siege engine
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----- built by infantry for attacking cities -----
Side Attributes:
Can belong to the following sides: Independents, Caesar, Pompeius, Parthia, Aegyptus.
Actions and Action Points (ACP):
Can act until -3 ACP left.
Receives basic allotment of 1 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: 99 by default, 2 into swamp, desert, plains, forest, mountains, 0 into road.
Needs MP to traverse terrain: -1 by default, 2 across road.
Hit Points (HP): 2. Recovers by 0.25 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 4.
Relative sizes of occupants: 500 for siege engine, camp, tribe, oppidum, civitas, urbs, 1 for infantry, archer, 4 for legion, trireme, 2 for cavalry, bireme, 6 for barge.
Maximum number of occupants: 1 for all unit types.
Construction points (CP): 40.
Combat:
Can fire (1 ACP), at ranges up to 1.
Hit chances are 0% by default, 50% vs camp, oppidum, civitas, urbs.
Hit chances if firing same as for regular combat.
Damage is 1 by default, 4 vs oppidum, civitas, urbs.
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)
wood, 8 used in creation
stones, 5 storage (5 at start of game), 1 (ammo) consumed per attack
arrows (none)
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).