fleet



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----- fights and carries troops on sea -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -2 ACP left.
    Receives basic allotment of 4 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 by default, 1 into sea, river, 2 into shallows, 0 into railway.
    Needs MP to traverse terrain: -1 by default, 99 across railway, 2 across river.

Hit Points (HP): 8.    Recovers by 0.50 HP each turn.
Vanishes if in: true by default, false for sea, shallows, river.
Generic capacity for units is 10.
Relative sizes of occupants: 1 for militia, police, terrorist, 500 for fort, town, city, 2 for infantry, cavalry, 15 for fleet, 6 for train.
Maximum number of occupants: 100 for all unit types.
Construction points (CP): 34.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 60% by default, 70% vs train, town, 30% vs cavalry, terrorist, 80% vs city, 50% vs infantry.
Damage is 2 by default, 1 vs terrorist, train, 4 vs city, 3 vs town.
If attacked, effect of own terrain is *1.00 by default, *1.50 in shallows.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

Other Actions:
Can be given to another side (1 ACP).
ACP for explicit repair is 1 by default, 0 for fort, town, city.
Explicit repair performance is 50 by default, 0 for train, fort, town, city.
Min HP to repair is 1 for all unit types.

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.

Attrition in HP:
0 by default, 4 in shallows.

Material Handling:
    fuel, 200 storage (200 at start of game), needs 1 to move, 1 consumed per move
    food, 200 storage (200 at start of game), 1 basic consumption
    ammo, 100 storage (100 at start of game), 1 (ammo) consumed per attack

0.15% chance of revolt.

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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