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Attributes on Models

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Attributes applied to a model


*charge*                                         // can charge
*disrupt*                                            // can disrupt (a better version of charge that can also remove permanently a trench level, i.e tanks in WW1)
*guard*                                          // is a guard (can be committed with the Ability $Guard_Commit)
*countercharge*                                  // can counter-charge (Pikeneer) / form square
*Pillage*                     // always force a pillage roll
*fullpillage*                                        // always force a pillage roll and always succeed
*CommerceShip*                                   // get income from OMBs
*NoCapture*                  // can never capture enemy structures
*Retreater*                  // get a bonus in retreat chance (combat unit only)
*Screener*                                           // Reduce damages of the stack in retreat
*Assault*                              // can assault a city even if unbreached and the rule would normally prohibit from doing so 
*ConstEngineer*                                      // x2 rail repair
*AirLandReco*                                        // can do an air reconnaissance against land regions
*AirNavalReco*                                       // can do an air reconnaissance against naval regions
*AirSpotter*                                         // can give a bonus to artillery if there is a battle in the region where it spots
*AirStratBomber*                                     // can do a strategic bombing mission
*AirLandBomber*                                      // can inflict cohesion losses (and some damages) against the enemy  if there is a battle in the region where it acts
*AirNavalBomber*                                     // can inflict cohesion losses (and some damages) against the enemy  if there is a battle in the region where it acts
*AirFighter*                                         // will intercept automatically nearby enemy aircrafts. Will escort automatically friendly aircrafts in adjacent regions
*CanDoBreach*                                        // can do a breach against a fortress (normally only artilleries and leaders with anti-fort abilities can do that)
*winterized*             // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
*tropicalized*           // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
*desertTrained*          // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute
*WeatherResist1*;                                    // same as winterized except the attribute name is generized 
*WeatherResist2*;                                    // same as tropicalized except the attribute name is generized 
*WeatherResist3*;                                    // same as desertTrainedexcept the attribute name is generized 
*ProspectorNatOrga*;                                 // used by prospectors if economy is advanced to discover an hidden resource
*ProspectorColOrga*;                                 // used by prospectors if economy is advanced to discover an hidden resource
*ProspectorNatNorg*;                                 // used by prospectors if economy is advanced to discover an hidden resource
*ProspectorColNorg*;                                 // used by prospectors if economy is advanced to discover an hidden resource
*SupplyDecayProtect* // Used if colonial mode is ON to protect supply from degradation (see Safe Supply Limit)
*RailRepair*                                     // can repair a destroyed railroad spontaneously if ending the turn in the regions with said railroad.
*Airbase*;                                           // the model is an airbase (allows planes in same unit to fly missions and recover cohesion)
*NavCloseRange*;                                     // Will allow a rapid closing of range in naval battle (Nelson)
*ExploreParty*;                                      // Allows playing a RGD that can uncover an adjacent unknown region
*NoPrivRecombine*;                                   // leader can't be used for form up a 'privileged combination unit', aka division in AACW
*SpawnKillNoParent*;                                 // Used with ability SpawnUnit. The spawn is killed if parent does not exist
*SpawnKillNoRegion*;                                 // Used with ability SpawnUnit. The spawn is killed if parent is not in same region. Supercede SpawnKillNoParent
*SpawnKillNoBesiege*;                                // Used with ability SpawnUnit. The spawn is killed if there is no siege in region.  
*SkipAssault*;                                       // Can't assault under any circumstance a walled structure
*CanFireWater*                                       // the model can fire while in a water region. Battle report will show without colors models that could not fight also.
*CanAssaultWater*                                    // the model can assault while in a water region. Battle report will show without colors models that could not fight also.
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