Military Aid



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----- Provides the industry necessary to support the war. -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 10 new ACP per turn.

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

Hit Points (HP): 1.
Vanishes if in: false by default, true for neutral.

Construction:
ACP to create: 0 by default, 10 for Air Wing (G), Air Defense Network (G).
    CP upon creation: 1 by default, 10 for Air Wing (G), Air Defense Network (G).
ACP to build: 0 by default, 10 for Air Wing (G), Air Defense Network (G).
    CP added per build: 1 by default, 10 for Air Wing (G), Air Defense Network (G).
Can build at own location.

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.
Can see other units at own location.
Chance to see if in same cell is 100% by default, 0% for Spy Satellite, The American Mainland, Military Aid.

Material Handling:
    Industry, 25 basic production, 50 storage (50 at start of game), receive from up to 1 cells away, send up to 1 cells away
    Electronics, 50 basic production, 300 storage (150 at start of game)
    Manpower, 3 basic production
    Tech (none)
    X (none)
    Materiel, 2 basic production, 15 storage (15 at start of game), 1 consumed per move, 2 (ammo) consumed per attack, receive from up to 3 cells away

Required advances to build: None.


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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