archer
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----- archers and slingers -----
Notes:
pay attention to arrow supply
Side Attributes:
None.
Actions and Action Points (ACP):
Can act until -2 ACP left.
Receives basic allotment of 2 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: 2 by default, 99 into sea, shallows, ice, 0 into road.
Needs MP to traverse terrain: -1 by default, 1 across road.
MP to enter unit: 0 by default, 2 into bireme, trireme, barge.
Hit Points (HP): 2. Recovers by 0.25 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 40.
Combat:
Can fire (1 ACP), at ranges up to 1.
Hit chances are 50% by default, 20% vs bireme, trireme, barge, 25% vs cavalry.
Hit chances if firing same as for regular combat.
Damage is 1 vs all unit types.
Damages if firing same as for regular combat.
If attacked, ACP to defend is 1 by default, 0 vs archer.
Ammo needed to hit unit: 0 by default, 1 vs arrows.
Other Actions:
Can be given to another side (1 ACP).
Material Handling:
food, 1 basic production, 5 storage (5 at start of game), 1 basic consumption
wood, 4 storage (4 at start of game)
stones, 1 storage (1 at start of game)
arrows, 4 storage (4 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *0.00 by default, *1.00 in plains, forest.
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).