tribe



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----- wandering barbarian tribe -----

Point Value: 1

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, road.
    Needs MP to traverse terrain: -1 by default, 2 across road.

Hit Points (HP): 20.
Vanishes if in: false by default, true for ice.
Generic capacity for units is 16.
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:
ACP to create: 1 by default, 0 for legion, trireme, camp, tribe, oppidum, civitas, urbs.
ACP to build: 1 by default, 0 for legion, trireme, camp, tribe, oppidum, civitas, urbs.
Can build at own location.

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 arrows.

Other Actions:
Can be given to another side (1 ACP).

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, 30 storage (30 at start of game)
    wood, 3 basic production, 20 storage (20 at start of game)
    stones, 1 basic production, 10 storage (10 at start of game)
    arrows, 1 basic production, 15 storage (15 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 revolt.

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).