moon



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----- makes stuff (esp. troopers and fighters) -----

Point Value: 1000

Notes:
Planets and Moons are the main producers. Generally, the more powerful the unit to be constructed, the better it is to produce it in a planet. As for the defense of these units, there are several schools of thought. One school says the best defense is a good offense. Another holds that fighter patrols are cheap and effective against enemy landings. Or that a loaded transport should be kept to retake any enemy conquests.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 25.
Dedicated space for units: 10 by default, 0 for moon, planet, 5 for battlecruiser, 3 for dreadnought, 2 for starbase.

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

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 10% by default, 0% vs moon, planet, 30% vs transport, 20% vs light cruiser, 5% vs dreadnought.
Damage is 1 vs all unit types.
Protection of occupants/transport is *0.75 by default, *0.50 for stormtrooper, *1.00 for starbase.
Combat effectiveness as occupant is 0% in all unit types.

Other Actions:
Can be given to another side (1 ACP).

Vision:
1% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Vision effect when occupying: 0 in all unit types.
Occupants not seen even if unit has been seen.
Can see units up to 5 cells away.

Material Handling:
    photon torpedo, 10 basic production, 100 storage (100 at start of game)
    matter, 100 basic production, 10000 storage (10000 at start of game)
    anti-matter, 20 basic production, 1000 storage (1000 at start of game)

Can auto-repair lost HP of other units: 1 by default, 0 for moon, planet, 2 for dreadnought, 50% chance of 2 (otherwise 1) for battlecruiser.

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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