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.EX land *
.NF
- # unit type x,y a eff mil fort mu fd tech retr rd xl ship
- 0 inf infantry 8,0 96% 100 0 93 24 0 42% 1 0
+ # unit type x,y a eff mil frt mu fd tch retr xl ln carry
+ 0 inf infantry 8,0 96% 100 0 93 1 50 42% 0 0
1 unit
.FI
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This land unit is an infantry unit, located at 8,0. In many games, you will
start with 1-2 basic land units of this type. Some of the things about it are
familiar. It is 96% efficient, has 93 mobility units, carries 1 food,
-and is tech 0 and currently contains 100 mi. It carries 0 extra-light
-planes, and is not on a ship. The 'a'
+and is tech 50 and currently contains 100 mi. It carries 0 extra-light
+planes and land units, and is not on a ship. The 'a'
stands for army, and is just like fleets or wings, i.e. a way of grouping your
units. (See info \*Qarmy\*U for more information)
-Fort is the level of fortification of the land
+Frt is the level of fortification of the land
unit. The higher the fortification, the harder the unit is to hurt.
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The 'retr' stands for retreat percentage. This
setting this, see info \*Qmorale\*U. For information on morale checks, see info
\*QAttacking\*U)
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-The 'rd' field is referred to as the unit's 'reaction radius',
-and is the distance to which the unit can react to defend your country.
-Basically, if an enemy attacks a sector close enough to the unit, it will go
-to the threatened sector and fight, like a plane intercepting. If it survives
-the attack without failing a morale check, it will return to the sector it
-started from, just like a plane would. (For more information on reacting and
-morale checks, see info \*QAttacking\*U) Just as you can use \*Qrange\*U to change the
-range of your planes and control how far away they'll intercept, you can
-change the reaction radius for land units with \*Qlrange\*U. Units with a base reaction
-radius of 0, or those whose radius you have set to 0, will not react.
-When built, the unit will have as its reaction radius set to zero.
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.L Cargo
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Each land unit can carry cargo. The cargo display for land units is very
Units on ships can transfer supplies to/from the ships with the \*Qltend\*U
command.
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-.L "HQ's & Building land units"
+.L "HQs & Building land units"
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Like planes and ships, land units are built in special sectors. For land units,
the sector is the headquarters sectors, designation !. Like other units,
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Ships can repair themselves in any sector, and can use work from their crew,
or from a harbor they are in. Planes can only be repaired in airports, and
-only use work from the airport. Land units can be repaired in HQ's or
+only use work from the airport. Land units can be repaired in HQs or
in fortresses, and use the work of the HQ or fort. This means that front-line
units in forts will repair themselves each update, assuming that the
necessary materials and work are available. They can also gain efficiency
The infantry unit has an attack multiplier of 1.0, and defensive multiplier
of 1.5. It has a vulnerability rating of 60, a speed of 23, a visibility of
15, spy value of 2, reaction radius maximum of 1, no firing range, no accuracy,
-no firing damage, uses no ammo, has no aa fire,
+no firing damage, uses no ammo, has no AA fire,
and can't carry extra-light planes.
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When attacking, a unit's value is expressed in 'mil-equivalents', i.e. 1
"info \*QSpies\*U" for more information.
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Rad is the maximum reaction radius for the unit.
-If you change the reaction radius by using
-the \*Qlrange\*U command, you will be able to select any value that is
-between 0 and the maximum.
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Frg is the unit's firing range. The unit can fire as far as the frg, modified
by the unit's tech. Accuracy is the unit's firing accuracy, and helps to
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.L Supply
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-Units need supplies in order to attack. Each update, and each time they
-attack, units will attempt to draw supplies. See info \*Qsupply\*U.
-Really, I'm serious. If you don't read info \*Qsupply\*U, you'll die a horrible
-death. I'm not kidding.
+Units need supplies in order to attack. See info \*Qsupply\*U.
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.L Fortification
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