city



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----- capital of a side -----

Point Value: 5

Notes:
Cities are very large, powerful, and well defended. They are basically capital cities, or something in a comparable range. (New York and San Francisco are cities, Salt Lake City and San Antonio are towns. Yeah, San Antonio has a lot of people, but it's still insignificant, nyah nyah.) A city is worth five towns, territory-wise.

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): 40.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 80.
Relative sizes of occupants: 1 by default, 100 for base, town, city.
Maximum number of occupants: 100 for all unit types.

Develop:
ACP to develop: 0 by default, 1 for nuclear bomb.
    Tech gained: 0 by default, 1 for nuclear bomb.

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 50% vs infantry, destroyer, battleship, 0% vs submarine, base, town, city, 100% vs nuclear bomb, 70% vs fighter, 60% vs bomber, 40% vs armor, 30% vs troop transport, 20% vs carrier.
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.
Can see units up to 3 cells away.

Material Handling:
    fuel, 50 basic production, 900 storage (900 at start of game)
    ammo, 20 basic production, 400 storage (400 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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