engineer



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----- builds things -----

Notes:
Engineer units are dull but essential. While they are useless in a fight, they can build bases, repair damaged units, and lay or remove mine fields.

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):
    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.
Construction points (CP): 2.

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

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 90% vs mine.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *1.00 by default, *0.00 for base.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 100 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, 10 storage (10 at start of game), needs 1 to move, 1 consumed per move, receive from up to 3 cells away, send up to 1 cells away
    ammo, 6 storage (6 at start of game), 1 (ammo) consumed per attack, receive from up to 3 cells away, send up to 1 cells away

Can auto-repair lost HP of other units: 1 for all unit types.

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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