considered to be militia instead of military, and are less important.
.s1
The way that military are incorporated into units are that the mil are
-loadable commodities of the unit. The offensive or defensive
+loadable commodities of the unit. The offensive or defensive
.s1
Commands for land units are generally similar to those of planes/ships, and
-will usually start with 'l'.
+will usually start with 'l'.
.s1
.L "Land unit characteristics"
.s1
Land units have some characteristics of both ships and planes, plus some
unique ones. Like both ships & planes, they have efficiency & mobility.
-Like ships, they can carry cargo, may have/use fuel, and may be able to fire
+Like ships, they can carry cargo, and may be able to fire
guns at distant targets. Like planes, they have attack and defense values,
and may be able to act automatically to defend your country.
Let's look at a typical land unit:
.s1
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, no fuel,
+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'
stands for army, and is just like fleets or wings, i.e. a way of grouping your
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.
+When built, the unit will have as its reaction radius set to zero.
.s1
.L Cargo
.s1
.s1
.L "Land unit statistics"
.s1
-Each land unit has certain vital statistics which show how it will
+Each land unit has certain vital statistics which show how it will
operate. These are obtainable from the show command:
.s1
.EX show land statistics
.s1
.NF
- s v s r f a d a a x
- p i p a r c a m a f f p
- att def vul d s y d g c m m f c u l
-infantry 1.0 1.5 60 23 15 2 1 0 0 0 0 0 0 0 0
+ s v s r f a d a a x
+ p i p a r c a m a p
+ att def vul d s y d g c m m f l
+infantry 1.0 1.5 60 23 15 2 1 0 0 0 0 0 0
.FI
.s1
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, doesn't carry of use fuel,
+no firing damage, uses no ammo, has no aa fire,
and can't carry extra-light planes.
.s1
When attacking, a unit's value is expressed in 'mil-equivalents', i.e. 1
Spy is the other side of the equation, i.e. how well can the unit find things?
A unit with a low spy won't be very good at locating other units, and won't
be able to report much when it encounters them in battle. A high-spy unit
-will be able to use the \*Qllookout\*U command with more chance of success, and
+will be able to use the \*Qllookout\*U command with more chance of success, and
will be able to more accurately report information about the units it runs
into in battle. (See info \*QAttacking\*U for information about intelligence
reports) Units with radar capacity also use their spy value to determine how
Aaf is the unit's anti-aircraft fire value. The higher the value, the more
damage the unit will do to planes flying overhead.
.s1
-Fc/fu are the unit's fuel capacity and use. If the fc/fu are 0, the unit
-does not need fuel to gain mobility. If the fc/fu are non-zero, the unit
-will need fuel to gain mobility, and will use fu fuel whenever it fights.
-(See info \*Qfuel\*U for information on fuel)
-.s1
Xpl is the number of extra-light planes the unit can carry. Planes can
operate from a land unit in the same fashion as if it were a carrier.
Normally, extra-light planes are SAMs, so units can carry SAMs for
sectors. The attack value of your forces is the combined attack values of all
attacking land units, plus the number of mil coming in from adjacent sectors.
.s1
-The defense value is equal to the mil in the defending sector, plus
+The defense value is equal to the mil in the defending sector, plus
the defense values of any defending units in the sector, as well as any that
react and move there.
.s1