engineer



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----- Build big facilities -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    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: 1 by default, 99 into sea, lake.
    Needs MP to leave terrain: 0 by default, 99 in sea, lake.
    Needs MP to traverse terrain: -1 by default, 0 across road, ford.

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, lake.
Construction points (CP): 15.

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

Other Actions:
ACP to add/change terrain is 0 by default, 2 for road.
ACP to remove terrain is 0 by default, 2 for road.

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.
Can see units up to 2 cells away.
Vision is line-of-sight.

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

Can auto-repair lost HP of other units: 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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