 cells away
    f2, 100 storage (100 at start of game), receive from up to 15 cells away, send up to 15 cells away
    r, 5 basic production, 15 storage (15 at start of game), receive from up to 15 cells away, send up to 15 cells away
    v, 15 storage (15 at start of game), receive from up to 15 cells away, send up to 15 cells away
    h, 4 basic production, 10 storage (10 at start of game), send up to 15 cells away
    e, 40 basic production, 400 storage (400 at start of game), 500 used to restore 1 HP, receive from up to 15 cells away, send up to 15 cells away
    m, 20 basic production, 200 storage (200 at start of game), receive from up to 15 cells away, send up to 15 cells away
    s, 100 basic production, 500 storage (500 at start of game), 750 used to restore 1 HP, receive from up to 15 cells away, send up to 15 cells away
    p (none)

Can auto-repair lost HP of other units: 2 for Sea Transports, Torpedo Boats, Patrol Ship, Destroyer, Frigate, Escort Carrier, Fighters, Escort Fighters, Dive Bombers, Torp Bombers, Bombers, Spy Planes, 1 for Base, Sea Base, Infantry, Mech Infantry, Marines, Paratroopers, Artillery, AA Battery, Field HQ, Germinator, Engineers, Cargo Planes, 0 for Ruins, Town, City, Grand Citadel, Metropolis, Capitol, Fortifications, Shipwreck, Minefield, Sea Mines, 4 for Cruiser, Command Cruiser, Battleship, Light Carrier, Fleet Carrier, Submarine, 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 3 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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