town



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----- smaller than a city -----

Point Value: 10

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.
    Damage affects ACP.

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

Hit Points (HP): 10.    Recovers by 0.50 HP each turn.
Vanishes if in: false by default, true for sea, shallows, swamp, ice.
Generic capacity for units is 100.
Relative sizes of occupants: 1 for militia, police, terrorist, 500 for fort, town, city, 2 for infantry, cavalry, 15 for fleet, 6 for train.
Maximum number of occupants: 100 for all unit types.

Construction:
ACP to create: 1 by default, 0 for fort, town, city.
ACP to build: 1 by default, 0 for fort, town, city.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 40% vs militia, cavalry, train, 0% vs fort, town, city, 50% vs police, 35% vs infantry, 20% vs fleet, 5% vs terrorist.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *0.65 by default, *1.00 for fort, town, city.

Other Actions:
Can be given to another side (1 ACP).
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 100 for all unit types.
Min HP to repair is 1 for all unit types.

Vision:
100% 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:
    fuel, 20 basic production, 400 storage (400 at start of game)
    food, 20 basic production, 400 storage (400 at start of game)
    ammo, 10 basic production, 200 storage (200 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *0.00 by default, *0.30 in forest, mountains, *1.00 in desert, *0.50 in plains.

0.50% 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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