barge



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----- troop transport, slow and weak -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Can act until -3 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: 99 by default, 1 into sea, shallows.
    Needs MP to traverse terrain: -1 by default, 2 across river.

Hit Points (HP): 2.    Recovers by 0.25 HP each turn.
Vanishes if in: true by default, false for sea, shallows, river.
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: 100 by default, 0 for bireme, trireme, barge.
Construction points (CP): 24.

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, 40 storage (40 at start of game)
    wood, 25 storage (25 at start of game), 15 used in creation
    stones, 12 storage (12 at start of game)
    arrows, 10 storage (10 at start of game)


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).