light infantry



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----- foot soldiers and mercenaries -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 99 into sea, ice, void, 1 into desert, plains, forest, hills, 2 into swamp, mountains.

Hit Points (HP): 2.
Construction points (CP): 6.

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

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 10% vs dragon, mass charm, cloudkeep, sailing ship, galley, wall, castle, tower, 20% vs heavy infantry, undead, cavalry, temple, village, town, city, 50% vs wizard, Armageddon spell, lightning, fireball, wizard eye, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 40% vs barbarian, wagon, 30% vs light infantry, flying carpet, 25% vs priest, camp, 60% vs longbowmen, 45% vs serfs, 15% vs paladin.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
If attacked, effect of own terrain is *1.00 by default, *0.85 in swamp, forest, hills, mountains.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 30% vs sailing ship, galley, camp, 40% vs serfs, village, 5% vs cavalry, castle, 50% vs wagon, 25% vs town, 20% vs temple, 15% vs city, 10% vs wall, 8% vs tower.
Protection of occupants/transport is *1.00 by default, *0.70 for cloudkeep, wall, castle, tower, camp, temple, village, town, city, *0.80 for ring of protection.

Other Actions:
Can be disbanded (1 ACP).

Vision:
100% 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.

Accidents:
Chance to be damaged in an accident: 0% by default, 0.50% in swamp, mountains.
Amount of damage: 0 by default, 1 in swamp, mountains.

Attrition in HP:
0 by default, 1 in swamp, mountains.

Material Handling:
    food, 2 basic production, 16 storage, 2 basic consumption, times 1% if occupant, 1 consumed per move, receive from up to 1 cells away
    mana (none)
    metal, 10 storage, 3 used to add 1 CP, receive from up to 1 cells away
Productivity adjustment for terrain is *1.00 in plains, ice, void, *0.50 in swamp, mountains, *0.00 in sea, *0.90 in forest, *0.25 in hills, *0.20 in desert.


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).