The self-unit can be any type, including one that cannot act; for instance, a capital city could be the self-unit, thus making its defense all-important for a player.
GlobalVariable: self-required
t/f
This variable is true if each side is required to have a self-unit
at all times.
However, if no unit of a suitable type is available when the game begins,
then none will be required.
Defaults to false
.
[this should also have a related side property?]
[rounding-down advantage should not eliminate one needed as self-unit?]
UnitTypeProperty: can-be-self
t/f
This property says that the type of unit can represent the side directly.
Defaults to false
.
UnitTypeProperty: self-changeable
t/f
This property is true if the player can choose to change a self-unit of
this type at any time.
Otherwise the self-unit can be changed only if the current one dies.
Defaults to false
.
UnitTypeProperty: self-resurrects
t/f
This property is true if when the self-unit dies, another unit of an allowable type
becomes the self-unit automatically.
Defaults to false
.
Observe that these parameters can be used to develop various forms of backup, so that a player can start out as a capital city, resurrect as a town, change self to one of several towns, then lose when all the towns are lost.
UnitTypeProperty: direct-control
t/f
This property is true if a unit of this type can be controlled by its side
automatically.
If false, then it must be within range of a unit that can control it,
and is itself under control by the side.
Defaults to true
.
Table: control-chance-at
u1 u2 -> n%
Table: control-chance-adjacent
u1 u2 -> n%
Table: control-chance
u1 u2 -> n%
Table: control-range
u1 u2 -> dist
This table gives the maximum distance from self-unit u1
at which units of type u2
can be controlled directly. Units further away always act on their own
(as if the doctrine said so[?]).
If this value is < 0, then u1 can never directly control
any other u2 on the side.
Defaults to infinity
.