city



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----- produces all things except mana -----

Point Value: 10

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.
Generic capacity for units is 20.
Relative sizes of occupants: 1 by default, 99 for town, city, guild, outpost.

Develop:
ACP to develop: 0 by default, 1 for wagon, ship, grog, knight.
    Tech gained: 0 by default, 1 for wagon, ship, grog, knight.

Construction:
ACP to create: 0 by default, 1 for wagon, ship, grog, knight.
    CP upon creation: 1 by default, 3 for wagon, 8 for ship, 6 for knight.
ACP to build: 0 by default, 1 for wagon, ship, grog, knight.
Can build at own location.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 by default, 1 for wagon, grog, 4 for ship, 3 for knight.
    TP max: 0 by default, 1 for wagon, grog, 4 for ship, 3 for knight.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 40% vs crystal, wizard, city, outpost, 30% vs knight, fire, air, 70% vs wagon, 50% vs grog, town, 80% vs manicon, 60% vs ship, 25% vs guild, 20% vs demon, 10% vs earth.
Damage is 1 vs all unit types.
Protection of occupants/transport is *0.50 by default, *1.00 for town, city, guild, outpost.

Other Actions:
Can be given to another side (100 ACP).
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.

Material Handling:
    food, 10 basic production, 150 storage, receive from up to 2 cells away, send up to 2 cells away
    drink, 10 basic production, 10 storage, receive from up to 2 cells away, send up to 2 cells away
    mana (none)
Productivity adjustment for terrain is *1.00 by default, *0.20 in desert, mountains, *0.50 in forest.

0.40% 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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