metropolis



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----- a large and powerful city -----

Point Value: 1

Side Attributes:
    Can be a side leader/capital (aka. "self") unit.
    Upon death, annoint a new self unit.
    (Side must always have a self unit during game.)

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): 40.
Vanishes if in: false by default, true for sea, river.
Generic capacity for units is 8.
Relative sizes of occupants: 1 by default, 99 for fortifications, polis, metropolis.

Construction:
ACP to create: 1 by default, 0 for fortifications, polis, metropolis.
ACP to build: 1 by default, 0 for fortifications, polis, metropolis.
Can build at own location.

Combat:
Can attack (ACP 8 vs all unit types).
Hit chances are 0% by default, 80% vs hoplite, 20% vs siege engine.
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.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.

Material Handling:
    food, 20 basic production, 200 storage (120 at start of game), 20 basic consumption, receive from up to 3 cells away, send up to 3 cells away
    talents, 20 basic production, 4000 storage (2400 at start of game), receive from up to 10 cells away, send up to 10 cells away

0.10% chance of revolt.

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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