infantry



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----- marches around and captures things -----

Notes:
The infantry army is the slowest of units, but it can go almost anywhere. It is also quick to produce. Infantry is the staple of campaigns - no special features, but quick and cheep.

Side Attributes:
    Can belong to the following sides: .

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

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 99 into sea, shallows, ice.
    Needs MP to leave terrain: 0 by default, 99 in sea, shallows.
    MP to enter unit: 1 into all unit types.
    Gets up to 1 free MP if needed to finish a move.

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

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs infantry, artillery, aaa, 60% vs town, radar, engineer, 40% vs armor, nuclear bomb, city, 20% vs fighter, mine, mineship, 10% vs troop transport, carrier, 0% vs destroyer, submarine, 80% vs base, 15% vs bomber, 5% vs battleship.
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% by default, 70% vs base, 50% vs town, 30% vs city.
Chance to capture indep: -1% by default, 100% vs base, 80% vs town, 50% vs city, 0% vs mine.
Protection of occupants/transport is *1.00 by default, *0.80 for town, city, *0.50 for base, *0.00 for mine.

Other Actions:
Can be disbanded (1 ACP).
ACP for explicit repair is 0 by default, 1 for base, town, city.
Explicit repair performance is 0 for all unit types.
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.
Chance to see if adjacent is 100% by default, 10% for nuclear bomb, mine, 40% for submarine.

Material Handling:
    fuel, 1 basic production, 6 storage (6 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move, receive from up to 3 cells away
    ammo, 6 storage (6 at start of game), 1 (ammo) consumed per attack, receive from up to 3 cells away
Productivity adjustment for terrain is *1.00 by default, *0.00 in swamp, desert, mountains.


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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