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Altitudes and Elevations

Xconq is basically a 2-dimensional game, but you can emulate a third dimension by defining elevations for terrain and altitudes for units above and below the terrain.

The main use of altitudes is to control interactions between certain kinds of units, particularly aircraft. For instance, a high-altitude bomber should be able to pass over a ship and under a satellite with impunity. In general, you define the "operating altitudes" of a unit, so in the example above, you could say that a ship is always at the surface, bombers operate at 1-10 km, and satellites at 100-10,000 km. If a unit has more than one operating level, then it can move up and down by normal movement actions.

Also, most details such as speed and material consumption are the same for a unit at any altitude. (Yes, such things vary in real life, but the effects are usually minor within the unit's normal operating range.) Altitudes have a significant effect on combat. A unit at some altitude can only attack units at a specific range of altitudes up and down. Using the example again, you could define fighter aircraft to operate at 0-20km and be able to attack up and down 5km, while bombers can attack up to 10km down (i.e. down to the ground), but not up. Satellites remain invulnerable.

All this applies equally to units underground and undersea.

[need info about setting up other layers]


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