Habitat



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----- The future has arrived -----

Point Value: 20480

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):
    Is always immobile.

Hit Points (HP): 10.    Recovers by 0.33 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 1000.
Relative sizes of occupants: 200 for fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 1 for phalanx, knight, longbowman, 2 for cannon, cavalry, infantry, 24 for battleship, carrier, 15 for bomber, flying saucer, 6 for boat, transport, 5 for fighter, helicopter, 100 for TraXor, 10 for dirigible, 8 for battledroid, 4 for armor, 3 for galley.
Maximum number of occupants: 10 by default, 0 for TraXor, fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, 1 for Flying City.
Construction points (CP): 5.
Tech to build: 15.
Tech max: 15.
Tech increase per turn max: 1.

Develop:
ACP to develop: 0 by default, 1 for Flying City.
    Tech gained: 0 by default, 1 for Flying City.

Construction:
ACP to create: 0 by default, 1 for flying saucer, battledroid, Flying City.
ACP to build: 0 by default, 1 for flying saucer, battledroid, Flying City.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs battledroid, fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 99% vs phalanx, galley, knight, longbowman, boat, 60% vs dirigible, fighter, armor, helicopter, bomber, 50% vs battleship, transport, carrier, 80% vs cannon, infantry, 40% vs flying saucer, TraXor, 90% vs cavalry.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo, bombs.
Protection of occupants/transport is *0.50 by default, *1.00 for fort, base, Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City.

Other Actions:
Can be given to another side (1 ACP).

Vision:
1% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 6 cells away.

Material Handling:
    food (none)
    fuel, 100 basic production, 100 storage
    ammo, 100 basic production, 100 storage
    bombs, 50 basic production, 100 storage

Can auto-repair lost HP of other units: 1 by default, 33% chance of 1 for Polis, Castle, City, Metropolis, Modern City, Post-Modern City, Habitat, Flying City, 0 for TraXor, fort, base.

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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