ruins



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----- Any orc hole, nest, or pentagram that has been destroyed in battle -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

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.

Hit Points (HP): 6.    Recovers by 1 HP each turn.
Generic capacity for units is 8.
Relative sizes of occupants: 999 by default, 1 for Magic supply kit, Guardian stone, Humanity stone, Lightning stone, Glowing stone.
Maximum number of occupants: -1 by default, 1 for Magic supply kit, Glowing stone.

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.
10% chance for enemy to see your terrain view if this type captured.

Attrition in HP:
2 in all terrain types.

Material Handling:
    food, 2000 storage (2000 at start of game), 1 basic consumption, 1 consumed per move, send up to 1 cells away
    water, 500 storage (500 at start of game), 1 basic consumption, send up to 1 cells away


Fate if side loses: 100% chance to revolt.

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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