orc hole



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Point Value: 1

Side Attributes:
    Can belong to the following sides: Monster.

Actions and Action Points (ACP):
    Receives basic allotment of 1 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.
Generic capacity for units is 8.
Relative sizes of occupants: 999 by default, 1 for orc, elf, dwarf, pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond.

Construction:
ACP to create: 0 by default, 1 for orc, elf, dwarf.
ACP to build: 0 by default, 1 for orc, elf, dwarf.
Can build at own location.

Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Can capture (ACP 0 by default, 1 vs pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond).
Chance to capture: 0% by default, 100% vs pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond.
Chance to capture indep: -1% by default, 100% vs pile of gold coins, huge sapphire, huge emerald, huge ruby, huge diamond.

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.
Occupants not seen even if unit has been seen.
Can see units up to 5 cells away.
Vision is line-of-sight.
Effective eye height is 5 in all terrain types.

Material Handling:
    food (none)
    water (none)
    gold (none)


Fate if side loses: 100% chance to vanish.

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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