When a constructing unit is tooled up, the build action creates a unit
immediately and puts it in its designated location, whether inside the
unit doing the building or somewhere nearby. This new unit, however, is
incomplete, representing the keel of the ship or the surveyor's
lines for an airstrip. Incomplete units are thus basically skeletons,
with some unit characteristics, but unable to move or act in any way.
They also cannot have any occupants, unless the occupants are of a type
that can complete the unit. Those occupants do not derive any protection
or other advantages from occupying the incomplete unit, and they are not
affected by the occupant-can-build
limitation.
ActionType: create-in
u unit
This action creates a new unit of type u occupying the given unit unit. The unit unit must have room for the new unit.
ActionType: create-at
u x y z
This action creates a new unit of type u in the open at x,y,z. The cell must have room for this new unit.
Table: acp-to-create
u1 u2 -> acp
This table is the acp used by a unit of type u1
to create a a unit of type u2.
If zero, then u1 cannot create a u2.
Defaults to 0
.
Table: create-range
u1 u2 -> dist
This table is the maximum distance at which a unit of type u1
can create a unit of type u2.
Defaults to 0
.
Table: cp-on-creation
u1 u2 -> cp
This table is the completeness of a unit of type u2 when
created by a unit of type u1.
Defaults to 1
.
Table: material-to-create
u m -> n
This table is the total amount of a material type m
needed to create a unit of type u.
Defaults to 0
.
Table: consumption-on-creation
u m -> n
This table is the amount of a material type m
consumed to create a unit of type u.
Defaults to 0
.
Table: supply-on-creation
u m -> n
This table is the amount of supply of each material type m
to give a newly created unit of type u.
This supply is newly generated, does not come from anywhere else.
(Note that players could cheat by creating units, taking their supply,
and never completing them.)
Defaults to 0
.