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xconq-7.5.0-1.20050612.5mdv2009.1.i586.rpm

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<H2><A NAME="SEC13" HREF="xconq_toc.html#SEC13">Units</A></H2>

<P>
<A NAME="IDX45"></A>
<STRONG>Units</STRONG> can be almost anything: adventurers, armies, balloons,
bicycles, dragons, triremes, spiders, battleships, bridges,
headquarters, cities.  Units move around, manufacture things, fight with
other units, and possibly die.  They are the playing pieces of
<I>Xconq</I>.

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<P>
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Units have a <STRONG>location</STRONG>, either out in the open terrain of a cell,
or inside some other unit.  In games that define connections, a unit may
be on the connection rather than on the predominant terrain of the cell.
(Think of a truck on a bridge.)  There may be more than one unit in the
open in a given cell, up to a game-defined limit.  The collection of
units sharing a cell is called a <STRONG>stack</STRONG>.  A unit inside another
unit is called an <STRONG>occupant</STRONG> in a <STRONG>transport</STRONG>, even if the
"transport" is a type that can never move.

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<P>
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A unit's location may also include an <STRONG>altitude</STRONG>, expressed as its
distance above the surface of the cell it is in.  Altitude affects
combat and viewing abilities.

</P>
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A unit either belongs to a side, or else it is considered
<STRONG>independent</STRONG>.  Independent units do not do very much.  In more
complex games, the unit's side merely represents the current ownership,
and the unit may have a range of feelings towards each side, including
its current one.  In those games, it is possible for one of your units
to be a traitor!

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<P>
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Units can have a name, full name, and a number, as appropriate to the
situation.  The name is an ordinary name like "Joe Schmoe" or
"Cincinnati", while the full name might be something like "Joseph
P. Schmoe".  The unit number, if used, is an ordinal that is maintained
for each side and each unit type, so you can have both a "1st national
bank" and a "45th infantry division" on your side.  Names and numbers
are always optional, and can usually be changed at any time during the
game.

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Every unit starts out with a number of <STRONG>hit points</STRONG> or <STRONG>hp</STRONG>
representing how much damage it can sustain before dying.  Certain types
of units, such as armies and fleet of ships, have multiple <STRONG>parts</STRONG>,
which means that damage to them reduces their effective size.  In some
games, you may be able to merge multi-part units into a single larger
unit, and detach part of a multi-part unit.  Damaged units may recover
their hp on their own, or else be repairable by explicit action, either
by themselves or by another units (ships in port for example).

</P>
<P>
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In addition to occupants, a unit can also carry <STRONG>supplies</STRONG> (food,
fuel, treasure, etc), which are type of "materials" (see the next
section).  Supplies are used up by movement, combat, and by just
existing, and are gotten either by producing them or by transferring
them from some other unit.  Some games start units out with lots of
supplies, while in others you have to acquire them on your own.

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What a unit can do at any one time depends on the <STRONG>action points</STRONG> or
<STRONG>acp</STRONG> available to it.  Each sort of action - movement,
construction, repair, etc - uses up at least one action point, and
possibly more.  A unit with an acp of 0 can never do anything on its
own, although other units can still manipulate it.  Also, not every type
of unit can do every type of action; this is also defined by the game
design.  section <A HREF="xconq_17.html#SEC25">Types of Actions</A> lists all the types of actions that are
possible in <I>Xconq</I>.

</P>
<P>
<A NAME="IDX62"></A>
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Units that engage in combat may accumulate <STRONG>combat experience</STRONG> or
<STRONG>cxp</STRONG> for short.  Combat experience will increase with each fight,
irrespective of outcome, up to a game-defined maximum.  An experienced
unit will do better in combat, being both more effective in inflicting
damage on opponents and at avoiding damage to itself.

</P>
<P>
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You can lose a unit in many different ways: in combat, by running out of
essential supplies, by being captured, by revolt, by garrisoning a
captured unit, by leaving the world, or in accidents.  If a unit dies
because of excessive damage (i.e. hp = 0), then in some games it will
change into its <STRONG>wrecked type</STRONG>.  Wrecks are just normal units.  For
instance, a city might be "wrecked" and become a town.  Occupants of
dead or wrecked units will attempt to leave.  If they can't, then they
will share the fate of their transport.  If an occupant can continue to
occupy a wrecked transport with no problem, then nothing will happen to
it.

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