fleet



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----- transportation across the sea -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 14 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: 14 by default, 1 into sea, shallows, river, road.

Hit Points (HP): 30. Parts: 3.
Immediate wreck if in: true by default, false for sea, shallows, river, road.
Dedicated space for units: 0 by default, 3 for explorer, crew.
Construction points (CP): 8.

Combat:
Hit chances are 0% vs all unit types.
Damage is 1 vs all unit types.
Becomes fort when destroyed.

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.

Accidents:
Chance to vanish in an accident: 0% by default, 0.30% in sea, 0.10% in shallows.

Material Handling:
    food, 100 basic production, 4200 storage (4200 at start of game)
    water, 100 basic production, 4200 storage (4200 at start of game)
    wood, 10 storage
    gold, 100 storage
    gems, 100 storage
    spices, 100 storage
Productivity adjustment for terrain is *0.10 in all terrain types.
Productivity adjustment for adjacent terrain is *0.00 by default, *1.00 in swamp, plains, forest, 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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