capital
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----- center of the country -----
Point Value: 1
Side Attributes:
None.
Actions and Action Points (ACP):
Receives basic allotment of 3 new ACP per turn.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Is always immobile.
Hit Points (HP): 100.
Vanishes if in: false by default, true for sea, wasteland.
Generic capacity for units is 16.
Relative sizes of occupants: 1 by default, 100 for capital.
Construction points (CP): 32.
Construction:
ACP to create: 0 by default, 1 for engineers.
ACP to build: 0 by default, 1 for engineers.
Can build at own location.
Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs sh.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% vs all unit types.
Chance to capture indep: 100% vs all unit types.
Protection of occupants/transport is *1.00 by default, *0.40 for infantry, motor-infantry, mech-infantry, marines, security, cavalry, light-armor, armor, heavy-armor, artillery, light-artillery, heavy-artillery, mech-artillery, aa, supply, engineers, mech-engineers, mobile-radar.
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:
food, 20 basic production, 999 storage (999 at start of game), 20 basic consumption, receive from up to 5 cells away, send up to 2 cells away
sh, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
gun, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
pet, 999 storage (999 at start of game), 1 consumed per move, receive from up to 5 cells away, send up to 2 cells away
iron, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
dust, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
gold, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
oil, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
lcm, 10 basic production, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
hcm, 10 basic production, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
rad, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
education, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
happiness, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
civ, 1 basic production, 999 storage (999 at start of game), builder needs 1 to build, receive from up to 5 cells away, send up to 2 cells away
mil, 1 basic production, 999 storage (1 at start of game), needs 1 (weapons or equipment) to attack, receive from up to 5 cells away, send up to 2 cells away
uw, 999 storage (999 at start of game), receive from up to 5 cells away, send up to 2 cells away
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).