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Point Value: 1

Side Attributes:

Actions and Action Points (ACP):
    Receives basic allotment of 6 new ACP per turn.
    Allowed 1 free ACP to complete an action.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 6 into swamp, peat-swamp, spice-swamp, forest, pheasant-forest, silk-forest, jungle, fruit-jungle, gems-jungle, hills, coal-hills, wine-hills, glacier, ivory-glacier, oil-glacier, 3 into desert, oasis, oil-desert, plains, buffalo-plains, wheat-plains, grassland, lush-grassland, tundra, furs-tundra, musk-ox-tundra, 99 into ocean, ocean/fish, ocean/whales, 9 into mountains, gold-mountains, iron-mountains, 0 into river, road, rail-line.
    Needs MP to traverse terrain: -1 by default, 1 across road, rail-line, 99 across river.
    Gets up to 8 free MP if needed to finish a move.

Hit Points (HP): 20.
Vanishes if in: false by default, true for ocean, ocean/fish, ocean/whales.
Combat experience (CXP) maximum: 1.
Construction points (CP): 40.

ACP to create: 0 by default, 1 for City.
ACP to build: 0 by default, 1 for City.
Can build at own location.

Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 100% vs Village.
Damage is 0 by default, 1 vs AEGIS Cruiser, Alpine Troops, Archers, Armor, Artillery, Battleship, Bomber, Cannon, Caravan, Caravel, Carrier, Catapult, Cavalry, Chariot, Cruise Missile, Cruiser, Crusaders, Destroyer, Diplomat, Dragoons, Elephants, Engineers, Explorers, Fanatics, Fighter, Freight, Frigate, Galleon, Helicopter, Horsemen, Howitzer, Ironclad, Knights, Legion, Marines, Mechanized Infantry, Musketeer, Nuclear Missile, Paratroopers, Partisans, Phalanx, Pikemen, Riflemen, Settlers, Spy, Stealth Bomber, Stealth Fighter, Submarine, Transport, Trireme, Warriors, Village.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs City.
Protection of occupants/transport is *1.00 by default, *0.00 for City.

Other Actions:
ACP to add/change terrain is 0 by default, 1 for road, rail-line.

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:
    Food (none)
    Shields (none)
    Arrows (none)
    Taxes (none)
    Luxuries (none)
    Science (none)

Required advances to build: Explosives.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Can build advanced units.
    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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).