human



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----- Moves around, fights enemy monsters, captures places -----

Point Value: 1

Notes:
In the beginning, this is your only unit. He can capture orc holes, nests, and pentagrams, and he can search for treasures. He can also fight. Although in the begining he's not very good at fighting, he learns fast; slay enough orcs and you'll be ready to take on the big dragons!

Side Attributes:
    Can be a side leader/capital (aka. "self") unit.
    (Side must always have a self unit during game.)

Actions and Action Points (ACP):
    Receives basic allotment of 4 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 99 into rock, 0 into tunnel.
    Needs MP to traverse terrain: -1 by default, 1 across tunnel.

Hit Points (HP): 10.    Recovers by 1 HP each turn.
Generic capacity for units is 16.
Relative sizes of occupants: 999 by default, 1 for Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone.
Dedicated space for units: 0 by default, 1 for Magic supply kit.
Maximum number of occupants: -1 by default, 1 for Magic supply kit, Glowing stone.
Combat experience (CXP) maximum: 999.
Construction points (CP): 10.

Combat:
Can attack (ACP 2 vs all unit types).
Hit chances are 50% by default, 5% vs Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone, 75% vs corpse.
Damage is 1d6 vs all unit types.
Can capture (ACP 0 by default, 1 vs corpse, Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone, nest, orc hole, pentagram).
Chance to capture: 0% by default, 100% vs corpse, Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone, ruins, 30% vs nest, orc hole, pentagram.
Chance to capture indep: -1% by default, 100% vs corpse, Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone.
Protection of occupants/transport is *1.00 by default, *0.01 for nest, orc hole, pentagram.
Becomes corpse when destroyed.

Other Actions:
ACP to add/change terrain is 0 by default, 2 for tunnel.

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 4 cells away.
Vision is line-of-sight.
Effective eye height is 5 in all terrain types.
10% chance for enemy to see your terrain view if this type captured.

Material Handling:
    food, 200 storage (200 at start of game), 1 basic consumption, 1 consumed per move
    water, 50 storage (50 at start of game), 1 basic consumption


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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