civ-0



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----- Level-0 civilization: dependent on fossil fuels -----

Point Value: 128

Notes:
A Level 0 civilization is dependent on fossil fuels for its energy, and may be divided along racial (subspecies) lines. It can survive for about 500 years, but will fall apart if it cannot develop renewable energy sources. It is also vulnerable to natural disasters and may be weakened by them.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Acts independently of ACP restrictions.

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

Hit Points (HP): 25.    Recovers by 0.10 HP each turn.
Vanishes if in: false by default, true for star.
Generic capacity for units is 32.
Relative sizes of occupants: 999 by default, 0 for civ-1, telescope, spaceport, elevator, arcology, antimatter-plant, torpedo-industry, ore-processor, academy, wcs, solar-plant, 1 for probe, shuttle, engineers, ground-troops.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs all unit types.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs antimatter, torpedoes.
Becomes ruins when destroyed.

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, 300 storage
    fuel, 100 storage, receive from up to 1 cells away, send up to 2 cells away
    ores, 300 storage, receive from up to 1 cells away, send up to 2 cells away
    solar (none)
    petroleum, 500 storage (500 at start of game), 1 basic consumption, times 0% if occupant, builder needs 1 to build, 1 used to add 1 CP, receive from up to 1 cells away, send up to 2 cells away
    matter, 10 storage, receive from up to 1 cells away, send up to 2 cells away
    antimatter, 10 storage, receive from up to 1 cells away, send up to 2 cells away
    personnel, 300 storage, receive from up to 1 cells away, send up to 2 cells away
    torpedoes, 20 storage, receive from up to 1 cells away, send up to 2 cells away
    protomatter (none)

Can auto-repair lost HP of other units: 0 by default, 1 for ground-troops.

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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