Bases.mp2d

return to: Multiplayer II Dragoon Manual

Defense bonus chart

Note for charts below:

* Healing is based on a percentage of the full hitpoint value of the unit.
* Fractional healing is rounded down to the lower integer whole number.

## **Defense Bonuses and other bonuses for units inside Bases**

##### *\*\*Does not heal but does not lose hit points either.*

Forts can be made after discovering Masonry. They can be made by Workers, Settlers, Legions, Engineers, and Proletarians. A Fort is first required on a tile before building a Fortress. A Settler inside a Fort can claim that tile to found a city. A Fort gives no bonuses against Air units, Helicopters, or Armor. Forts make great outposts for border security: they establish vision even when not unoccupied. They do not claim national territory, however. Build-time: 2 worker turns.

## **Units in a Fortress or Castle**

(\*) Note 1.2x is actually 1.33x vs missiles, for both naval base and fortress.

##### *\*Helicopters and Balloons can refuel inside Fortresses*

Fortresses are available with Construction tech and can be made by Workers, Settlers, Legions, Engineers, and Proletarians. They are much stronger than Forts, but first require a Fort to be built. Unlike Forts, they give defense bonuses against Air, Armor, and Helicopters. Fortresses claim national territory and establish borders. They give vision which gets a bonus after Invention tech is known. Build-time: 3 worker-turns.

Castles provide the same defense bonus as a Fortress but the units inside cannot be seen by enemies. Tech requirements are Feudalism, Construction, and a Fortress on the tile. They can no longer be built after you discover Gunpowder. Besides not being able to see inside, they differ from a Fortress in that they claim more land around them, and can't be attacked by Siege Rams. Build-time: 5½ worker-turns (rounds to 6).

## **Units in a Bunker**

##### *\*Helicopters and Balloons can refuel inside Fortresses*

Bunkers are available with Steel tech and can be made by Workers, Settlers, Legions, Engineers, and Proletarians. Their defense bonus is almost the same as a Fortress. They differ in that enemies can't see any units inside, they claim less land around them, and have less vision. Air and Missiles cannot attack them (except Nukes.). Units nuked inside a Bunker have a 90% chance of survival. They also protect the tile from pillage and iPillage. Removing a Bunker requires constructing a Fortress on top of it, which takes 2 turns. To build a Bunker first requires a Fortress to be built. Build-time: 18 worker-turns.

* Units inside a Bunker have a 90% chance to survive nearby nuclear detonations.

## **Units in a Naval Base:**

(\*) Note 1.2x is actually 1.33x vs missiles, for both naval base and fortress.

##### *Helicopters, Balloons, and Triremes can refuel inside Naval Bases.*

Naval bases are Fortresses with accommodation to allow ships to enter. They give refuge for ships to repair without the threat of kill-stack or the "Pearl Harbor effect." In straight cardinal directions, they can see Submarines at a distance of 2 tiles. Building requirements: 1) Fort on a low-land tile cardinally adjacent to ocean, 2) Knowledge of Engineering technology. Build-time: 5 worker turns.

## **Units in an Airbase:**

Airbases are available after Radio technology. They are a landing spot for air missions, a place to repair, and a place to refuel. Air units inside become reachable by land units. Build-time: 2 worker turns.

## **Units in Hideouts and Ruins:**

***Hideouts*** can be made in *Forests*, *Swamps*, *Mountains*, and *Jungle*, but not in someone else’s territory. Units in a *Hideout* are invisible to other players. Only Foot soldiers can make *Hideouts*. Only Land units and Helicopter types can hide in them. Other units will be seen. *Hideouts* are undetected on the map, and invisible to anyone not inside them. Units inside will display an icon to indicate they are in a *Hideout*. To summarize, the only way to see a *Hideout* is to have a unit inside it: therefore, it's important to remember your *Hideouts* if you do not occupy them. A *Hideout* utilizes natural terrain and foliage; therefore, for each turn it is unoccupied, a *Hideout* has a **15%** chance of being lost to weather or other forces of nature. Hideouts will not disappear if made in the ruins of a city. *Hideouts* require Warrior Code technology. *Hideouts* can't co-exist with other base types. Units in a Hideout do not undergo stack death. The hot-key to make a hideout is shift-H.

***Ruins*** are the remains of a former city. Units in ruins can take cover in old buildings, cellars, and tunnels, and are immune to stack death. If the ruins are on the right type of terrain (see above), then a *Hideout* can be made there. Hideouts in ruins are permanent unless pillaged.