Fallen Keep



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----- The remains of a castle, still provides some protection. -----

Point Value: 1

Side Attributes:
    None.

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

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.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for Deathtap.
Maximum number of occupants: 0 by default, 1 for Deathtap.

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.
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.

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 (none)
    Study (none)
    Industry (none)
    Corpses (none)
    X (none)

Required advances to build: 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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