civ



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----- civilians -----

1 of this represents 1 individuals.

Base production: capital:1

Base consumption: (none)

Storage: agribusiness:10 oil-field:10 oil-platform:10 mine:10 gold-mine:10 uranium-mine:10 technical-center:10 fortress:10 research-lab:10 nuclear-plant:10 library/school:10 park:10 enlistment:10 headquarters:10 harbor:10 airfield:10 refinery:10 lcm-factory:10 hcm-factory:10 defense-plant:10 shell-industry:10 warehouse:10 bank:10 capital:999

Consumption percentage as occupant: (none)

Production as occupant: (none)

ACP to extract: (none)


Minimum required by a unit for the following activities.

To act: (none)

To move: (none)

To attack: (none)

To fire: (none)


In addition to basic consumption.

Consumption per move: (none)

Consumption per attack: (none)

Consumption per fire: (none)


Any unit building another unit,
needs (but does not necessarily use)
the following minimum amounts for the given unit.
Needed to create : (none)

Needed to build : infantry:1 motor-infantry:1 mech-infantry:1 marines:1 security:1 cavalry:1 light-armor:1 armor:1 heavy-armor:1 artillery:1 light-artillery:1 heavy-artillery:1 mech-artillery:1 aa:1 supply:1 mobile-radar:1 fishing-boat:1 cargo-ship:1 tanker:1 ore-ship:1 slave-ship:1 troop-transport:1 landing-craft:1 torpedo-boat:1 destroyer:1 frigate:1 light-cruiser:1 heavy-cruiser:1 battleship:1 light-carrier:1 escort-carrier:1 carrier:1 missile-frigate:1 missile-cruiser:1 submarine:1 asw-cruiser:1 minesweeper:1 fighter-1:1 fighter-2:1 escort:1 naval-fighter:1 light-bomber:1 medium-bomber:1 heavy-bomber:1 airlifter:1 attack-helicopter:1 transport-helicopter:1 recon-plane:1 asw-plane:1 missile:1 icbm:1 sam:1 abm:1 small-nuke:1 medium-nuke:1 large-nuke:1 radar:1 mines:1 agribusiness:1 oil-field:1 oil-platform:1 mine:1 gold-mine:1 uranium-mine:1 technical-center:1 fortress:1 research-lab:1 nuclear-plant:1 library/school:1 park:1 enlistment:1 headquarters:1 harbor:1 airfield:1 refinery:1 lcm-factory:1 hcm-factory:1 defense-plant:1 shell-industry:1 warehouse:1 bank:1 capital:1


Any building unit consumes as follows

On creation of: (none)

Per build of: (none)


Any unit repairing other units needs/uses these amounts

To be able to repair : (none)

Consumption per repair of 1 HP for: (none)

Distances that a unit can send or receive this material.
Format is unit:send:receive.
(NB Distances are free of terrain effects)
agribusiness:2:2 oil-field:2:2 oil-platform:2:2 mine:2:2 gold-mine:2:2 uranium-mine:2:2 technical-center:2:2 fortress:2:2 research-lab:2:2 nuclear-plant:2:2 library/school:2:2 park:2:2 enlistment:2:2 headquarters:2:2 harbor:2:2 airfield:2:2 refinery:2:2 lcm-factory:2:2 hcm-factory:2:2 defense-plant:2:2 shell-industry:2:2 warehouse:5:5 bank:2:2 capital:2:5

Initial unit quantities at game start:(none)



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File produced by Xcscribe for Xconq version 7.5pre (July 2004).