ship



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----- transports units over water -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 99 into desert, plains, forest, mountains, 1 into sea, ice, vacuum, 5 into swamp, 3 into shallows.

Hit Points (HP): 2.
Vanishes if in: false by default, true for desert, plains, forest, mountains.
Generic capacity for units is 3.
Relative sizes of occupants: 1 by default, 99 for town, city, guild, outpost.
Construction points (CP): 20.
Tech to build: 50.
Tech max: 50.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 30% vs grog, crystal, wizard, 20% vs knight, fire, air, 40% vs wagon, 25% vs city, outpost, 70% vs manicon, 50% vs ship, 35% vs town, 15% vs demon, 10% vs guild, 5% vs earth.
Damage is 1 vs all unit types.

Other Actions:
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 14 for all unit types.
Min HP to repair is 1 for all unit types.

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 2 cells away.

Accidents:
Chance to vanish in an accident: 0% by default, 3% in sea.

Material Handling:
    food, 1 basic production, 10 storage, 1 basic consumption, times 1% if occupant, receive from up to 1 cells away, send up to 1 cells away
    drink, 2 basic production, 4 storage, 1 basic consumption, times 1% if occupant, receive from up to 1 cells away, send up to 1 cells away
    mana (none)
Productivity adjustment for terrain is *1.00 by default, *0.20 in desert.

0.10% chance of revolt.

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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