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Attributes on Models
From AGEWiki
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.