Fleet
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----- A Fleet -----
Point Value: 1
Side Attributes:
At most 6 allowed on each side in a game.
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.
Needs MP to enter terrain: 1 by default, 99 into desert, land, forest, mountains, ice, neutral, 2 into shallows.
Hit Points (HP): 1.
Vanishes if in: false by default, true for desert, land, forest, mountains, ice, neutral.
Generic capacity for units is 8.
Relative sizes of occupants: 99 by default, 1 for Transport Vessel, Wooden Frigate, Early Ironclad Ram, Early Monitor, Late Ironclad Ram, Multi-Turret Monitor, Mastless Ironclad, Early Armored Cruiser, Late Armored Cruiser, Hulk.
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:
Industry (none)
Tech (none)
Fuel (none)
Food (none)
Machinery (none)
Gear (none)
Ammo (none)
Manpower (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 peacetime garrison of 3 units.
Requests a total wartime garrison of 6 units.
Range within which enemies will cause an alert is 6.
Basic tactical computation range is 12.
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File produced by Xcscribe for Xconq version 7.5pre (July 2004).