capital



Up: Table of Contents    Previous: Unit    Next: Terrain    

----- 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.



Up: Table of Contents    Previous: Unit    Next: Terrain    


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