Unit Types and Properties

The JCiv implementation MUST support at least three types of UNITs: Serf, Soldier, and Scout. The units are differentiated by their properties. All UNITs have the following properties:

Move rate (Mv)
This number is a multiplier for the TERRAIN TYPE movement cost value given in Table [*]. The product of the UNIT's base move and the TERRAIN TYPE's movement cost gives the number of GLOBAL CLOCK ticks that it takes that UNIT to enter a CELL of that TERRAIN TYPE. For example, it takes a Serf 16 (=8*2) clock ticks to enter a forest CELL, while it only takes a Scout 6 (=3*2) clock ticks to enter that same CELL.
VISION RADIUS (Vis)
This specifies how far a UNIT of this type can see, in CELLs. The TERRAIN TYPEs and contents (BUILDINGs and UNITs) of all CELLs within the VISION RADIUS of that UNIT are displayed to that UNIT's player (Section [*]). The radius is measured in the MANHATTAN DISTANCE implying that a UNIT can see the full contents of a ``circle'' around it. (Note, however, that a ``circle'' in the MANHATTAN METRIC looks like what we would normally call a square.)
Attack (Att)
This is the offensive value for this UNIT when executing an Attack COMMAND. This value is halved (rounded up) when the UNIT is being used to Invade a BUILDING. See Section [*] for details on this property.
Defense (Def)
This is the base defensive value for this UNIT when it is being attacked. This value is doubled when the UNIT is executing a Defend COMMAND. See Section [*] for details on this property.
Build Rate (Build)
The amount of time it takes a UNIT of this type to Build any sort of building.
Spawn Cost
This is the RESOURCE cost to Spawn a UNIT of this type. This cost is paid when the Spawn command executes.
Maintenance Cost (Maint. Cost)
The cost to maintain a UNIT of this type. This cost is paid every ``Maintenance Time'' ticks of the GLOBAL CLOCK. See Section [*] for details on the maintenance process.
Maintenance Time (Maint. Time)
How often the Maintenance Cost for a UNIT of this type must be paid, in ticks of the GLOBAL CLOCK.

The values of the properties for different UNIT types are given in Table [*].


Table: Unit types.
Unit Type Mv Vis Att Def Build Spawn Cost Maint. Cost Maint. Time  
Serf 8 3 1 1 40 1 food 1 food 50  
Soldier 5 3 5 3 70 1 food; 1 iron 1 food 35  
Scout 3 8 2 2 80 2 food 1 food 40  


OPTIONAL RULE Additional UNIT properties MAY be implemented at the designers' choice to support more and varied types of UNITs. While the base UNITs specified here MUST obey the property definitions given above, novel UNIT types MAY treat them differently. For example, a SwampRat unit might pay a different movement cost for TERRAIN TYPE Swamp than for TERRAIN TYPE Mountain.

Terran Lane 2005-11-10