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