Mountain



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----- Change terrain into mountain -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 48 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 into all terrain types.

Hit Points (HP): 1.    Recovers by 1 HP each turn.
Construction points (CP): 6.

Combat:
Hit chances are 0% vs all unit types.
Damage is 0 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs Sorcery Node, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Can detonate self (1 ACP).
Detonation damage at ground zero is 0 by default, 1d10 for King, Usurper, Minister, Shogun, Loremaster, Emperor, Shah, Pharoah, Grey One, Talon, Spawn, Jabberwocke.
Detonation damage to adjacent units is 0 by default, 1d10 for King, Usurper, Minister, Shogun, Loremaster, Emperor, Shah, Pharoah, Grey One, Talon, Spawn, Jabberwocke.
Range of detonation effect on units is 0 for all unit types.
Always destroyed by detonation.
Combat never reduces defender's HP below 0 by default, 1 vs Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Combat effectiveness as occupant is 0% in all unit types.
Chance to retreat from combat is 0% by default, 50% vs Orcspawn Spearmen, Ferak, 25% vs Royal Ferak.

Other Actions:
ACP to add/change terrain is 0 by default, 15 for mountains.
ACP to remove terrain is 0 by default, 15 for desert, land, forest, hills, semi-desert, steppe.

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:
    Gold (none)
    Wood (none)
    Stone (none)
    Mana, 2 basic consumption, 20 used in creation
    Study (none)
    Industry (none)
    Corpses (none)
    X, 1 storage (1 at start of game), 1 basic consumption

Required advances to build: Mountains (400).


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).