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----- The most cost-effective (but slowest) way to cross oceans -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 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: 99 by default, 1 into sea, lake, ice, road, river, ford.
    Needs MP to traverse terrain: -1 by default, 0 across road, ford.

Hit Points (HP): 2.
Vanishes if in: true by default, false for sea, lake, ice, road, river, ford.
Generic capacity for units is 2.
Relative sizes of occupants: 999 by default, 1 for settler, engineer, infantry, armor, rover, bus.
Construction points (CP): 20.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

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.
Vision is line-of-sight.

Material Handling:
    food (none)
    ores (none)
    fuel (none)
    ammo, 40 storage, needs 1 (weapons or equipment) to attack, 1 (ammo) consumed per attack


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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