Tower



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Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Acts independently of ACP restrictions.

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

Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, lake, ice.
Generic capacity for units is 24.
Relative sizes of occupants: 1 by default, 0 for Stockade, City Walls, Temple, Workshops, Granary, Marketplace, Forum, Palace, Barracks, Harbor.
Maximum number of occupants: -1 by default, 1 for Stockade, City Walls, Temple, Workshops, Granary, Marketplace, Forum, Palace, Barracks, Harbor, 0 for Ring of Power, Mines, Village, City, City, City, City, City, Ruins, Tower.
Maximum total of 24 for all types together.

Combat:
Hit chances are 0% vs all unit types.
Damage is 1 by default, 0 vs Mines, Village, City, City, City, City, City, Ruins, Tower, Stockade, City Walls, Temple, Workshops, Granary, Marketplace, Forum, Palace, Barracks, Harbor.
Protection of occupants/transport is *1.00 by default, *0.00 for Stockade, City Walls, Temple, Workshops, Granary, Marketplace, Forum, Palace, Barracks, Harbor.

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.
Occupants not seen even if unit has been seen.
Can see units up to 2 cells away.

Material Handling:
    Food, 9999 storage
    Ores, 9999 storage
    Cash, 9999 storage


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 2 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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File produced by Xcscribe for Xconq version 7.5pre (July 2004).