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): 20.

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).

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

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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