Opinions differ on how to pluralize acronyms[*], but let's be consistent: say "BTUs", not "BTU's". [*] https://en.wikipedia.org/wiki/Acronym#Representing_plurals_and_possessives Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
322 lines
15 KiB
Perl
322 lines
15 KiB
Perl
.TH Concept "Land Units"
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.NA Land-units "How to use land units"
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.LV Basic
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.s1
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Land units are organized collections of mil (militia). They are considerably
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more effective and cost-efficient than militia, and have many extra
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abilities. With the addition of land units, mil are now more or less
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considered to be militia instead of military, and are less important.
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.s1
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The way that military are incorporated into units are that the mil are
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loadable commodities of the unit. The offensive or defensive
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.s1
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Commands for land units are generally similar to those of planes/ships, and
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will usually start with 'l'.
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.s1
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.L "Land unit characteristics"
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.s1
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Land units have some characteristics of both ships and planes, plus some
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unique ones. Like both ships & planes, they have efficiency & mobility.
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Like ships, they can carry cargo, and may be able to fire
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guns at distant targets. Like planes, they have attack and defense values,
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and may be able to act automatically to defend your country.
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Let's look at a typical land unit:
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.s1
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.EX land *
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.NF
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# unit type x,y a eff mil frt mu fd tch retr xl ln carry
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0 inf infantry 8,0 96% 100 0 93 1 50 42% 0 0
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1 unit
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.FI
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.s1
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This land unit is an infantry unit, located at 8,0. In many games, you will
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start with 1-2 basic land units of this type. Some of the things about it are
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familiar. It is 96% efficient, has 93 mobility units, carries 1 food,
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and is tech 50 and currently contains 100 mi. It carries 0 extra-light
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planes and land units, and is not on a ship. The 'a'
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stands for army, and is just like fleets or wings, i.e. a way of grouping your
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units. (See info \*Qarmy\*U for more information)
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Frt is the level of fortification of the land
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unit. The higher the fortification, the harder the unit is to hurt.
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.s1
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The 'retr' stands for retreat percentage. This
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land unit must begin rolling morale checks in combat whenever its efficiency
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goes below 75%. This is user settable in a range determined by the happiness
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of the owning country. The happier your people are, the more determinedly
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they fight. If, on the other hand, you \*Qwant\*U the unit to retreat easily,
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you can set this to 100% or some other high number. (For information on
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setting this, see info \*Qmorale\*U. For information on morale checks, see info
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\*QAttacking\*U)
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.s1
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.L Cargo
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.s1
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Each land unit can carry cargo. The cargo display for land units is very
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similar to that of ships, and is gotten with the \*Qlcargo\*U command.
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.s1
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.EX lcargo *
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.NF
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lnd# unit type x,y a eff sh gun pet irn dst bar oil lcm hcm rad
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0 infantry 8,0 96% 0 0 0 0 0 0 0 0 0 0
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1 unit
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.FI
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.s1
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The land unit is not carrying anything. Potentially, land units can carry any
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of the commodities listed above. Unlike ships, they cannot carry mil, civs,
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or uw's. Land units are loaded and unloaded using the lload command, which
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works pretty much like the load command for ships. (See info \*Qlload\*U)
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Units on ships can transfer supplies to/from the ships with the \*Qltend\*U
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command.
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.s1
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.L "HQs & Building land units"
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.s1
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Like planes and ships, land units are built in special sectors. For land units,
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the sector is the headquarters sectors, designation !. Like other units,
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they may require hcms and lcms, and will generally require money.
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.s1
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Some land units may require guns to build. All this info can be gotten with the
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\*Qshow\*U command.
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.s1
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.EX show land build
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.s1
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.NF
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lcm hcm guns avail tech $
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inf infantry 10 5 0 40 0 $500
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.FI
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.s1
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The infantry unit takes a total of 10 lcms, 5 hcms, and 0 guns to build.
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Like ships and planes, units are built at a lower percentage, and 'grow' up
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to 100%, and any unit with an efficiency of less than the build percentage
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is dead. For land units, this minimum efficiency is 10%.
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The build requirements for land units, like those listed above, are
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for a 100% unit. Thus, the infantr1 would require 1 lcm and .5 hcms
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(Fractional amounts are randomly rounded... i.e. .5 has a
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50% chance of being 1 or 0. It'll all even out over time)
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.s1
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When 'growing', land units
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require materials which must be present in the sector. The
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amount of growth is calculated in the same fashion as planes/ships. Generally
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a land unit can grow by up to 2x the ETUs per update. (See the \*Qversion\*U
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command for exact maximums, as these are deity-settable) So, for example, in
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a 32 ETU game, a land unit could possibly grow by 64% per update. For the
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infantry unit shown above, this would require 6.4 lcms and 3.2 hcms.
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If any of these things aren't present in the sector, the unit won't
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gain efficiency.
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.s1
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.L "Repair of Land units"
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.s1
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Ships can repair themselves in any sector, and can use work from their crew,
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or from a harbor they are in. Planes can only be repaired in airports, and
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only use work from the airport. Land units can be repaired in HQs or
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in fortresses, and use the work of the HQ or fort. This means that front-line
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units in forts will repair themselves each update, assuming that the
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necessary materials and work are available. They can also gain efficiency
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in other sector types, but at a much reduced efficiency (1/3rd normal gain)
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.s1
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.L "Land unit statistics"
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.s1
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Each land unit has certain vital statistics which show how it will
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operate. These are obtainable from the show command:
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.s1
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.EX show land statistics
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.s1
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.NF
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s v s r f a d a a x
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p i p a r c a m a p
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att def vul d s y d g c m m f l
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infantry 1.0 1.5 60 23 15 2 1 0 0 0 0 0 0
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.FI
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.s1
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The infantry unit has an attack multiplier of 1.0, and defensive multiplier
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of 1.5. It has a vulnerability rating of 60, a speed of 23, a visibility of
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15, spy value of 2, reaction radius maximum of 1, no firing range, no accuracy,
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no firing damage, uses no ammo, has no AA fire,
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and can't carry extra-light planes.
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.s1
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When attacking, a unit's value is expressed in 'mil-equivalents', i.e. 1
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mil-eq is as strong as 1 mil. To find a unit's attack value, find the number of
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mil currently in it, and multiply by the attack multiplier and efficiency.
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In the case of our infantry unit the unit has an attack value of 96
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(100*1.0*.96), and a defense value of 144
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(100*1.5.96). Some units, like tanks, will have high attack multipliers,
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and medium
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defense multipliers. Some, like most infantry, will be better at defending than
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attacking. Some, like artillery units, will be bad at both.
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.s1
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As time goes on, and your tech increases, the stats of your land units
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will get better. This reflects the technological breakthroughs you have
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made in that you can now build better units of the same type.
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.s1
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The vulnerability of a unit determines how easy it is to hurt the unit by
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shelling it, bombing it, or when it encounters land mines. The lower the
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vulnerability, the better. Values range from 1-100.
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.s1
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Spd is the relative speed of the land unit. Land units move by marching (see
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info \*Qmarch\*U), and use mob depending on their speed and the terrain they
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are moving through. For more info and formulas, see info \*Qmarch\*U.
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.s1
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Vis is the visibility of the unit. This is a measure of how easy it is to
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see/detect the unit. Lower is harder to see, and the numbers can range from
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1-100 or so. When a land unit tries to use the \*Qllookout\*U command to look for
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enemy land units/planes, its chances of success are affected by the target
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units' visibility (see info \*Qllookout\*U for more details).
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.s1
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Spy is the other side of the equation, i.e. how well can the unit find things?
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A unit with a low spy won't be very good at locating other units, and won't
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be able to report much when it encounters them in battle. A high-spy unit
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will be able to use the \*Qllookout\*U command with more chance of success, and
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will be able to more accurately report information about the units it runs
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into in battle. (See info \*QAttacking\*U for information about intelligence
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reports) Units with radar capacity also use their spy value to determine how
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far they can see. Spy values range from 0-127, with low numbers being most
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common.
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.s1
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Don't confuse this spy value with the "spy" capability of a unit. See
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"info \*QSpies\*U" for more information.
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.s1
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Rad is the maximum reaction radius for the unit.
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.s1
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Frg is the unit's firing range. The unit can fire as far as the frg, modified
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by the unit's tech. Accuracy is the unit's firing accuracy, and helps to
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determine how much damage it will do, along with the dam of the unit. When
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firing at sectors, damage is based solely on the damage. When firing in
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defense of a sector, or firing at ships, damage is based on both acc and dam.
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(See info \*Qfire\*U for more information)
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.s1
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Ammo is the number of shells a land unit uses every time it fires or
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participates in combat. If the unit does not have enough shells when
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firing, damage will be reduced proportionately. If a unit does not have
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enough shells in combat, it will be out of supply, and have its combat
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strength cut in half. (See info \*Qsupply\*U and info \*QAttacking\*U for
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information on supply and how it affects combat)
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.s1
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Aaf is the unit's anti-aircraft fire value. The higher the value, the more
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damage the unit will do to planes flying overhead.
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.s1
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Xpl is the number of extra-light planes the unit can carry. Planes can
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operate from a land unit in the same fashion as if it were a carrier.
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Normally, extra-light planes are SAMs, so units can carry SAMs for
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air-defense. This particular unit can't carry any.
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.s1
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.L "Land unit capabilities"
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.s1
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There are many different capabilities that land units may have. They may
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be seen with the show command:
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.s1
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.EX show land capability
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.s1
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.NF
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capabilities
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infantry 5f light assault
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.FI
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.s1
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The command shows the cargos the unit can carry (5 food in this case), and its
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abilities. See info \*QUnit-types\*U for a complete description of the
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various capabilities.
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.s1
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.L Moving
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.s1
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Land units move with the \*Qmarch\*U command, which is pretty identical to the
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navigate command. Marching units can run into land-mines, be interdicted, etc.
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See info \*Qmarch\*U for more information. See info \*Qmission\*U for information on
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interdiction.
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.s1
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.L "Units & ships"
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.s1
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Each type of ship is rated on the number of land units it can carry.
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Land units that are 'light' can be loaded onto ships using the normal \*Qload\*U
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command (see info \*Qload\*U). Units that also have the 'assault' ability (see info
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\*Qshow\*U and info \*QUnit-types\*U for explanations of abilities) can be
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used in assaulting sectors. (See info \*Qassault\*U)
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.s1
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.L Supply
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.s1
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Units need supplies in order to attack. See info \*Qsupply\*U.
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.s1
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.L Fortification
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.s1
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Land units are able to \*Qfortify\*U themselves to better resist damage. Each
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point of mobility spent increases the fortification level by 1, up to a maximum
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equal to the maximum mobility of a land unit. A fully fortified unit takes one
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half the normal amount of damage. Fortification is lost when the unit moves or
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retreats. (Note that a reacting defending unit \*Qcan\*U have a fortification
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value. This is an abstraction) Read info \*Qfortify\*U for more details.
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.s1
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.L Looking
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.s1
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Land units can use \*Qllookout\*U to look around. This command is analogous to the
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look command used by ships. When llooking, land units have a chance to spot
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other land units and also planes. Recon units tend to have better spy values,
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and so are better at this.
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(See info \*Qshow\*U and info \*QUnit-types\*U to
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find out more about recon units)
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.s1
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.L Radar
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.s1
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Some units can use the \*Qlradar\*U command. This command works like the
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radar command. Radar range is determined by the unit's spy value.
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(See info \*Qshow\*U and info \*QUnit-types\*U to
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find out more about radar units)
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.s1
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.L Engineers
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.s1
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Some land units have the 'engineering' ability. These units can do several
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things. Engineers are the only units that can lay land-mines, and the only units
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that can sweep them when moving (like a minesweeper). Attacking engineers
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also halve the defender's mine bonus. Engineers can also use the \*Qwork\*U
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command, which allows them to raise sector efficiency. (See info \*Qwork\*U)
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They also tend to be quite expensive.
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.s1
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.L "Attacking & defending"
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.s1
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Info \*QAttacking\*U has a complete treatment of this, but I will summarize here.
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When you decide to attack a sector, you can use mil and units from adjacent
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sectors. The attack value of your forces is the combined attack values of all
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attacking land units, plus the number of mil coming in from adjacent sectors.
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.s1
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The defense value is equal to the mil in the defending sector, plus
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the defense values of any defending units in the sector, as well as any that
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react and move there.
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.s1
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Friendly ships/forts/artillery units/planes can contribute
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\*Qsupport\*U. Support starts at 1.0. Each friendly ship/fort/artillery unit/
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plane that can help adds its damage/100 to the support. For example, if you
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were attacking a sector, and a friendly battleship was close enough to fire
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there, it could support you. If it would normally do 23% damage when firing,
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it would add +.23 support, making your support number 1.23. The enemy also
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gets support from all his stuff.
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.s1
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When all support is totaled, the attacker strength is multiplied by
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the attacker's support to get the total attacker strength. The defender's
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total strength is determined similarly. Both sides have their strength modified
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by the terrain. (show sector stats will show the defensive value of a sector)
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He can also get support
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by having mine-fields in the sector (see info \*Qlmine\*U and info
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\*QAttacking\*U for more information). Planes support only if assigned to a
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support mission. See info \*Qmission\*U for information on support missions.
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.s1
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Combat is done fairly normally, with a series of rolls for attacker/
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defender casualties, until one side is dead or retreats. Land units take damage
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after all mil on their side are dead, and each 'hit' on a land unit does 1 mil
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damage. (Therefore, a unit that takes 100 mil to build would take 1% damage
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when it suffers a casualty. A unit that takes 50 mil would take 2%, etc)
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When a land unit's level of damage taken in a battle reaches it's 'retreat
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level', it must begin taking morale checks. When it fails one, it will retreat.
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Retreating attacking units go back to the sector they came from. Defending
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units will attempt to retreat to an adjacent owned sector. If there are none,
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the unit will take extra damage and continue fighting.
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.s1
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If the attacker wins, he captures the sector, and his mil/units will
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move into the sector if he ordered that. If the defender wins a combat,
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his units in the sector stay there. His reacting defending units that did not
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fail a morale check return to their starting point. Defending units who
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started in the sector stay in the sector.
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.s1
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In both cases, retreated units end up in the sector they retreated to.
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.s1
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.L "Units and retreating"
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.s1
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Ships can use the \*Qretreat\*U command to specify when and how they will
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run away from trouble. Land units use a similar command \*Qlretreat\*U to
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do the same thing. See info \*Qlretreat\*U for more details.
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.s1
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.SA "Unit-types, show, supply, LandUnits"
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