settlement
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----- Artificial colony for inhospitable worlds -----
Point Value: 32
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): 10. Recovers by 0.20 HP each turn.
Vanishes if in: false by default, true for vacuum, star.
Generic capacity for units is 16.
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): 10.
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, 3 basic production, 300 storage
fuel, 150 storage, receive from up to 1 cells away, send up to 1 cells away
ores, 300 storage, receive from up to 1 cells away, send up to 1 cells away
solar, 750 storage, receive from up to 1 cells away, send up to 1 cells away
petroleum (none)
matter, 2000 storage, receive from up to 1 cells away, send up to 1 cells away
antimatter, 2000 storage, receive from up to 1 cells away, send up to 1 cells away
personnel, 1 basic production, 200 storage, receive from up to 1 cells away, send up to 1 cells away
torpedoes (none)
protomatter (none)
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).