town



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----- smaller than a city -----

Point Value: 5

Notes:
Towns are the staple of territory. They can build, repair, produce fuel and ammo, and serve as a safe haven for quite a few units.

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): 20.    Recovers by 1 HP each turn.
Vanishes if in: false by default, true for sea, shallows, ice.
Generic capacity for units is 40.
Relative sizes of occupants: 1 by default, 100 for base, town, city.

Construction:
ACP to create: 1 by default, 0 for base, town, city.
ACP to build: 1 by default, 0 for base, town, city.
Can build at own location.

Combat:
Hit chances are 0% vs submarine, nuclear bomb, base, town, city, 30% vs infantry, troop transport, 20% vs armor, carrier, battleship, 40% vs bomber, destroyer, 50% vs fighter.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Protection of occupants/transport is *0.50 by default, *1.00 for base, town, city.

Other Actions:
Can be given to another side (1 ACP).
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 100 for all unit types.
Min HP to repair is 1 for all unit types.

Vision:
100% chance to be seen at outset of game.
100% 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.
Chance to see if adjacent is 100% by default, 10% for submarine, nuclear bomb.

Material Handling:
    fuel, 20 basic production, 500 storage (500 at start of game), receive from up to 12 cells away, send up to 12 cells away
    ammo, 10 basic production, 200 storage (200 at start of game), 1 (ammo) consumed per attack, receive from up to 12 cells away, send up to 12 cells away
Productivity adjustment for terrain is *1.00 by default, *0.20 in desert, mountains, *0.50 in forest, *0.00 in swamp.

Can auto-repair lost HP of other units: 50% chance of 1 by default, 0 for base, town, city.

Fate if side loses: 100% chance to revolt.

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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