city



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Point Value: 1

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):
    Is always immobile.

Hit Points (HP): 1.
Vanishes if in: true by default, false for land.
Generic capacity for units is 100.
Relative sizes of occupants: 1 by default, 50 for army, 200 for city.

Construction:
ACP to create: 1 by default, 0 for city.
ACP to build: 1 for all unit types.
Can build at own location.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 1 for army, 15 for battleship, 12 for carrier, 10 for cruiser, 6 for submarine, 5 for troop-transport, 4 for destroyer, 2 for fighter, 0 for city.
    TP max: 1 for army, 15 for battleship, 12 for carrier, 10 for cruiser, 6 for submarine, 5 for troop-transport, 4 for destroyer, 2 for fighter, 0 for city.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 50% vs army.
Damage is 1 vs 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.

Material Handling:
    avgas, 9999 basic production, 9999 storage (9999 at start of game)

Can auto-repair lost HP of other units: 1 by default, 0 for army, fighter, city.

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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