civ-3



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----- Level-3 civilization: has the power to go beyond deep space -----

Point Value: 1024

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): 200.    Recovers by 0.01 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 telescope, spaceport, elevator, arcology, antimatter-plant, torpedo-industry, ore-processor, academy, wcs, solar-plant, 1 for probe, shuttle, engineers, ground-troops.
Construction points (CP): 40.

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, 2400 storage
    fuel, 800 storage, receive from up to 1 cells away, send up to 2 cells away
    ores, 2400 storage, receive from up to 1 cells away, send up to 2 cells away
    solar, 4000 storage, builder needs 1 to build, 1 used to add 1 CP, receive from up to 1 cells away, send up to 2 cells away
    petroleum (none)
    matter, 10000 storage, receive from up to 1 cells away, send up to 2 cells away
    antimatter, 10000 storage, receive from up to 1 cells away, send up to 2 cells away
    personnel, 2400 storage, receive from up to 1 cells away, send up to 2 cells away
    torpedoes, 160 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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