Fleet



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----- A Fleet -----

Point Value: 1

Side Attributes:
    At most 6 allowed on each side in a game.

Actions and Action Points (ACP):
    Receives basic allotment of 6 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 desert, land, forest, mountains, ice, neutral, 2 into shallows.

Hit Points (HP): 1.
Vanishes if in: false by default, true for desert, land, forest, mountains, ice, neutral.
Generic capacity for units is 8.
Relative sizes of occupants: 99 by default, 1 for Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk.

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.

Material Handling:
    Industry (none)
    Tech (none)
    Fuel (none)
    Food (none)
    Machinery (none)
    Gear (none)
    Ammo (none)
    Manpower (none)

Required advances to build: None.


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total peacetime garrison of 3 units.
    Requests a total wartime garrison of 6 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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