engineer



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----- builds roads -----

Notes:
The engineer has only one trick, but it can be a very useful one, and that is to construct roads. Especially over rivers, which are otherwise impassable by infantry and armor.

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, 0 into river, road.
    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): 10.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 10% vs base, town, city, farm, refinery, ammo-factory, 20% vs fighter, destroyer, submarine, carrier, tanker, 50% vs infantry, engineer, 40% vs armor, 30% vs troop transport, 15% vs bomber, 9% vs battleship.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.

Other Actions:
Can be given to another side (1 ACP).
Can be disbanded (1 ACP).
ACP to add/change terrain is 0 by default, 1 for road.

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 submarine.

Material Handling:
    fuel, 6 storage (6 at start of game), needs 1 to move, 1 consumed per move, receive from up to 3 cells away
    ammo, 1 (ammo) consumed per attack, receive from up to 3 cells away
    food, 6 storage (6 at start of game), 1 basic consumption, receive from up to 3 cells away


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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