City



Up: Table of Contents    Previous: Unit    Next: Unit    

Point Value: 10

Side Attributes:
    None.

Actions and Action Points (ACP):
    Acts independently of ACP restrictions.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 1.
Vanishes if in: false by default, true for ocean, ocean/fish, ocean/whales.
Generic capacity for units is 100.
Relative sizes of occupants: 9999 by default, 1 for 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.
Dedicated space for units: 1 by default, 0 for 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, City, Airbase, Fortress, Village.
Exerts ZOC out to: 0 by default, 1 for Alpine Troops, Archers, Armor, Artillery, Cannon, Catapult, Cavalry, Chariot, Crusaders, Dragoons, Elephants, Explorers, Fanatics, Horsemen, Howitzer, Knights, Legion, Marines, Mechanized Infantry, Musketeer, Paratroopers, Phalanx, Pikemen, Riflemen, Settlers, Warriors.

Vision:
1% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.

Material Handling:
    Food, 999 storage
    Shields, 999 storage
    Arrows (none)
    Taxes (none)
    Luxuries, 999 storage
    Science (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 wartime garrison of 2 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



Up: Table of Contents    Previous: Unit    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).