camp



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----- fortified camp -----

Side Attributes:
    None.

Actions and Action Points (ACP):
    Does not act.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 5.    Recovers by 0.25 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 8.
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 for all unit types.
Construction points (CP): 16.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1 vs all unit types.
If attacked, ACP to defend is 1 by default, 0 vs archer.
Ammo needed to hit unit: 0 by default, 1 vs stones, arrows.
Protection of occupants/transport is *0.80 by default, *1.00 for camp, oppidum, civitas, urbs.

Vision:
100% 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, 5 basic production, 10 storage (10 at start of game)
    wood, 1 basic production, 20 storage (20 at start of game), 8 used in creation
    stones, 1 basic production, 10 storage (10 at start of game)
    arrows, 1 basic production, 10 storage (10 at start of game)
Productivity adjustment for terrain is *0.00 by default, *0.30 in desert, mountains, *1.00 in plains, *0.50 in 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).