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.

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).