base
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----- airbase plus port -----
Point Value: 1
Notes:
To simplify matters, this can serve as a camp, airbase, and port. Bases cannot build units, although they can repair some damage.
Side Attributes:
None.
Actions and Action Points (ACP):
Does not act.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Is always immobile.
Hit Points (HP): 10.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 20.
Relative sizes of occupants: 2 by default, 1 for fighter.
Maximum number of occupants: 100 for all unit types.
Construction points (CP): 3.
Combat:
Hit chances are 20% vs fighter, bomber, destroyer, submarine, carrier, battleship, 10% vs infantry, armor, 0% vs base, town, city, 100% vs nuclear bomb, 30% vs troop transport.
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.
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.
Material Handling:
fuel, 10 basic production, 200 storage (200 at start of game)
ammo, 5 basic production, 100 storage (100 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: 3 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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).