army



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----- military force, equipped with in-system ships -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 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: 99 by default, 1 into star system.

Hit Points (HP): 9.
Construction points (CP): 5.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs transport, fighter, cruiser, yellow star, red giant, black hole, 100% vs small planet, planet, gas giant, ringed gas giant, asteroid belt, 50% vs army, engineers, 80% vs starbase, shipyard.
Damage is 0 by default, 1 vs starbase, shipyard, small planet, planet, gas giant, ringed gas giant, asteroid belt.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% vs army, engineers, transport, fighter, cruiser, black hole, 20% vs small planet, planet, gas giant, ringed gas giant, asteroid belt, 50% vs starbase, shipyard, yellow star, red giant.
Chance to capture indep: 100% by default, -1% vs army, engineers, transport, fighter, cruiser, 0% vs black hole.

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.
Can see units up to 5 cells away.
Vision is line-of-sight.
Effective eye height is 5 in all terrain types.

Material Handling:
    fuel, 100 storage (100 at start of game), 1 basic consumption
    metal (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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