police



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----- spies, fights terrorists, captures neutral troops -----

Side Attributes:
    Can belong to the following sides: Russian Empire, The Revolution, Germany.

Actions and Action Points (ACP):
    Can act until -1 ACP left.
    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, shallows, ice, 2 into swamp, forest, mountains, river, 1 into desert, plains, 0 into railway.
    Needs MP to traverse terrain: -1 by default, 99 across river, 1 across railway.

Hit Points (HP): 2.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 20.

Combat:
Can attack (ACP 2 vs all unit types).
Hit chances are 40% vs militia, train, 30% vs infantry, cavalry, 75% vs terrorist, 50% vs police, 20% vs town, 10% vs city, 5% vs fort, 0% vs fleet.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% vs all unit types.
Chance to capture indep: 50% by default, -1% vs fort, town, city, 0% vs police, terrorist.

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 (none)
    food, 1 basic production, 8 storage (8 at start of game), 1 basic consumption
    ammo, 3 storage (3 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *0.00 by default, *1.00 in plains, forest.

2500% chance to spy, on units up to 2 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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