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250 lines
9.4 KiB
Perl
250 lines
9.4 KiB
Perl
.TH Concept "Unit Types"
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.NA Unit-types "Description of the different types of land units"
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.LV Basic
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Some of the units currently available in Empire are:
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.nf
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infantry The Bloody Infantry. Lotsa guys on foot with guns. They're
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slow, and they carry their supplies in horse-drawn wagons,
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which slows them down even more. Slow. They're also not
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terribly good at scouting. They don't attack very well,
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with a multiplier ranging from 1 to 1.5 or so with better
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tech. However, they really shine on defense, with a multiplier
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from 1.5 to 3.0. If you want to hold a line... use infantry.
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They're fairly resistant to shelling and bombing, with the
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later types of infantry units being better.
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cavalry Empire starts just at the end of the age of cavalry. They're
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quick, and they scout pretty well. They're better at attacking
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than defending. They are pretty easy to kill with shelling or
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bombing. Still, if you want a low-tech unit to go somewhere
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quick, they're the guys.
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supply Supply units range from horse and wagon to truck units. Early
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supply units are slow, but the later supply unit types are
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motorized and are faster. Supply units carry a bunch of stuff,
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but try your best not to get them in combat, because they don't
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enjoy it, and they're REALLY bad at it. Supply units can give
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supplies to land units, as well as forts/ships/sectors. See
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info supply.
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lt armor Armor units may be light, medium, or heavy. Light armor units
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armor have much the same uses as cavalry, although they are a good
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hvy armor bit less fragile. Medium armor is medium-fast, good for general
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attacking, while heavy armor is slow, but good for assaults,
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any situation where you need to destroy a heavily-defended
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fixed point.
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All armor is better at attacking than defending. Higher tech
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types of armor units are better at defending, however. Armor
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gets much of its combat advantage from its mobility, being
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able to attack and move in, severing supply lines & blocking
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reaction & reinforcements.
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Armor is fairly resistant to shelling/bombing.
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artillery Artillery is a long range killer. You can use it to shell
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lt artillery sectors, but it can often be more effective when used as
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hvy artillery support for your attacks. Lt artillery has more mobility,
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mech artillery but less damage. Hvy artillery has less mobility, but more
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damage. Mechanized artillery gives you good damage and good
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mobility, but is very expensive.
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The better the accuracy of the artillery, the better it is
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at assisting your troops or shelling ships. The better the
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damage rating, the better the damage done. High-damage, low
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accuracy artillery is mostly good for shelling sectors, while
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high-accuracy artillery is good at supporting your troops,
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or shooting at ships.
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All artillery is bad at attacking, but can usually defend in
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a not-horrible fashion. Artillery units are, however, pretty
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vulnerable to shelling and bombing. (except for mech artillery)
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engineers Engineers are the most versatile unit. They can lay mines,
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mech engineers clear mines, defend well, attack well, work on sectors, etc.
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The drawbacks? Well, they're VERY expensive and not very
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big. Mech engineers have vehicles and are much faster and
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more resistant to damage.
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mech infantry These two types of infantry are faster. Mech infantry is
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motor infantry also more resistant to damage and even better on defense.
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marines These units are like improved infantry, but more expensive and
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harder to make. Their best use is for assaulting beaches, but
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they do make superior infantry if you have to use them that
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way.
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security These units are good at fighting guerrillas, but not for
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much else. They fight about as well as low-tech infantry,
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and their smallish size makes them not worth much.
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They do help you when shooting helpless civs (see info shoot),
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and fight guerrillas during the update. The security troops
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get a chance to 'raid' the guerrillas and kill some of them
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before the guerrillas fight. This will reduce your casualties
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from guerrilla war.
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radar units These units are high-tech. They give you the ability to
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map the enemy easily as you advance. Try not to get them
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into combat, as they're horrible at it, and they're very costly.
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They're generally motorized, so they're pretty fast, and they
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all get shelled/bombed hard.
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aa unit These units are good defensively, and fight planes well. They
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are a mechanized unit, and move & survive pretty well. Only
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units with the FLAK ability can fire AA.
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Use the "show" command to see units stats and capabilities.
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.fi
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.s1
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These units types differ in their fundamental
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capabilities; some can fire guns, some cannot;
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each has it's own specific abilities & roles.
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The capabilities of each unit are given by the show command.
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The headings are as follows. For the building data:
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.EX show land build
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.in \w'avail\0\0'u
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.L lcm
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The lcm required to build the land unit.
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.L hcm
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The hcm required to build the land unit.
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.L guns
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The guns required to build the land unit.
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.L avail
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The avail (work) required to build the land unit.
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.L tech
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The minimum technology required to build the land unit.
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.L $
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The cost of the land unit.
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.in
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The headings for the stats listing are
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.s1
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.EX show land stats
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.s1
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.in \w'fc/fu\0\0'u
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.L att
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the attack multiplier of the land unit
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.L def
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the defensive multiplier of the land unit
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.L vul
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the vulnerability of the unit to bombing/shelling (1-100)
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.L spd
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the distance/mu for moving (in relative units)
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.L vis
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how visible the land unit is, (relative units)
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.L spy
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how far the land unit can see, (i.e. how good the
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reconnaissance equipment is), again in relative units
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.L rad
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the unit's reaction radius
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.L rng
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twice the distance the guns can fire,
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The range formula is (rng/2) * ((tech + 50) / (tech + 200))
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.L acc
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the firing accuracy of the unit
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.L fir
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the number of guns that fire when the unit fires
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.L amm
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ammo: the number of shells the unit uses when fighting or firing
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.L aaf
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the aa fire rating of the unit
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.L fc/fu
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The land unit's fuel capacity & usage.
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(see info fuel) (If the FUEL option is enabled)
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.L xpl
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The number of extra-light planes the land unit can carry.
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(If the XLIGHT option is enabled)
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.L lnd
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The number of land units the unit can carry (no 'heavy' units)
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.in
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.s1
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If option LIMBER is enabled, guns need to be \*Qlimbered\*U to march
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and \*Qunlimbered\*U to fire or fortify. Limbering and unlimbering is
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completely automatic. Limbering is free, but unlimbering can cost
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mobility, depending on the type of artillery unit: heavy railway
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artillery and any artillery with a speed below 22 pay unlimber
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mobility equivalent to a march with path cost 0.2, plus 1. This gains
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one point of fortification. Presence of engineer units in the same
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sector cut the cost by a third.
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.s1
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Each land unit can carry a certain amount of products and has certain
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capabilities. These are listed under the cargoes & abilities section.
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The cargoes give the number of each product that can be carried.
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The abilities are as follows.
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.s1
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.EX show land capabilities
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.in \w'engineer\0\0'u
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.L xlight
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the unit can carry xlight planes. (If the XLIGHT option is used)
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.L engineer
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the unit can lay/sweep mines, work on sectors/fortifications/etc.
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.L supply
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the unit can supply other units
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.L security
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the unit is good at fighting guerrillas and shooting helpless civilians
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.L light
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the unit can be carried on ships that don't have supply capability
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.L marine
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the unit is good at assaulting
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.L recon
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the unit is good at gathering intelligence. It will do better using llookout,
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and will report enemy units in battle better.
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.L radar
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the unit has radar capability
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.L assault
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the unit may be used in assaults
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.L flak
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the unit can fire 'general unit flak' (see "info Flak")
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.L spy
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the unit is a spy
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.L train
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the unit is a train, and can't be loaded on land units
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(see "info Railroad")
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.L heavy
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the unit cannot be carried on land units or ships, not even supply ships
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.in
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.s1
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Some examples of the output:
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.EX show land build
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.NF
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lcm hcm mil guns shells avail tech $
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War band 5 0 100 0 0 1 0 $500
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Supply Wagon 5 5 50 0 0 2 0 $500
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GPG Commandos 15 15 25 1 2 5 150 $800
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artillery 1 40 60 70 20 40 17 100 $1000
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Jump infantry 35 25 100 5 10 9 400 $3000
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marines 1 20 10 100 2 4 5 200 $2000
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.FI
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.s1
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.EX show land stats
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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 f f p
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att def vul d s y d g c m m f c u l
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War band 1.3 1.0 99 23 5 1 1 0 0 0 0 0 0 0 0
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Supply Wagon 0.1 0.2 100 15 6 1 0 0 0 0 0 0 0 0 0
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GPG Commandos 1.0 1.0 70 30 1 2 1 0 0 0 5 1 10 1 0
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artillery 1 0.0 0.5 50 15 6 1 0 6 40 4 5 15 0 0 0
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Jump infantry 5.0 6.0 20 55 1 4 4 0 0 0 5 35 10 1 5
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marines 1 1.0 2.0 70 23 3 3 2 0 0 0 5 5 0 0 2
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.FI
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.s1
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.EX show land cap
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.NF
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capabilities
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War band 5f engineer light recon
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Supply Wagon 50s 5g 100f 200l 100h 100r 200d 10b 100i supply light
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GPG Commandos 5f security
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artillery 1 5f 10g 20s
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Jump infantry 5f 2g 10s xlight
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marines 1 5f 10s xlight light marine
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.FI
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.s1
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.SA "land, LandUnits"
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