This section describes relationships between units and terrain. Units can be set to disappear or be wrecked on particular types of terrain. If the terrain can be occupied safely, there may be a limit on the numbers of units that can be in the same cell.
Table: vanishes-on
u t -> t/f
This table is true
if a unit u will disappear instantly if it
somehow ends up on terrain of type t.
Defaults to false
.
Table: wrecks-on
u t -> t/f
This table is true
if a unit u will wreck instantly if it
somehow ends up on terrain of type t.
Defaults to false
.
TerrainTypeProperty: capacity
n
This property is the limit on the sum of unit sizes that may share this cell.
Defaults to 1
.
Table: unit-size-in-terrain
u t -> n
This table is the "size" of a (full-sized) unit u when it is
in/on the terrain t.
Defaults to 1
.
Table: terrain-capacity-x
u t -> n
This table is the number of (full-sized) units of type u
that are guaranteed to have a place in the cell.
Defaults to 0
.
Note that the units' sides are irrelevant; the sizes of units of all sides are added together. Limits are calculated separately for the connection and open terrain in a cell.
UnitTypeProperty: stack-order
n
This property is the relative position of this type of unit within a stack of
different units.
Larger values put units higher in the stack.
The exact values are unimportant, they are just used as sort keys.
The use of this value is to ensure that particular types are "seen first"
when looking at a cell, so for instance if a truck and a city are stacked
on the same cell, everybody will see the city and not the truck.
The owner of these units can still see them.
If the stack-order of two units is the same,
then the higher-numbered type will be higher in the stack.
Defaults to 0
.
There is a possible bizarrity with stacking limits and units that can't see each other when in the same hex, namely that a player could be prevented from moving a unit into a cell that looks like it has enough room.