town



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----- smaller than a city -----

Point Value: 1

Notes:
Towns are the staple of territory. They can build, repair, produce fuel and ammo, and serve as a safe haven for quite a few units.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.

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

Hit Points (HP): 20.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 40.
Relative sizes of occupants: 1 by default, 100 for base, town, city.
Maximum number of occupants: 100 for all unit types.

Construction:
ACP to create: 1 by default, 0 for base, town, city.
ACP to build: 1 by default, 0 for base, town, city.
Can build at own location.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 2 for armor, fighter, destroyer, troop transport, 0 for base, town, city, 3 for bomber, submarine, 1 for infantry, 8 for battleship, 6 for carrier, 4 for nuclear bomb.
    TP max: 2 for armor, fighter, destroyer, troop transport, 0 for base, town, city, 3 for bomber, submarine, 1 for infantry, 8 for battleship, 6 for carrier, 4 for nuclear bomb.

Combat:
Hit chances are 0% vs submarine, base, town, city, 30% vs infantry, troop transport, 20% vs armor, carrier, battleship, 40% vs bomber, destroyer, 100% vs nuclear bomb, 50% vs fighter.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *0.50 by default, *1.00 for base, town, city.

Other Actions:
Can be given to another side (1 ACP).

Vision:
0% 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.

Material Handling:
    fuel, 20 basic production, 500 storage (500 at start of game)
    ammo, 10 basic production, 200 storage (200 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *1.00 by default, *0.20 in desert, mountains, *0.50 in forest.

Can auto-repair lost HP of other units: 1 for all unit types.
Range of auto-repair: -1 for all unit types.

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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