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 1.
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. E.g., 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 (Vis)
- This specifies how far that UNIT 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. The vision property is a radius, measured in the Manhattan
metric.
- 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 4.6 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 4.6 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.
- 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 2.
Table 2:
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. E.g., a SwampRat unit might pay a different
movement cost for TERRAIN TYPE Swamp than for TERRAIN TYPE
Mountain.
Terran Lane
2005-04-04