Building Types and Properties
Table 4:
Building types.
| Bldg. Type |
Att. |
Def. |
Build Cost |
M. Cost |
M. Time |
Capture Val |
| Town |
1 |
1 |
1 food; 2 wood |
1
food; 1 wood |
80 |
5 food; 3 wood |
| Fortress |
5 |
3 |
1 food; 1 wood; 1
iron |
1 food; 2 iron |
75 |
3
food; 3 iron |
|
Table 4 gives the types of buildings that JCiv MUST
support. All BUILDINGS have the following properties:
- Attack (Att)
- The attack value of this BUILDING. All
BUILDINGs can attack CELLs within 2 squares of them. See
Section 4.6 for details on attacks by BUILDINGs.
- Defense (Def)
- The defense value of this BUILDING when
attacked. This value is doubled when a BUILDING is assigned to
Defend. See Section 4.6 for details.
- Build Cost
- RESOURCE cost to create a BUILDING of this type,
paid on completion.
- Maintenance Cost (M. Cost)
- RESOURCE cost to maintain this
BUILDING, paid every ``Maintenance time'' ticks of the GLOBAL CLOCK.
- Maintenance Time (M. Time)
- How often the ``Maintenance
cost'' of this BUILDING must be paid, in ticks of the GLOBAL CLOCK.
- Capture Value (Capture Val)
- The potential RESOURCEs that can
be acquired by Invadeing this BUILDING. See
Section 4.3.5 for details on capturing resources.
All BUILDINGs have a vision radius of 3 CELLs.
All BUILDINGs have 3 ``damage points''. That is, a BUILDING must be
successfully Attacked 3 times to be destroyed, or
successfully Invaded 3 times to be occupied.
OPTIONAL RULE As with UNITs, additional BUILDING types with
different or novel properties can be offered.
Terran Lane
2005-04-04