Changes between Initial Version and Version 1 of Design_Document


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Timestamp:
May 17, 2009, 7:18:21 PM (15 years ago)
Author:
Erik Johansson
Comment:

copied info from forum version, started formatting

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  • Design_Document

    v1 v1  
     1= 0 A.D. Design Document =
     2
     3
     4
     5
     6== All work reserved by Wildfire Games ==
     7
     8== Statement of Confidentiality ==
     9The information contained in this document is proprietary to Wildfire Games. Wildfire Games submits this
     10document to its members with the understanding that you (the reader) are under the strictest confidence and accept that
     11the following information will not be disclosed, duplicated or used, in whole or in part, without the prior written consent of
     12Wildfire Games.
     13
     14
     15
     16== 0 A.D. - The Vision ==
     17
     18=== THE VISION OF 0 A.D. ===
     19
     20==== Our Creed ====
     21
     220 A.D. is a historical (historically based) real time (non stop action) strategy (decisions affect the outcome, not chance) game (fun and enjoyable). I believe we say it best with the 0 A.D. creed:
     23
     24'' It is a moment in time that never was. ''
     25'' It is the spring of the world, and the dawn of history. ''
     26'' It is a glimpse into an era when the empires of the world are at their zenith. ''
     27'' It is but a breath of an age when mighty rulers wield rods of iron and brazen swords; ''
     28'' to demonstrate that they are indeed the greatest ancient civilisation! ''
     29
     30Let's break this creed down piece by piece.
     31
     32''' It is a moment in time that never was. ''
     33
     34It is important to note that "0 A.D." is a period in time that historically never actually existed. Historians go directly from 1 B.C. to 1 A.D. and skip over “0 A.D.” So, what are we saying? We are specifying that this time period is a fictional time period.
     35
     36''' It is the spring of the world, and the dawn of history. '''
     37
     38History is defined as an account of a chronological chain of events. People started recording history during the time period of our game. It is this history that has been passed down to us, two millennia later. The western world as we know it was birthed during this time.
     39
     40The Roman historian Tacitus (55 - 120 A.D.) stated: “The principle office of history I take to be this: To prevent virtuous actions from being forgotten...”
     41
     42This game reflects on the heroes that lived and conquered during the timeframe of our game. It tells their stories in a fun and entertaining way.
     43
     44''' It is a glimpse into an era when the empires of the world are at their zenith. '''
     45
     460 A.D. is a slice in time. Imagine if all the ancient worlds (at the peak of their civilisations) were pitted one against another. We are plucking major civilisations out of their linear timeframe and placing them in the slice of time, which is 0 A.D.
     47
     48''' It is but a breath of an age when mighty rulers wield rods of iron and brazen swords; '''
     49
     50Combat in the game plays the major role. Economic and political roles take a back seat to strategic warfare. Are we glorifying war for entertainment purposes? Uh… Yep.
     51
     52''' to demonstrate that they are indeed the greatest ancient civilisation! '''
     53
     54Out of the 12 civilisations, which is the best? Well, we don't know! That decision is put in the hands of the player. It is up to them to either recreate or rewrite history.
     55
     56__2000 YEARS AGO__
     57
     58The game will draw people back 2000 years. This could be a bit difficult because nobody really knows for sure how things were exactly. Much information was lost during the dark ages. We are therefore basing most everything on what our historians have been able to dig up for us. We are taking a great effort to avoid stereotypical imagery and notions, in an effort to give our players a realistic world.
     59
     60As far as the look goes, our world will be a heightened representation of reality. Colours will be a bit more saturated, vegetation will slightly edenic, structures will appear in a liveable state, units will be battle-torn, and the resources will be bountiful. We will try to make it as pleasing to the eye as possible.
     61
     62Sound will be critical. It will draw the player into the world to give the perception that they are actually there. Music will be epic, voices will hearken back to an ancient time, sound effects will bring the action to your home.
     63
     64This game will make you (as a player) feel like you are in command of a civilisation. You make the decisions that will lead to their ultimate rise or demise.
     65
     66__Heart and Soul of 0 A.D.__
     67
     68If you strip down the project to its very basic core we are left with a 'game'. It all boils down to a competitive activity, with a set of rules in which players are engaged in a challenge that provides entertainment and amusement. Players will also be rewarded by successfully surpassing the challenges set before them.
     69
     70Competition can occur on two basic levels: Player vs. Player and Player vs. Computer. The Player vs. Player aspect will make it very important for the game to have a set of identities (civilisations) that are both balanced and unique. This will provide a multiplayer experience. Player vs. Computer will require us to have a deep and strategic understanding of our own game in order to provide a sufficient level of difficulty for the AI to simulate the actions and reactions of a human player. This will provide a single player experience.
     71
     72The rules of the game are intended to offer players a wide variety of choices to make. The more choices we allow, the greater the depth of strategy we can offer. It is important that the variety of choices is vast enough to allow the player to choose from an array of actions - each having a unique set of repercussions. The rules of the game will also have a historical basis that will establish it as the historical RTS that it is.
     73
     74Combat will be the focus of the competition. Economic and diplomatic actions will be used to forward militaristic actions. Every entity in the game will have a specific purpose and use. Much like in the game of chess, each piece on the board has a specific role in a game. Also like chess, a player who 'thinks ahead' and can 'set up' an opponent will benefit from such actions.
     75
     76This interactive/real-time contest should challenge the mind and avoid boring repetitive actions. Hopefully the player will view the following actions as fun:
     77 * A triumphant assault
     78 * Successfully repelling an attack
     79 * Creation of your base
     80 * Setting up your economy
     81 * Outwitting an opponent by using the correct tool for the job
     82 * Advancing your civilisation
     83 * A come-from-behind victory
     84 * Proper use of formation in a battle
     85 * Effective raiding
     86 * Acquiring territory
     87 * Recreation of history
     88 * Reversing history's outcome
     89 * Advancing a unit to a higher level of rank
     90 * Creating scenarios for others to play
     91 * Allying with another human player against a common enemy
     92
     93When a player is given an obstacle to overcome and they accomplish their goal, they should be rewarded. It will be the reward that encourages them to continue playing. The more they play, the more parts of the game they will 'unlock'.
     94
     95__A Responsibility__
     96
     97Because we are in a unique position of engaging the minds of young adults, I believe it is our responsibility to portray the game world as true to history as possible. There are going to be many names/places/events that many people are not familiar with from the general education they receive at their schools.
     98
     99Games in the past have been known to give faulty information that misleads people. I believe this is wrong. We have a duty to properly present the history of our game to our audience. Hopefully this will encourage and supplement their education.
     100
     101As the philosopher George Santayana said, “Those who cannot remember the past are condemned to repeat it.”
     102
     103__Snares__
     104
     105It is very easy for a game to fall prey to many of the common mistakes that prove disastrous to the games in the RTS genre. We need to keep our guard up and avoid these pitfalls:
     106 * '''Fastest click wins''' - In many RTS games, it isn't the player with the most intelligence or the best strategy that wins, it's the player who A] knows the proper order of actions and B] carries them out the fastest. People that practice a general procedure that is usually rewarding and know keyboard shortcuts should be slightly advantaged, and they will still be required; but, the if the opponent recognises their 'cookie cutter' gameplay, they should easily be able to outwit them by identifying and countering the unoriginal/over-used tactics with an effective counteractive strategy.
     107 * '''Single path to victory''' - It seems to be a trend that games cater to a specific strategy that is frequently used to attain a victory. That could be rushing, turtling, booming, etc. We recognise these are valid ways to win a game, but we will attempt to not favour one over another. Players should be able to successfully use (and adapt/change) any strategy to achieve a victory.
     108 * '''Sneaky Tricks''' - Many games overlook some aspects of gameplay that are unintentionally (by the game designers) used to a player's advantage. Through many hours of gameplay testing, we need to identify and eliminate these tricks.
     109 * '''Frustration of Artificial Intelligence''' - It is important to minimise frustration when playing the game. I have lost count of the times I've screamed at the computer, “WHY DID ____ DO ____!” Whether its AI pathfinding or suicidal units, we need to minimise player frustration by rigorous AI testing.
     110 * '''Confusing UI''' - It is very important to avoid handicapping gameplay by making the user interface so complicated that people are not capable of doing what they want to do, and stop playing the game because they can't figure out how to control it. We to need promote an interface that can be easily picked up by our target audience. It is critical to pay special attention to other games in our genre from which we will be drawing players.
     111 * '''Repetition''' - If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring.
     112 * '''Overly Ambitious''' - I think it is very important for us to always remember that this is the first project we have ever done. Much of the knowledge we have gained is based on trial and error. We will probably continue to forge forward in this fashion. We need to understand our limits and avoid getting fixed on them. We should aim high, but not so high that our goals are unattainable.
     113
     114__Why?__
     115
     116What is in it for me? Why would someone play our game over another game? I think the largest factor in answering that question would be that the game is FREE. Perhaps not the best reason why people will play our game, but it should not be discredited.
     117
     118I would love to have people say that the game had stunning graphics, a gripping storyline, and left players with a thirst for the game that could not be quenched, but that probably won't happen. As a realist I have come to grips with the fact that we are not able to compete with the professional game studios.
     119
     120We can however do our best to include some features that will set us apart from the crowd and make 0 A.D. unique:
     121
     122 * '''Accurate History''' - All our content is validated by our History Department to ensure that it is true to source wherever possible (unless it negatively affects gameplay).
     123 * '''Citizen Soldiers''' - There will be no standard villager unit. Instead, regular infantry and cavalry have not only military capabilities, but also economic, making them substantially more versatile than in typical RTS games.
     124 * '''Unit Auto Upgrading''' - Citizen Soldiers will gain experience and automatically gain promotions. With each rank, they become stronger, and don a unique appearance.
     125 * '''Units on Structures''' - Some garrisoned units will be visible on the battlements of structures or the decks of ships, and capable of firing on opponents at range.
     126 * '''Realistic Ships''' - Ship gameplay will include a variety of new features, from a much larger scale, to ship capture, to sea rams, to a modular design that allows catapults to be stationed on the decks, and units to fire from the bows.
     127 * '''Excellent Moddability''' - Our aim is to make the game as data-driven as possible, and allow end-users to override that data, using custom independent mod packs, to have as much control over adding assets and editing existing content as our own scriptors. Savvy modders could potentially have all the necessary tools to program an entirely different game using our engine.
     128 * '''More Multiplayer modes''' - The host will have a wide variety of game types and features to tweak when creating a game session, permitting the kind of gameplay that he most enjoys.
     129 * '''Seasons''' - Over time, the environment will cycle through Spring, Summer, Autumn and Winter. Combined with the scenario's climate, rain and snow will fall with varying severity. Trees blaze into Autumn red or the fresh greenness of Spring, flowers bloom, and denuded husks of trees smother in the snow of Winter.
     130 * '''Provinces and Territories''' - In some game types, the map is subdivided into Provinces that must be captured and annexed into a player's territory in order to reap their valuable resources and construct forward bases in these areas. If the host wishes, a player's starting Territory can also be surrounded by attrition borders to reduce early rushes.
     131 * '''Real World Map Realism''' - Random Maps based upon geographical regions where the civilisations of the ancient world lived and 'died'. These will be generated with biome specific-to-location features that replicate (as best we have researched) the look and feel of the world as it existed 2,000 years ago. This provides for further player immersion into the game.
     132
     133__RTS Genre__
     134
     135You're probably thinking, "Why is someone creating another RTS game?" Since we converted the 0 A.D. project from an Age of Kings modification project to a complete stand-alone game, we have grappled with this same question. If it is just another clone, what is the point? Hasn't the RTS genre reached its pinnacle? Isn't it time to move on?
     136
     137We are well aware of the issue of setting our project apart from being just 'another RTS clone' and are doing our best to define ourselves.
     138
     139The genre itself is moving in a different direction since its redefinition a few years ago with the newly discovered capabilities of 3D. Some have headed towards RPG (Role playing games), some towards FPS (First person shooter), and some towards TBS (Turn based strategy), and others towards RTT (Real time tactical).
     140
     141Developers do not seem to be content to further the traditional RTS in the same vein as Age of Empires, Command and Conquer, Red Alert, and Warcraft II. Though some are fleeing, we are going to stake a claim in the RTS genre. There is still much innovation to be made. This for us means:
     142
     143A.      Less tedious/mindless micro-management
     144B.      More strategic thinking
     145C.      Greater stress on planning, formations, and tactics
     146D.      Choices, Choices, and more Choices
     147E.      Enhancing the multiplayer experience
     148
     149Innovation (nowadays) is not “amazing 3D graphics” or “hundreds of units”. Those are now merely the standard by which an RTS is measured; a rite of passage. If that is all we can hope to attain, then it won't do us any good that the game is free; we would probably have to pay people to play it.
     150
     151So we set out to create our own game… It is a large task, but I am confident that our team is up to it. Are we worried that the game will not be original enough? Yes, we are. But, we are doing our best to ensure that it will be a product worthy of being called a 'game' and not just a clone.
     152
     153__A Comparison__
     154
     155If you were to compare our game to other games, how would it stack up? What would be familiar? Here is a rundown of commonalities with other games.
     156
     157Age of Empires - Historical era
     158Age of Kings - Basic combat system
     159Rise of Nations - Territories
     160Generals - Ranks
     161Warcraft III - Heroes
     162Praetorians - Units in trees
     163Knights of Honor - Units on structures
     164Civilization - Technology 'tree'
     165
     166Our Audience
     167
     168The players we are targeting will likely have one of the following traits:
     169An interest in our time period and/or civilisations
     170Ancient warfare
     171“Age of” gamers
     172RTS buffs
     173Map Makers
     174Mod Makers
     175Single Player campaign players
     176Online Multiplayers
     177LAN Partiers
     178WFG Team
     179
     180The Wildfire Games team is an assembly of individuals with a large variance of location, experience, skills, and personalities. Together, as a team, we have united to partake in an experience that very few have successfully completed.
     181
     182There are many obstacles we must overcome if this game is to be completed:
     183Virtual - We are a virtual team with no central office. All our communication is done via the internet.
     184Hobbyist - None of us are doing this as a fully time job. We are not paid. This project comes secondary to work, school, and family.
     185Inexperience - Very few of us have done this for a living. There are so many things we have to learn by trial and error.
     186Expansive - RTS games are complex. The sheer volume of art, music, scripts, and code that needs to be created is a huge task, even for a professional development studio.
     187Reward - The payoff for developing this game is not a salary. Many prospective staff members are turned off by the fact that we cannot offer monetary compensation.
     188For our team, it will be an uphill battle. Though it will be difficult I am sure our team can rise to the challenge. Talent attracts talent, and we certainly have a lot of it. If we continue to surround ourselves with the best and the brightest we will surely maintain our potential for quality and excellence.
     189
     190
     191Background: Seasons
     192
     193SEASONS
     194
     195Seasons impart an effect on the terrain, weather, and tree textures to add variety to the game's appearance.
     196
     197If seasons are enabled, after an amount of time has passed (as specified at session creation), a new season shall begin, continuing through an infinite cycle of Spring, Summer, Autumn, Winter. See GUI:Session Creation for details.
     198
     199Transition Effects
     200
     201The transition effect is introduced by a sound. This will be accompanied by particle effects and associated sound effects to signal that the season change has begun.
     202
     203Autumn => Winter: falling snow.
     204Winter => Spring: falling rain.
     205Spring => Summer: 'sun ray' light particles.
     206Summer => Autumn: Blowing leaves and dust.
     207
     208Transition Texture Swaps
     209
     210Transition time takes one full minute.
     211
     212Textures begin their changes based on elevation (example: snow melts first in the lowlands).
     213
     214Texture swapping will occur when the camera is not watching. So as you scroll across the map, you will notice when you return, that some textures have been swapped. This is done to remove the need to create progressive 'steps' or fades in the textures.
     215
     216The transition is evenly spread out over the 2 seasons: 30 seconds before, and 30 afterwards.
     217
     2181. SEASON APPEARANCE
     219
     220* Spring:
     221- Textures: New greens, yet more dreary than Summer. More mud, and wet.
     222- Weather: Particle rain (occurrence depending on climate).
     223- Transitional Effect: Colour changes to Summer Textures over 1 minute "transistion" period at the end of Spring.
     224
     225* Summer:
     226- Textures: Floriferous. Deep saturated greens.
     227- Weather: Particle rain (occurrence depending on climate).
     228- Transitional Effect: Colour changes to Autumn Textures over 1 minute "transistion" period at the end of Summer.
     229
     230* Autumn:
     231- Textures: Golden. Orange. Red. Brown. Dry, arid, and dirty/dusty.
     232- Weather: Particle rain (occurrence depending on climate). Leaves overlay blown past in breeze.
     233- Transitional Effect: Colour changes to Winter Textures over 1 minute "transistion" period at the end of Autumn. If possible, leaves drop from branches of deciduous trees during fade-out fade-in period and become part of the "duff" at the base of starkly denuded trees during the Winter Season (disappearing into it).
     234
     235* Winter:
     236- Textures: Stark. Barren. Bluish tint, a 'cold' feel.
     237- Weather: Snow and ice alpha transparency overlay terrain, and particle snow (occurrence depending on climate).
     238- Transitional Effect: Colour changes to Spring Textures over 1 minute "transition" period at the end of Winter.
     239
     2402. SEASON EFFECTS
     241
     242Seasons are mainly a visual effect, with virtually no effect on gameplay (untill possibly Part II). There will be no interruption to resource gathering in Winter. Seasons and weather vary by biome, and a few map types are affected by the current season. See the different map types for details.
     243
     2443. SEASON RAMIFICATIONS
     245
     246Even in this truncated state, the Art Department will require a significant amount of effort to create the multiple texture types, and the Programming Department will need to write routines to create smooth transitions from season to season.
     247
     248Textures will requre at least 3 versions for most vegetation. Structures will require a seperate 'snow prop' that will 'turn on' when Winter rolls around.
     249
     250Snow textures will have progressive 'fades'. When the snow starts falling, the ground will be covered in 25% then 50% then 75% then 100% coverage. It starts at the greater elevations and then works its way to the cover the whole terrain. The melting process is another set of textures but runs in reverse.
     251
     252Snow textures are alpha overlays that are placed above the terrain, as a 'decal'. It is a totally seperate terrain mesh, due to the limitations of texture layers.
     253
     254Though it will not be easy, the Graphics Department is up to the task!
     255
     256
     257Background: Territories
     258
     259CIVILISATION TERRITORIES
     260
     261 
     262
     263PROVINCES
     264
     265When this game mode is enabled, every map will be comprised of a number of Provinces. That number is determined during game session creation.
     266
     267Every Province will have a Settlement in it that players may 'settle'. When a player takes that action, they effectively declare ownership of that Province; which adds the Province to the player's Territory.
     268
     269Ideally, the Provinces will be evenly sized and have roughly equal available resources. They will also follow natural boundaries such as forest lines, roads, rivers, islands, etc.
     270
     271SETTLEMENTS
     272
     273Each Province is centralised around that Province's Settlement. If no player controls the Settlement, it is owned by Gaia. That means there are no penalties for traversing across it and it is free to be taken by any player.
     274
     275To take control of a Province, construct a Civic Centre on its Settlement. Destroying an enemy Civic Centre will cause it to revert back to being a Settlement. Because Gaia now owns it, all bonuses and penalties to players in the Province are now null.
     276
     277Settlements are indicated on the Mini Map using a unique symbol.
     278
     279CIVIC CENTRES
     280
     281A player gains control of a Province by building a Civic Centre upon the site of the Settlement.
     282
     283In Territory game mode, this is the only way to build additional Civic Centres.
     284
     285Each player begins the game with control of one Province, via a "starting" Village Centre (unless he is playing the Nomadic game mode, in which case he will begin with only starting units and will first need to hunt down an available Settlement to build his first Civic Centre).
     286
     287Destroying an enemy Civic Centre reveals the Settlement at its foundation, allowing the player to build his own upon the site and seize control of the Province (any structures and units will still remain in the Province).
     288
     289BENEFITS OF CONTROLLING A PROVINCE
     290The player sees no Shroud of Darkness in his own Provinces.
     291Expanding his Territory allows the player to control more of the game map.
     292- He cannot easily build structures on terrain unless he controls its Province.
     293- He cannot gather from resource objects unless he controls their Province.
     294Until the 'rush timer' has ticked down to zero, units will rapidly lose hitpoints whenever they are in an enemy's Province. (The starting time of the timer is specified at session creation.)
     295Faster construction time: In situations where the player can build around existing buildings in a Province he doesn't own (see the next section), he cannot build as quickly in the other player's Province as he could in his own.
     296Civic Centres increase population limit, so more units can be trained.
     297All of the player's entities gain a bonus to their armour value as long as they are in one of his Provinces.
     298STRUCTURES IN PROVINCES
     299
     300To repeat, one of the big advantages of owning a Province is that you can easily construct structures in that province. However this is not only way.
     301
     302Requirements to build:
     303Build a Civic Centre on the Settlement
     304This is your first initial step to construction of any structure in any Province.
     305Capture a structure from the enemy
     306If you cannot construct a structure and you really want to build a structure in that Province, another option is to weaken the enemy's structure to the point of capturablity. After it is captured you are capable of building structures in its proximity.
     307Have a structure already built in the Province
     308This is an issue when an enemy comes into your Province and destroys your Civic Centre. You are still able to build in this Province within the proximity of your existing structures.
     309ALLIED PROVINCES
     310
     311A player may build defensive and military (but not economic) structures within a Province controlled by an ally.
     312
     313It is not permitted to seize ally-controlled Provinces unless the player destroys. If they take such an action, the player forfeits ownership of that province to their ally (or whoever builds on top of the settlement first).
     314
     315TERRITORIES
     316
     317A Territory is defined as a player's collection of Provinces.
     318
     319PROVINCIAL BORDERS
     320
     321The outer edges of the terrain a player controls will be marked on the Mini Map in such a way for the player to visualise ownership of that Province. It will also be encouraged to represent this on the game map.
     322
     323
     324Background: Weather
     325
     326WEATHER
     327
     328Weather in the game will be 100% visual, with no impact on gameplay at all. The types of weather effects in the game will largely be based on the capabilities of the graphics engine, so this list may grow or shrink in the future.
     329
     330Also see the section on Weather in the "Atlas" Editor document for information on setting the attributes of weather effects, and the Seasons section of the DD for information about how weather effects are factored into seasons. Also see the section on Environmental Audio in the Audio DD for information on the sound effects associated with weather.
     331
     3321. RAIN
     333
     334Standard typical rain, as in water falling from clouds.
     335
     336Visual effects of Rain:
     337- Rain Sprites.
     338- Cloud decals (shadows).
     339- Lighting adjustment.
     340- Ripples.
     341- Puddles?
     342
     343Rain will create sprites or "sheets" of rain falling down from the sky. If it's raining over water, ripple effects will be produced. When the the camera is zoomed in, raindrops will visibly hit the ground and make little splashes. This effect only occurs if the camera is zoomed in.
     344
     345Additionally, we might have 'cloud decals' over the terrain and structures; the cloud's shadows will accordingly drift and cloak objects and terrain in shadow. This will most likely be a very performance demanding effect so we might cut it or save it for the "high quality" options setting. Rain will only appear where there are cloud shadows on the terrain.
     346
     347Also, after a period of rain, puddles will appear where it's been raining a lot. Puddles are simple art objects that will already be available as objects in the Editor. They have a small watery texture on them (which doesn't move) along with vertex shaders (reflections) so that it can reflect stuff. If it's raining on top of puddles, they'll produce ripples just like when it rains over water.
     348
     3492. SNOW
     350
     351When it's cold, rain turns to snow - little white crystals floating down silently from the sky.
     352
     353Visual effects of Snow:
     354- Snow sprites.
     355- Fog.
     356- Terrain and Object decals.
     357
     358Snow sprites will float down softly and silently (like real snow!). Depending on the density of snowfall, terrain, trees, structures or unit textures could be covered with snow using snow decals. Greater snow levels can also produce a slight fog effect.
     359
     3603. FOG
     361
     362Visual effects of Fog:
     363- "Fog".
     364- Light Glow.
     365- Fog Objects.
     366
     367When it's foggy, a colourised atmosphere is added to the map. The player won't be able to see stuff in the distance as well (based on the fog depth).
     368
     369If there are any fires or other lights, a \"glow\" appears around them.
     370
     371Furthermore, when the fog is really dense, "fog objects" will appear. These are eyecandy objects already in the Editor. They are mobile clouds of particle fog. It'll make for some really nice looking dense fog.
     372
     373In the editor you can specify the amount of fog (how thick it is), the color of fog, it's density, and if you want it to create fog objects or not.
     374
     3754. STORM
     376
     377Visual effects of Storm:
     378- [Everything included with Rain].
     379- Lightning flashes.
     380- Lightning.
     381- Thunder sounds.
     382
     383This is similar to Rain, but the rain sprite animation is different and harder. Also there could be lightning and thunder sounds.
     384
     385
     386Civ: Carthaginians
     387
     388CARTHAGINIAN CIVILISATION PROFILE
     389
     390by Ken Wood [aka Phoenix-TheRealDeal / tonto_real] Email: ken@0ad.wildfiregames.com. (Arizona, United States of America).
     391
     392Historical consultants, translators and contributors:
     393* Professor Alejandro Carneiro [aka Piteas] (Classical & Antiquity Greco-Romano-Iberico History Studies) (Spain).
     394* Aviv Sharon [aka Jeru] (Israel).
     395
     396Contributing concept artists: Antonio J. Flamas [aka ajflamas] (Spain); Aviv Sharon [aka Jeru] (Israel); Jason Bishop [aka Wijitmaker] (Washington, United States of America); Marco Giannini [aka Kellian] (Italy).
     397
     398
     399
     400"Dido building Carthage" (Turner) - the allegory is that she is seen in the clouds.
     401
     402UNIT DESCRIPTIONS
     403
     404==INFANTRY==
     405
     406* Name: Iš Hérev Sakhír. (eesh HEH-rev sah-HEER) <means Celtic 'Gaesata' Mercenary Swordsman.>
     407* Class: Swordsman.
     408* Hacker Armament: Celtic Hallstatt 'La Tene' culture period long sword.
     409* Appearance: See figure 2 in the reference picture below.
     410- Garb: -
     411- Helmet: -
     412- Shield: -
     413- Figure(s): -
     414* History: Celts served as mercenaries in Carthaginian armies from the earliest times.
     415* Garrison: 1.
     416* Function: The iron of the sword was not of the best quality; the weapons had to be straightened after each good strike.
     417* Special: -
     418
     419Reference Celtic Gaesata Mercenary Swordsman as figure 2.
     420
     421* Name: Iš Hanít Arukáh Meguyás. (eesh ha-NEET ah-roo-KAH meh-goo-YAHSS) <means: Liby-Phoenician Levy Long-Pikeman>
     422* Class: Spearman.
     423* Hacker Armament: Long Pike or Sarissa type spear.
     424* Appearance: See figure 1 in reference picture below.
     425- Garb: -
     426- Helmet: -
     427- Shield: -
     428- Figure(s): -
     429* History: Although the Liby-Phoenician soldiers were not themselves citizens of the city of Carthage, they were levied to the armies of Carthage from those Phoenician colonies of modern-day Tunisia and Libya that had been taken over by the Carthaginians upon the demise of the mother cities in the Levant. Those town and cities were not permitted to hold standing armies of their own, having instead to rely upon Carthage for leadership and defense.
     430* Garrison: 1.
     431* Function: -
     432* Special: -
     433
     434Reference Liby-Phoenician Spearman is shown by the figure at the left in this drawing; the end of the pike is shown laying on the ground in the forefront.
     435
     436Relative length of the Long Pike or Sarissa is shown by the small figure in lower-right corner of this drawing.
     437
     438* Name: Iš Kidón Meguyás. (eesh kee-DOAN meh-goo-YAHSS) <means: Iberian Levy Javelinist>
     439* Class: Javelinist.
     440* Hacker Armament: Javelin (see below).
     441* Appearance: Refer to figure 3 in the picture below but armed with the javelin carried by figure 2.
     442- Garb: -
     443- Helmet: -
     444- Shield: -
     445- Figure(s): -
     446* History: Though initially mercenaries hired by the Carthaginians, once the Carthaginian expansion was made into large areas of the Iberian Peninsula, these soldiers became levies imposed by the Carthaginian generals on their "allies".
     447* Garrison: 1.
     448* Function: -
     449* Special: -
     450
     451Reference for Iberian Levy Javelinist; use figure 3 armed with javelin of figure 2.
     452
     453* Name: Qašát. (kah-SHOT) <means: Mauritanian Levy Archer>
     454* Class: Archer.
     455* Hacker Armament: Bow.
     456* Appearance:
     457- Garb: No armour. Quiver of arrows.
     458- Helmet: None.
     459- Shield: None.
     460- Figure(s): See reference image below.
     461* History: The Mauritanians are said to have supplied good archers to the armies of Carthage.
     462* Garrison: 1.
     463* Function: Movement: Relatively faster than other Archers.
     464* Special: -
     465
     466Reference drawing for Mauritanian Levy Archer.
     467
     468
     469* Name: Qalá<sup>c</sup>. (ka-LA) <means: Balearic Levy Slinger>
     470
     471* Class: Slinger.
     472* Hacker Armament: Three slings and sling bolt pouch; see concept drawing below.
     473* Appearance:
     474- Garb: Bare minimum (basic loincloth).
     475- Helmet: None at any experience level.
     476- Shield: None.
     477- Figure(s): Barefoot, nothing on body to restrict movement; see concept drawing below.
     478* History: The Balearic Slinger regiment was a levy from the islands that had been under control of Carthage from the 6th century BCE. They fired ceramic shot capable of punching through enemy shield and armour and dropping soldiers dead in their tracks. They carried 3 different slings of different lengths which were used to obtain range to target.
     479* Garrison: 1.
     480* Function: Rate of Fire: Fast. Movement: Fastest infantry unit in the game (very agile). Attack: Strongest slinger in the game (+1 more than Rhodian Slinger). Accuracy: High.
     481* Special: -
     482
     483Balearic Levy Slinger - concept drawing by Marco Giannini (Italy).
     484
     485==CAVALRY==
     486
     487* Name: Iš Hérev Rakhúv Meguyás. (eesh HEH-rev rah-HOOV meh-goo-YAHSS) <means: Iberian Levy Cavalry Falcata Swordsman>
     488* Class: Cavalry Swordsman.
     489* Hacker Armament: The 'Falcata' sword; see concept drawing below.
     490* Appearance:
     491- Garb: As depicted in the reference drawing for figure 1 and/or 3.
     492- Helmet: None for basic unit.
     493- Shield: Round smallish 'Caetra' shield common to many of the Iberian warriors having a central 'boss', usually of bronze or iron; though the shield was small it was also light and the Iberian units carrying it were very adept in moving it quickly about defensively.
     494- Figure(s): See concept drawing below.
     495- Mount: As shown in the reference drawing, figure 1.
     496* History: Though initially mercenaries hired by the Carthaginians, once the Carthaginian expansion was made into large areas of the Iberian Peninsula, these soldiers became levies imposed by the Carthaginian generals on their "allies".
     497* Garrison: 2.
     498* Function: -
     499* Special: -
     500
     501Reference drawing for Iberian Levy Cavalry Falcata Swordsman; use figure 1 armed with the sword at figure 3.
     502
     503* Name: Iš Rómah Rakhúv. (eesh ROW-mock rah-HOOV) <means: Italian Ally Cavalry Spearman>
     504* Class: Cavalry Spearman.
     505* Hacker Armament: Spear.
     506* Appearance: Use the cavalryman figure in the reference drawing below as the basis for the unit.
     507- Garb: -
     508- Helmet: -
     509- Shield: -
     510- Figure(s): -
     511- Mount: -
     512* History: A number of the tribes, especially those of the southern Italian Peninsula, allied with Hannibal Barca during the 2nd Punic War. (The reference drawing is meant to be representative of those.)
     513* Garrison: 2.
     514* Function: -
     515* Special: -
     516
     517Reference drawing for Italian Ally Cavalry Spearman (the mounted unit).
     518
     519* Name: Iš Kidón Rakhúv. (eesh KEE-doan rah-HOOV) <means: Numidian Ally Cavalry Javelinist>
     520* Class: Cavalry Javelinist.
     521* Hacker Armament: Javelin.
     522* Appearance: See lower-left figure in the drawing below.
     523- Garb: -
     524- Helmet: -
     525- Shield: -
     526- Figure(s): -
     527- Mount: -
     528* History: Numidian Cavalry were known to be the fastest, most agile, in the ancient world; the riders rode without bridle or reins, steering their mount with knee pressure and body signals alone. They were the only cavalry that the Romans were unable to adequately deal with.
     529* Garrison: 2.
     530* Function: Movement: Fastest cavalry unit in the game.
     531* Special: -
     532
     533Reference for Numidian Ally Cavalry Javelinist is at the lower-left in the drawing.
     534
     535==SUPPORT UNITS==
     536
     537* Name: Ezrahít. (ez-rah-KEET) <means: Carthaginian Citizeness>
     538* Class: Female Citizen.
     539* Appearance:
     540- Garb: Grecian female dress and hair style was based upon that of the Mauritanians as brought to them via the Phoenicians, thus passing through Carthage.
     541- Helmet: No helmet per se, may or may not have headgear as depicted in concept drawings below.
     542- Shield: None.
     543- Figure(s): -
     544* History: A no brainer.
     545* Garrison: 1.
     546* Function: -
     547* Special: -
     548
     549Reconstructions of Greek women's dress styles originating in Mauritania via Carthage and/or other Phoenician trading centres.
     550
     551* Name: Kohénet. (ko-HEH-net) <means: Priestess of Baal Hammon & Tanit>
     552* Class: Healer.
     553* Appearance:
     554- Garb: Use the reference drawing as a basis along with Greek-like dress shown just to the right of the hair-styles (above) in the foregoing reference drawing for the Carthaginian Citizeness.
     555- Helmet: -
     556- Shield: None.
     557- Figure(s): -
     558* History: Tanit (also spelled TINITH, TINNIT, or TINT), chief goddess of Carthage, equivalent of Astarte. Although she seems to have had some connection with the heavens, she was also a mother goddess, and fertility symbols often accompany representations of her. She was probably the consort of Baal Hammon (or Amon), the chief god of Carthage, and was often given the attribute "face of Baal." Although Tanit did not appear at Carthage before the 5th century BC, she soon eclipsed the more established cult of Baal Hammon and, in the Carthaginian area at least, was frequently listed before him on the monuments. In the worship of Tanit and Baal Hammon, children, probably firstborn, were sacrificed. Ample evidence of the practice has been found west of Carthage in the precinct of Tanit, where a tofet (a sanctuary for the sacrifice of children) was discovered. Tanit was also worshipped on Malta, Sardinia, and in Spain. There is no other reason for giving the Carthaginians a priestess instead of a priest in 0 A.D., although Tanit was the most popular of their two main gods with the people.
     559* Garrison: 1.
     560* Function: -
     561* Special: -
     562
     563Marble bust of goddess Tanit (use as model for Priestess).
     564
     565* Name: Sohér. (so-HAIR) <means: Carthaginian Trader>
     566* Class: Trader.
     567* Appearance:
     568- Garb: See the illustration reference drawing for the Carthaginian Merchantman, unit following; use the individual with the conical hat standing between two spearmen for the basis; mount the Trader upon a horse.
     569- Helmet: Conical hat.
     570- Shield: None.
     571- Figure(s): See reference drawing for Merchantman for typical trader figures standing on beach in front of ship.
     572- Mount: Horse.
     573* History: ?
     574* Garrison: 2.
     575* Function: -
     576* Special: -
     577
     578* Name: Iš Mishár. (eesh mees-HAR) <means: Carthaginian Merchantman>
     579* Class: Merchantman.
     580* Appearance:
     581- Shell: The drawing below is the ship that I want modeled for the Carthaginian Merchantman (skinned differently also for the Iberians).
     582- Helmet: -
     583- Shield: None.
     584- Figure(s): -
     585* History: The entire purpose of the Phoenicians/Carthaginians was to conduct trade and commerce principally upon the sea (though not limited to that as far as Carthage was concerned).
     586* Garrison: Cannot.
     587* Function: Movement: Fastest Merchantman in the game.
     588* Special: -
     589
     590Reference drawing for Carthaginian Merchantman and Carthaginian Trader.
     591
     592==WAR SHIPS==
     593
     594* Name: Du-Mašót. (doo mah-SHOAT) <means: Carthaginian Bireme>
     595* Class: Bireme.
     596* Appearance:
     597- Shell: See reference picture below.
     598* History: The Phoenicians/Carthaginians were the first to develop 'bireme technology' by taking the pentakonter and 'cutting it in half' then stacking two rows of oarsmen tiered atop the other, producing a ship half the length that was more maneouvreable and faster in the water. The ram section at the bow was built to look like a sea monster swimming through the water in order to terrorise superstitious potential competitors. They were also fed tall tales of such denizens in a propaganda effort to mislead and frighten off others who might consider following them into unknown waters.
     599* Garrison: Cannot.
     600* Function: Fastest Bireme in the game.
     601* Special: -
     602
     603Carthaginian Bireme.
     604
     605* Name: Tlat-Mašót. (tlat mah-SHOAT) <means: Carthaginian Trireme>
     606* Class: Trireme.
     607* Appearance:
     608- Shell: See reference picture below, note ballista mounted on foredeck tower.
     609* History: Triremes (and later Quinqueremes) were a longtime mainstay of the Phoenician/Carthaginian fleet that was the largest maintained on the Mediterranean Sea, also ranging out into the Atlantic as protection for its Merchantmen. The Athenian Greeks were the only ones to build a faster ship of this type.
     610* Garrison: Cannot.
     611* Function: Movement: 2nd fastest (after Athenians) of the Triremes.
     612* Special: -
     613
     614Carthaginian Trireme.
     615
     616* Name: Haméš-Mašót. (ha-MESH mah-SHOAT) <means: Carthaginian Quinquereme>
     617* Class: Quinquereme.
     618* Appearance:
     619- Shell: See reference picture below; mount onager atop cabin toward the stern poopdeck.
     620* History: The Carthaginians were long in the forefront of ship technology, maintaining the largest fleet in the Mediterranean for centuries. Their Quinquereme was also the best on the water and essentially unchallengeable until the Romans built a Quinquereme largely from Carthaginian design (having 'captured' a grounded ship of its type) then later developed the corvus boarding ramp for it.
     621* Garrison: Cannot.
     622* Function: Movement: Fastest of the Quinqueremes. Very limited in number (probably through expense).
     623* Special: -
     624
     625Carthaginian Quinquereme.
     626
     627==SIEGE==
     628
     629* Name: Qatapúltah. <means: Carthaginian Onager>
     630* Class: Onager.
     631* Appearance:
     632- Shell: See reference picture below.
     633* History: The Carthaginians are known for having had many siege weapons.
     634* Garrison: 3.
     635* Function: -
     636* Special: -
     637
     638Reference Onager.
     639
     640* Name: Balístra. <means: Carthaginian Ballista>
     641* Class: Ballista.
     642* Appearance:
     643- Shell: See reference picture below.
     644* History: The Carthaginians are known for having had many siege weapons.
     645* Garrison: 3.
     646* Function: -
     647* Special: -
     648
     649Reference Ballista.
     650
     651==SUPER UNITS==
     652
     653* Name: Qaçín. (kah-TSEEN) <means: Carthaginian Sacred Band Officer>
     654* Class: Super Infantry Unit.
     655* Hacker Armament: Special spear (looks like a 'standard').
     656* Ranged Armament: None.
     657* Appearance: As shown at figure 2 in the drawing below but dismounted.
     658- Garb: -
     659- Helmet: -
     660- Shield: -
     661- Figure(s): -
     662* History: Sacred Band represented the group of Carthaginian Citizens that were especially trained to become the officers over all components of the army.
     663* Garrison: 1.
     664* Function: -
     665* Special: Strong against Siege weapons, all Citizen Soldier units but additionally bonused against Infantry Swordsmen, Cavalry Swordsmen & Cavalry Spearman.
     666
     667Reference for Sacred Band Officer is the unit on the right; the "standard" appurtenances to his spear symbolically represent the Tanit, goddess of the Carthaginians. Thus his 'faith in her' makes him a super-strong fighting man.
     668
     669* Name: Pil Qrav. (peel krov) <means: Carthaginian War Elephant>
     670* Class: Super Cavalry Unit.
     671* Hacker Armament: Ram (Crushing impact tusk attack, effective against structures).
     672* Ranged Armament: None.
     673* Appearance:
     674- Garb: -
     675- Helmet: -
     676- Shield: -
     677- Figure(s): As rendered below but with an 'elephant rider' seated behind the head with no weapon other than a stave to drive the elephant.
     678- Mount: The elephant.
     679* History: The North African Forest Elephant, smaller than the Indian elephant and now extinct, was captured and trained by the Carthaginians as a "terror weapon".
     680* Garrison: 3.
     681* Function: Hitpoints: High. Movement: Slow.
     682* Special:
     683- Strong against siege weapons, all Citizen Soldier units and cavalry units of any kind (except other elephants). Weak against Infantry Spearmen (whom have the normal bonus to their AT against cavalry units).
     684- "Damage Frenzy".
     685- "Stench" Aura.
     686- "Trample Damage" Aura.
     687
     6880 A.D. rendering of elephant by Jason Bishop (Washington, United States of America).
     689
     690Carthaginian War Elephants and riders.
     691
     692==HEROES==
     693
     694* Name: Hannibal Barca.
     695* Class: Hero1.
     696* Hacker/Ranged Armament: Bow.
     697* Appearance:
     698- Garb: -
     699- Helmet: -
     700- Shield: -
     701- Figure(s): See reference picture below.
     702- Mount: Towered elephant.
     703* History: ?
     704* Garrison: 3.
     705* Function: Attack: High. Range: High. Hitpoints: High.
     706* Special:
     707- "Hero" Aura TBD
     708
     709Hannibal Barca on his Indian War Elephant "Sara".
     710
     711Hannibal Barca on his Indian War Elephant "Sara" (closeup).
     712
     713* Name: Hamilcar Barca.
     714* Class: Hero2.
     715* Hacker/Ranged Armament: Javelin.
     716* Appearance:
     717- Garb: -
     718- Helmet: -
     719- Shield: -
     720- Figure(s): See reference picture below.
     721- Mount: Towered elephant.
     722* History: ?
     723* Garrison: 3.
     724* Function: Attack: High. Range: High. Hitpoints: High.
     725* Special:
     726- "Hero" Aura TBD
     727
     728Hasdrubal Barca on his Indian War Elephant.
     729
     730* Name: Maharbal.
     731* Class: Hero3.
     732* Hacker/Ranged Armament: Spear.
     733* Appearance:
     734- Garb: -
     735- Helmet: -
     736- Shield: -
     737- Figure(s): See reference picture below.
     738- Mount: Horse.
     739* History: Maharbal was Hannibal Barca's "brash young cavalry commander" during the 2nd Punic War. He is credited with turning the wing of the legions at Cannae resulting in defeat in which 30,000 of 50,000 Romans were lost, as well as significant contributions to the winning of many other battles during the 2nd Punic War. He is known for having said, after the battle of Cannae, "Hannibal, you know how to win the victory; just not what to do with it."
     740* Garrison: 2.
     741* Function: Attack: High. Range: High. Hitpoints: High.
     742* Special:
     743- "Hero" Aura (+20% Cavalry AT)
     744
     745Concept reference for Carthaginian Cavalry Commander Maharbal.
     746
     747NEW UNIT TRAITS
     748
     749* Damage Frenzy: If the unit loses 75% of its hitpoints, it will randomly attack nearby units, friend or foe, other than Priestesses. This effect can only be overcome by restoring the unit's lost health.
     750* "Stench" Aura: As with Persian camels, cavalry units are spooked by elephants, and prove less effective when in range of them.
     751* "Trample Damage" Aura: As with Persian elephants, causes passive crush damage to nearby enemy units through trampling.
     752
     753CIV CENTRE UNITS
     754
     755* Melee Infantry: Liby-Phoenician Levy Long-Pikeman (Spearman).
     756* Ranged Infantry: Balearic Levy Slinger (Slinger).
     757* Cavalry: Numidian Ally Cavalry Javelinist (Cavalry Javelinist).
     758
     759FORBIDDEN CLASSES
     760
     761* Infantry Archer.
     762* Cavalry Archer.
     763* Ram (War Elephant serves as ram).
     764
     765STRUCTURE DESCRIPTIONS
     766
     767==VILLAGE==
     768
     769* Name: Merkáz. (mare-CAUSE) <means: Civ Centre>
     770* Class: Civ Centre.
     771* History: Carthage!.
     772
     773Concept drawings by Aviv Sharon (Israel).
     774
     775Note: Object 1 is Baal-Hammon, Object 2 is Moloch-Baal sacrificial shrine (furnace in ‘abdomen’, Object 3 is Tanit.
     776
     777Virtual reconstruction of Carthage showing double harbour, civic centre, and fortress citadel - acropolis.
     778
     779* Name: Báyit. (BAyeet) <means: House>
     780* Class: House.
     781* History: Housing was generally built of ‘adobe’ or sandstone then plastered with stucco. Flat roofs predominate, few windows, arched doorways in evidence, kind of a blend of Achaemenian and Mediterranean styles with some tiled roofs. In the biggest cities, especially Carthage and such as Utica, housing was in flat-roofed structures rising as high as 6 and 7 stories (two-storied would be sufficient).
     782
     783Concept drawing by Nadav Halwany aka "Doodle", Haifa, Israel. Textured and rendered by The Chief.
     784
     785Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.
     786
     787Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.
     788
     789Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.
     790
     791Roman era Carthaginian house (tile roofed) mosaic patio.
     792
     793* Name: Ahuzáh. (ah-hoo-ZAH) <means: Carthaginian's Estate>
     794* Class: Farm Centre.
     795* History: Although there must have been many small farms as well, when the Carthaginians expanded into the hinterland, most farms and orchardist establishments were created by the wealthy segment of society that became known as the landowners, and the resulting estates were mostly worked by ‘almost enslaved’ Liby-Phoenicians, Numidians, and whomever they could get.
     796
     797Concept drawing by Antonio J. Flamas (Spain). NOTE Inset figure 1: this is the symbol for the goddess Tanit and should be somewhere visibly located on every Carthaginian structure with exception to Carthaginian City Wall and Wood Tower.
     798
     799* Name: Sadéh. (saw-DEH) <means: Field>
     800* Class: Field.
     801* History: ?.
     802
     803<no illustration yet available>
     804
     805* Name: Réfet. (REH-fet) <means: Corral>
     806* Class: Corral.
     807* History: ?.
     808
     809<no illustration yet available>
     810
     811* Name: Mehçabáh. (MEK-tsah-bah) <means: Resource Centre>
     812* Class: Resource Centre.
     813* History: ?.
     814
     815Concept drawing by Antonio J. Flamas (Spain).
     816
     817* Name: Migdál. (meeg-DOLL) <means: Wooden Tower>
     818* Class: Scout Tower.
     819* History: Possibly used as outposts.
     820
     821<no illustration yet available>
     822
     823* Name: Homáh. (ho-MAW) <means: Carthaginian City Wall>
     824* Class: Wall.
     825* History: The Carthaginians built what are referred to as “triple walls” to fortify some of their cities; as triple walls aren’t a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.
     826* Special:
     827- Footprint: 2x4 base. 3 tile height for walls.
     828
     829Reference drawing shows the typical inner wall of three that has been excavated at Thapsus (in Tunisia). (Hollows shown below grade in the cut-a-way were for septic and effluent removal.)
     830
     831* Name: Migdál-shá<sup>c</sup>ar. (meeg-DOLL SHAW-arr) <means: Carthaginian Gatetower.>
     832* Class: Wall Gate.
     833* History: The tower sections constituted a 4th level where they rose up to provide even higher firing level platform than that of the top of the wall run.
     834* Special:
     835- Footprint: 4 tile height for tower.
     836- Garrison: 10.
     837- Elevation Bonus: +2 RA.
     838- Auto-Gate: The tower is built at the auto-gate position (occupying 2 of the 4 tiles), and can be locked/unlocked as normal.
     839
     840(see Wall above for images)
     841
     842==TOWN==
     843
     844* Name: Namél. (naw-MEL) <means: Port Centre>
     845* Class: Port Centre.
     846* History: The structure is based upon the centre ‘island’ of skidways and sheds (including shops and admiral’s headquarters) of the inner harbour constructed to house the war fleet of the Carthaginian navy at Carthage.
     847
     848Concept drawing by Aviv Sharon (Israel).
     849
     850Virtual reconstruction of inner port for warships at Cathage.
     851
     852* Name: Miqdáš. (meek-DOSH) <means: Temple>
     853* Class: Health Centre.
     854* History: Quite a few temples and altars were scattered about Carthinginians territory, given up to the worship of various gods in a pantheon that, regrettably, is mostly lost to time and destruction. The structure shown is one found just west of the Bagradas River on a tributary that was dedicated to a pantheon of gods ranging from traditional Phoencicio-Carthaginian to Egyptian and Hellenic. It was actually built of a golden-hued marble (some others from a pink-hued marble also famously quarried in the Carthaginian homeland). Note that Tanit and Baal-Haamon were the were the two principal gods worshipped by a population that was quite religious, therefore their ‘effigies’ should also appear on the façade of the temple or as statuary in front of it, perhaps flanking the entrance.
     855
     856Reconstruction of the Temple of Chimtou (it was constructed from ‘golden marble’ from the area of Chimtou in Tunisia (near Bagradas River valley).
     857
     858Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.
     859
     860Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.
     861
     862Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.
     863
     864Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.
     865
     866* Name: Mahanéh. (maw-haw-NEH) <means: Military Centre>
     867* Class: Military Centre.
     868* History: Although the Carthaginians incorporated stables and barracks into their city walls, for gameplay purposes we use a Military Centre.
     869
     870Sketch of an Egyptian armoury by unknown author (from an old pre-0ad modpack) is suitable for this purpose.
     871
     872* Name: Šuq. (shouk) <means: Trade Centre>
     873* Class: Trade Centre.
     874* History: Trade centres were probably just big sheds or structures surrounding a ‘market’ area or in a wharf area of a port, but it is felt that the Achaemenian concept below will serve the purpose of the game admirably.
     875
     876Achaemenian motif concept drawing by Antonio J. Flamas (Spain).
     877
     878==CITY==
     879
     880* Name: Meçudáh. (meh-tsoo-DAW) <means: Blockhouse Fort>
     881* Class: Fortress.
     882* History: The Carthaginians built a number of rather ‘monolithic’ blockhouse forts sited at critical locations in North Africa, sometimes also in conjunction with long lengths of wall intended to keep the wilder people of the desert to the south from freely ranging into the ‘civilised’ territories under their direct control.
     883
     884<no illustration yet available; I have, as yet, *no* idea what this thing should look like.>
     885
     886SPECIAL STRUCTURES
     887
     888(None)
     889
     890NEW STRUCTURE TRAITS
     891
     892See Wall and Wall Gate.
     893
     894FORBIDDEN STRUCTURES
     895
     896* Wall Tower (Wall Gate functions as both gate and tower).
     897
     898CIV BONUSES
     899
     900CB1
     901Name: Triple Walls.
     902History: Carthaginians built triple city walls.
     903Effect: Carthaginian walls, gates, and towers have 3x hitpoints of a standard wall.
     904
     905CB2
     906Name: Roundup.
     907History: Not unlike the Iberian Peninsula, North Africa was known as ‘horse country’, capable of producing up to 100,000 new mounts each year. It was also the home of the North African Forest Elephant.
     908Effect: Horses or elephants can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse and Elephant functions similarly to a relic as in AoK. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) or War Elephant Super Units is reduced by a fixed amount of –5% per animal corralled appropriate to kind.
     909
     910TEAM BONUS:
     911
     912TB1
     913Name: Trademasters.
     914History: The Phoenicians @#$% Carthaginians were broadly known as the greatest trading civilisation of the ancient and classical world.
     915Effect: +33% trade profit ‘international’ routes.
     916
     917TECHNOLOGIES
     918
     919* Infantry: Average, except Balearic slingers strongest in the game.
     920* Cavalry: Average, except Numidian cavalry javelinists fastest in the game.
     921* Naval: Strong, also most ships are the fastest in the game.
     922* Siege: Average, except no land ram, but War Elephant has a sieging capability.
     923* Economy:
     924- Farming: Strong, all standard including animal husbandry.
     925- Mining: Average.
     926- Lumbering: Average.
     927- Hunting: Average.
     928- Land Trade: Strong.
     929- Naval Trade: Strong.
     930* Architecture:
     931- Defences: Average, except Carthaginian Wall strongest in the game.
     932
     933This map presents justification for Carthaginians having all farming, animal husbandry, and mineral mining technologies.
     934
     935SPECIAL TECHNOLOGIES
     936
     937ST1
     938Name: Exploration.
     939History: Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had ‘missions’ to everywhere.
     940Effect: All hominid units +2 LOS.
     941
     942ST2
     943Name: Colonisation.
     944History: Carthaginians established many trading centres as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.
     945Effect: BT –33% all buildings and structures.
     946
     947====FOOTNOTES====
     948
     949Carthaginian Translation Table Reference by Aviv Sharon: http://0ad.wildfiregames.com/~art/jeru/car...anslations3.htm
     950
     951A Link to Punic names: http://www.barca.fsnet.co.uk/carthage-punic-names.htm
     952
     953
     954Civ: Celts (gauls, Britons)
     955
     956CELTIC CIVILISATION PROFILE
     957
     958by Jason Bishop. Email: jason@0ad.wildfiregames.com and Anthony McKinley. Email: tlmis@hotmail.com.
     959
     960UNIT DESCRIPTIONS
     961
     962QUOTE
     963Notes about appearances for all Celtic units:
     964
     965Clothing was checkered, speckled, striped, multi-coloured, plaid.
     966
     967Colours:
     968Yellow/Black – Subjects.
     969Grey/Brown/Red – Nobles.
     970Purple/Blue – Kings.
     971No more than one colour at a time – Slaves.
     972
     973==INFANTRY==
     974
     975* Name: Gaesata
     976* Class: Spearman.
     977* Hacker Armament: Heavy Spear.
     978* Appearance:
     979- Garb:
     980Basic – Shirtless with trousers.
     981Advanced – Trousers and tunic (bright colours).
     982Ultimate – Trousers (bright colours), shirt of mail.
     983- Helmet:
     984Basic – No helmet.
     985Advanced – Limed spiky hair.
     986Ultimate – Celtic helmet.
     987- Shield:
     988Basic – Oval.
     989Advanced – Oval.
     990Ultimate – Oval.
     991- Figure(s): Use the tunic trousers model for basic and advanced, the armour trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck optional in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
     992* History: The main weapon of most Celtic warriors was the spear. Spears came in great variety with many specialized heads for fighting various types of enemies, hunting, and parade decoration. A spearman in a Celtic society was not inherently low class though; spears were associated with numerous deities and heroes. Spearmen are noted several times of fighting in phalanxes and Celtic art depicts them sometimes standing in what would later be recognized as a shieldwall, probably for when they were holding a position.
     993* Garrison: 1.
     994* Function: -
     995* Special: -
     996
     997http://0ad.wildfiregames.com/~art/history/...mages/ACB11.jpg
     998
     999* Name: Baguada
     1000* Class: Javelinist.
     1001* Ranged Armament: Light Spear.
     1002* Appearance:
     1003- Garb:
     1004Basic – Trousers and tunic (earth tones).
     1005Advanced – Trousers and tunic (bright colours).
     1006Ultimate – Trousers only (bright colours).
     1007- Helmet:
     1008Basic – No helmet.
     1009Advanced – Limed spiky hair.
     1010Ultimate – Celtic helmet.
     1011- Shield:
     1012Basic – No shield.
     1013Advanced – Round shield.
     1014Ultimate – Oval shield.
     1015- Figure(s): Use the tunic trousers model for basic and advanced, the shirtless trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck optional in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
     1016* History: Baguada means 'geurilla'; an irregular combatant. Skirmishers, raiders, pirates, etc., would fit under such a designation. Such men were extremely common in Celtic armies. While positions were best held by dedicated spearmen standing in an ordered line and wall, the duty of softening an enemy, and even breaking weaker enemy positions, such as militia, would go to men carrying huge numbers of additional javelins. So many javelins did Celts bring with them, they were said in at least one instance in Galatia to 'charge following a black shadow so great sunlight is emptied from the sky', a poetic description of the enormous number of missiles they would put into the air preceding their main attack.
     1017* Garrison: 1.
     1018* Function: The mainstay of the Celtic military. Moderate Cost, faster than normal training time, moderate armour, above average movement rate, moderate offense.
     1019* Special: -.
     1020
     1021http://0ad.wildfiregames.com/~art/history/...images/ACB4.jpg
     1022
     1023* Name: Iaosae
     1024* Class: Slinger.
     1025* Hacker Armament: Long knife or short sword
     1026* Ranged Armament: Sling.
     1027* Appearance:
     1028- Garb:
     1029Basic – Trousers only (earth tones).
     1030Advanced – Trousers and tunic (bright colours).
     1031Ultimate – Trousers and tunica with padded leather vest (bright colours).
     1032- Helmet:
     1033Basic – No helmet.
     1034Advanced – Limed spiky hair.
     1035Ultimate – Celtic helmet.
     1036- Shield:
     1037Basic – No shield.
     1038Advanced – Small rectangular shield.
     1039Ultimate – Round shield.
     1040- Figure(s): Use the tunic trousers model for basic and advanced, the shirtless trousers model for the Ultimate. Face would have a large moustache or be clean shaved. Torc around neck in advanced and Ultimate. Barefoot at first, then shoes or boots. Basic could also have long hair.
     1041* History: Sling bullets are found in enormous numbers in Celtic sites, made of lead, though clay bullets would also have been used. Slings figure prominently in Celtic myth, and were not associated with any sense of shame. To the contrary, the great skill needed to use a sling well was highly rewarded and favored, so they found much more use in Celtic society for a ranged weapon than bows, outside of specific tribes. The god Lugos, in Irish myth Lug, is associated closely with many weapons, among them his sling. Slings were the primary weapon of Celtic hunters as well. In battle, men with slings would mainly be of the middle class, so better equipped than most slingers in other societies for melee. However, the heavy lead bullets so common to them makes their range shorter than average, compensated for by the puncture power of well-made bullets.
     1042* Garrison: 1.
     1043* Function: Range of the Celtic military. Higher than normal cost for slingers, moderate armour, above average movement rate, good offense, but slightly shorter than average range. Should be less disadvantaged in a melee than equivalents, as Celtic slingers were typically semi-regular combatants.
     1044* Special: -.
     1045
     1046==CAVALRY==
     1047
     1048* Name: Epos
     1049* Class: Cavalry Swordsman.
     1050* Hacker Armament: Long Sword.
     1051* Appearance:
     1052- Garb:
     1053Basic – Shirtless with trousers.
     1054Advanced – Trousers and tunic (bright colours).
     1055Ultimate – Trousers (bright colours), shirt of mail.
     1056- Helmet:
     1057Basic – No helmet.
     1058Advanced – Limed spiky hair.
     1059Ultimate – Celtic helmet.
     1060- Shield:
     1061Basic – Round.
     1062Advanced – Round.
     1063Ultimate – Round.
     1064- Figure(s): Use the shirtless pants model for the basic, tunic trousers model for advanced, armor and trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
     1065- Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
     1066* History: Owning a horse was a sign of aristocracy. Although the primary unit in the Celtic army was the infantry, they had great respect for their horses. They honoured their speed and their bravery. They actually assigned two warriors to one horse. When one warrior was tired in battle, they would run back to camp and the other warrior would get on and go fight. Another method was to take their mount and tether it to a stake in the ground then go fight on foot and run back to their horse when they needed to flee. They fought as mercenaries in the Punic wars. Primarily used in ambushes and hit and run tactics. After the fall of Gaul, the Romans used the Gallic warriors and horses to greatly strengthen their army. - Only a minor change here; horse ownership was far more common than nobility. It's better to say aristocracy; not all Celtic aristocracy were nobles. Most were just very wealthy freemen, like powerful merchants or wealthy farmers with ignoble estates.
     1067* Garrison: 2.
     1068* Function: Average statistics, except slower speed – predecessor of the medieval knight.
     1069* Special: Bonused vs. all infantry.
     1070
     1071http://0ad.wildfiregames.com/~art/history/...ges/ACR412.html
     1072
     1073* Name: Coun
     1074* Class: Cavalry Spearman.
     1075* Hacker Armament: Teeth.
     1076* Appearance:
     1077Basic - No collar.
     1078Advanced - Spiked collar.
     1079Ultimate - Spiked collar. Body paint.
     1080- Figure(s): Mastiff - Dog.
     1081* History: Dogs in Celtic warfare varied in breed and size, but were of key use to Celts, especially in intertribal war, or warring with neighboring Germans. Most famous were the great mastiffs of Britain, eventually adopted by the Romans as a means to replace Molossian hounds and other such animals. To Celts, these animals were used to flush out ambushers, or disorder an enemy line, or run down missile troops, who could not run faster than the animals.
     1082* Garrison: 2.
     1083* Function: Fast moving unit. Cheap. Does well against cavalry.
     1084* Special: Not able to capture female villagers. Bonused vs. wild animals.
     1085
     1086http://images.google.com/images?sourceid=n...UTF-8&q=mastiff
     1087
     1088* Name: Marcos
     1089* Class: Cavalry Javelinist.
     1090* Ranged Armament: Light Spear.
     1091* Appearance:
     1092- Garb:
     1093Basic – Shirtless with trousers.
     1094Advanced – Trousers and tunic (bright colours).
     1095Ultimate – Trousers (bright colours), shirt of mail.
     1096- Helmet:
     1097Basic – No helmet.
     1098Advanced – Limed spiky hair.
     1099Ultimate – Celtic helmet.
     1100- Shield:
     1101Basic – Round.
     1102Advanced – Round.
     1103Ultimate – Hex Dip.
     1104- Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
     1105* History: Celtic horsemen drawn from the lower classes or non-aristocratic warriors were usually not expected to engage in a direct melee while mounted. They would be used to harass enemy columns on the move, supply lines, or foragers, to hamstring enemy movements. This was shown to great effect against Julius Caesar in Britain, where the light British horsemen would harass his operations to forage and his supply. With his own Gallic horsemen stuck in Gaul due to weather, he could not effectively chase them off or prove much threat to these harriers. Their prime use, as such, is hit-and-run attacks, softening an enemy position for superior cavalry and infantry assaults.
     1106* Garrison: 2.
     1107* Function: Ranged cavalry unit.
     1108* Special: -
     1109http://0ad.wildfiregames.com/~art/history/...ia_celtas2.html
     1110
     1111==SUPPORT UNITS==
     1112
     1113* Name: Bodu
     1114* Class: Female Citizen.
     1115* Armament: None.
     1116* Appearance:
     1117- Garb: See image below.
     1118- Helmet: N/A.
     1119- Shield: N/A.
     1120- Figure(s): See image below.
     1121* History: Being a woman in Celtic society was remarkable better than any other social society at this time. Women were viewed largely as equals to men. The woman had control over every piece of property she owned as she came into marriage. If a man was a noble or king, it was also not uncommon for women to take leadership positions if the husband died. Celtic women were said to be fair to look upon, but also as strong as their husbands. Celtic men wealthy enough could have several 'wives', but only he and his 'chosen' wife held duties and rights. For example, children from any secondary spouse were cared for by the husband and his first wife, and the actual blood mother had no legal obligation to the child, since it was considered born of the union of the first two. - Mainly cut some things and modified stuff. Popular myth is that they ran homelife or that bloodlines went through them. The first, we have no proof of, but some to contrary. The second is flatly a myth; the only place among Celts we know bloodlines went through women was in Caledonia (and later, only in deciding lines of Scottish high kings in matrialinical tanistry; the lower kings (Mormaers) used traditional Irish succession, which was patrialinical tanistry). Elsewhere, patrialinical succession was used. Also added a bit on Celtic polygamy (though not everything I could; they had very complicated marriage laws).
     1122* Garrison: 1.
     1123* Function: -
     1124* Special: Harder to capture.
     1125
     1126http://0ad.wildfiregames.com/~art/history/...ges/ladie1.html
     1127http://0ad.wildfiregames.com/~art/history/...eltfemales.html
     1128
     1129* Name: Druides
     1130* Class: Healer.
     1131* Appearance:
     1132- Garb: White long tunic – with ornamental trim.
     1133- Helmet: N/A.
     1134- Shield: N/A.
     1135- Figure(s): Should have an older appearance, staff in hand – Possibly add a hood (see image below).
     1136* History: A druid may be one of many different professions; priest, historian, lawyer, judges, teachers, philosophers, poets, composers, musicians, astronomers, prophets, councillors, high craftsmen like a blacksmith, the classes of the 'men of art', and sometimes kings, chieftains, or other politicians. Druids were very hierarchal, with classes and ranks based on the length of their education and what fields they practiced. They learned their trades through mnemonics by way of poetry and songs, as writing was rarely used by Celts outside of prayers on votive objects, or lists of names for migratory records.
     1137* Garrison: 1.
     1138* Function: Medic.
     1139* Special: -
     1140
     1141http://0ad.wildfiregames.com/~art/history/.../celtdruid.html
     1142http://0ad.wildfiregames.com/~art/history/...aenula1jpg.html
     1143
     1144* Name: Reros
     1145* Class: Trader.
     1146* Appearance:
     1147- Garb: See below.
     1148- Helmet: N/A.
     1149- Shield: N/A.
     1150- Figure(s): See below.
     1151- Mount: That guy below would be walking beside a pack horse.
     1152* History: Celtic merchants possessed a high place in society. While mainly ignoble, the very successful merchants often had a level of wealth that could challenge that of lower nobility. Many even had small private militias to defend their shops. Celtic merchants reached as far as India, and some of their coins even are found as far as west China. Wealth in Celtic society was paramount, and even nobles often had a cadre of merchants personally loyal to them, selling their goods, to keep them rich through various avenues. Key among what they sold to others would be slaves, sold in enormous numbers, as well as metalwork, weaponry, livestock, grain, salted meats, alcohol, linen, stone tiles, ore, gemstones, and wood.
     1153* Garrison: 2.
     1154* Function: Trading.
     1155* Special: -
     1156
     1157http://0ad.wildfiregames.com/~art/history/...ltbackpack.html
     1158
     1159* Name: Curoca
     1160* Class: Merchantman.
     1161* Appearance:
     1162- Shell: Small hide boat.
     1163* History: These very small boats were used mainly for fishing, but they were also used to transport goods and personnel. The shell is wickerwork, covered with animal hides. The boat is round, and can close during a storm. They were used at times for boarding enemy ships, though such work was typically better left to larger all wood ships. Their resilience to ill sea conditions made them good for long travel, but their hide construction could be easily punctured by a weapon, explaining the rarity of their use in combat, even for boarding.
     1164* Garrison: Cannot.
     1165* Function: Transport, fast moving, low hit points.
     1166* Special: Drop the capacity to 6; no fighting capabilities.
     1167
     1168http://www.coracle-fishing.net/corac-pix/coraca19x.jpg
     1169
     1170==WAR SHIPS==
     1171
     1172* Name: Venetic Pontone
     1173* Class: Trireme.
     1174* Appearance:
     1175- Shell: Visually unknown – we just have this written description: "The Gauls’ [Veneti] ships were made with much flatter bottoms [than Roman ships] to help them ride shallow water caused by shoals or ebb tides. Exceptionally high bows and sterns fitted them for use in heavy seas and violent gales, and the hulls were made entirely of oak, to enable them to stand any amount of shock and rough usage. The cross-timbers, which consisted of beams a foot wide, were fastened with iron bolts as thick as a man’s thumb. The anchors were secured with chains instead of ropes. They used sails of raw hides or thin leather, either because they had no flax and were ignorant of its use, or more probably because they thought that ordinary sails would not stand the violent storms and squalls of the Atlantic and were not suitable for such heavy vessels … adapted for sailing such treacherous and stormy waters. We could not injure them by ramming because they were so solidly built, and their height made it difficult to reach them with missiles or board them with grappling irons. Moreover, when it began to blow hard and they were running before the wind, they weathered the storm more easily; they could bring in to shallow water with greater safety, and when left aground by the tide had nothing to fear from reefs or pointed rocks" – probably barge-like
     1176* History: See the link below for more information.
     1177* Garrison: Cannot.
     1178* Function: Transport, slow moving, very very high hit points.
     1179* Special: No fighting capabilities unless boarded by enemy ship.
     1180
     1181http://www.ttforumfriends.com/roman%20cassius_dio.htm
     1182
     1183==SIEGE==
     1184
     1185* Name: Brado
     1186* Class: Land Ram.
     1187* Appearance:
     1188- Shell: Ram operated by 4 men with no covering.
     1189* History: Celtic assaults on fortified positions were relegated largely to three methods. Creating a shell of shields and setting fire to gatehouses, sapping, at which they were noted as being most expert by Caesar, and rams, known only from votive inscriptions and some Celtic art.
     1190* Garrison: 2.
     1191* Function: Lower than normal hit points.
     1192* Special: -
     1193
     1194==SUPER UNITS==
     1195
     1196BRITONS
     1197
     1198* Name: Delamokludda.
     1199* Class: Super Infantry Unit.
     1200* Hacker Armament: Longsword.
     1201* Ranged Armament: None.
     1202* Appearance:
     1203- Garb: Long sleeve tunic, trousers wrapped in leather bands, corselet of chainmail.
     1204- Helmet: Typical Celtic helmet varieties.
     1205- Shield: N/A.
     1206- Figure(s): Earth tone colours.
     1207* History: Brythonic chieftains, much like their Gallic counterparts, went to battle with an elite force as their personal bodyguards. The Delamokludda were the older, more experienced Brythonic champions who wore chainmail due to their stature and wielded two-handed longswords made of iron.
     1208* Garrison: 1.
     1209* Function: Very high hack attack. High hack armour. Low HPs and low Pierce armour. Bonus vs. All Spear Units (infantry and cavalry).
     1210* Special: -
     1211
     1212
     1213* Name: Carbanto
     1214* Class: Super Cavalry Unit.
     1215* Hacker Armament: N/A.
     1216* Ranged Armament: Javelin.
     1217* Appearance:
     1218- Garb: Trousers only – highly painted body with blue paint
     1219- Helmet: Celtic helmet.
     1220- Shield: Long Oval.
     1221- Mount: Two small ponies.
     1222- Figure(s): Use the tunic trousers armour model. Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots. Add blue body paint - Woad.
     1223* History: Chariots were employed by the Celts of the British Isle. They were noisy, and intimidating. They were used to attack in motion by running over people, and hurling javelins. However they also were used to quickly deliver and provide escape from the battle as a transport. They were also used to quickly move men to places in the battle line that were weak and losing momentum. The wheels of the chariot were ringed with seamless iron. Chariots saw use on the continent as well, but lesser. Their most notable continental use may have been at Telamon.
     1224* Garrison: 4.
     1225* Function: Fast. Ranged attack.
     1226* Special: Would be cool if you could run people over… but I doubt it would be possible to implement in the game.
     1227
     1228
     1229GAULS
     1230
     1231* Name: Neitos
     1232* Class: Swordsman.
     1233* Hacker Armament: Long Sword.
     1234* Appearance:
     1235- Garb: Trousers (bright colours), shirt of mail.
     1236- Helmet: Celtic helmet.
     1237- Shield: Hex.
     1238- Figure(s): Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots.
     1239* History: The sword among Celts varies in reputation and commonality. Shortswords, essentially truly just long, broad-bladed daggers, were common, but cheaply made, and most likely the swords refered to as bending after a hard strike, and needing bent back into place. The iron construction of longswords, such as used here, was greatly superior, but also much more expensive. The longsword was primarily a weapon of aristocracy and experienced professional soldiers, who could either afford the weapon, have it made for them by their lord as a reward for service, passed down to them by family, or looted from the field.
     1240* Garrison: 1.
     1241* Function: Moderate speed and cost. Equal in armour and stronger in attack than your average ultimage CS swordsman.
     1242* Special: -
     1243
     1244http://0ad.wildfiregames.com/~art/history/...tstobattle1.jpg
     1245
     1246* Name: Brihent
     1247* Class: Super Cavalry Unit.
     1248* Hacker Armament: Spear.
     1249* Ranged Armament: N/A.
     1250* Appearance:
     1251- Garb: Trousers and mail shirt.
     1252- Helmet: Celtic helmet.
     1253- Shield: Dip.
     1254- Figure(s): Use the tunic trousers armor model. Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots.
     1255- Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
     1256* History: In Gaul, we know of heavy cavalry, possibly predecessors to later knights. They used a Celtic lance overhand, a good shield, and wore good armor. Vercingetorix was famous for having a number of them, but their use long precedes him. Heavy Celtic horsemen are found in graves as early as the 600s, with scale coats. Later, with the advent of mail, their armor would largely change to this. They would be experienced, aristocratic or noblemen, or their retainers equipped in kind. Each man would probably have several personal attendants. Some would be powerful noblemen, such as chiefs and kings. In battle, they would be on par with much of the best heavy cavalry in western Europe, due to superior armor, such as mail armor with additional layers of mail over the vital organs, weapons such as high-quality iron spearheads, swords, and a thong of javelins, giving them versatility, and years of experience and training. Their historical use saw them capable of breaking even well-defended positions, or acting to great effect in flanking manuevers.
     1257* Garrison: 2.
     1258* Function: Costly. Strong Armour. Strong Attack.
     1259* Special: -
     1260
     1261http://0ad.wildfiregames.com/~art/history/...BC_DM90-01.html
     1262
     1263==HEROES==
     1264
     1265GALLIC
     1266
     1267* Name: Britomartus.
     1268* Class: Hero1.
     1269* Hacker Armament: Heavy Spear
     1270* Appearance:
     1271- Garb: rich and lavished.
     1272- Helmet: ‘horned’ bronze helmet.
     1273- Shield: bronzed ornamental/ceremonial shield
     1274- Figure(s): hero/capped mesh.
     1275- Mount: NA
     1276* History: The story of how Marcus Claudius Marcellus killed a Gallic leader at Clastidium (222 BC) is typical of such encounters. Advancing with a smallish army, Marcellus met a combined force of Insubrian Gauls and Gaesatae at Clastidium. The Gallic army advanced with the usual rush and terrifying cries, and their king, Britomartus, picking out Marcellus by means of his badges of rank, made for him, shouting a challenge and brandishing his spear. Britomartus was an outstanding figure not only for his size but also for his adornments; for he was resplendent in bright colours and his armour shone with gold and silver. This armour, thought Marcellus, would be a fitting offering to the gods. He charged the Gaul, pierced his bright breastplate and cast him to the ground. It was an easy task to kill Britomartus and strip him of his armour.
     1277* Garrison: 1.
     1278* Function: Infantry Spearman
     1279* Special:
     1280- "Hero" Aura TBD
     1281
     1282http://0ad.wildfiregames.com/~art/history/...nia_celtas3.jpg
     1283http://0ad.wildfiregames.com/~art/history/..._1-BC_SGF33.jpg
     1284http://0ad.wildfiregames.com/~art/history/...it_Chieftan.jpg
     1285^Like that guy, but with a spear.
     1286
     1287* Name: Brennus.
     1288* Class: Hero2.
     1289* Hacker/Ranged Armament: Long Sword.
     1290* Appearance:
     1291- Garb: ’old’ celtic look.
     1292- Helmet: plumed heavy helmet.
     1293- Shield: none
     1294- Figure(s): hero/capped mesh.
     1295- Mount: NA
     1296* History: Brennus is the name which the Roman historians give to the famous leader of the Gauls who took Rome in the time of Camillus. According to Geoffrey, the brothers invaded Gaul and sacked Rome in 390 B.C., "proving" that Britons had conquered Rome, the greatest civilization in the world, long before Rome conquered the Britons. We know from many ancient sources which predate Geoffrey that Rome was indeed sacked in 390 B.C., and that the raid was led by a man named Brennus, but he and his invading horde were Gallic, not British. In this episode several features of Geoffrey's editing method can be seen: he modified the historical Brennus, created the brother Belinus, borrowed the Gallic invasion, but omitted the parts where the Gauls seemed weak or foolish. His technique is both additive and subtractive. Like the tale of Trojan origin, the story of the sack of Rome is not pure fabrication; it is a creative rearrangement of the available facts, with details added as necessary. By virtue of their historical association, Beli and Bran are often muddled with the earlier brothers Belinus and Brennus (the sons of Porrex) who contended for power in northern Britain in around 390 BC, and were regarded as gods in old Celtic tradition.
     1297* Garrison: 1.
     1298* Function: Infantry Swordsman
     1299* Special:
     1300- "Hero" Aura TBD
     1301
     1302http://0ad.wildfiregames.com/~art/history/...images/3714.jpg
     1303http://0ad.wildfiregames.com/~art/history/...ages/celts3.jpg
     1304http://0ad.wildfiregames.com/~art/history/...ral_Europe_.jpg
     1305http://0ad.wildfiregames.com/~art/history/...es/celtas8.html
     1306
     1307* Name: Vercingetorix.
     1308* Class: Hero3.
     1309* Hacker/Ranged Armament: Long Sword.
     1310* Appearance:
     1311- Garb: Chain male, pants, huge mustache.
     1312- Helmet: None
     1313- Shield: None
     1314- Figure(s): hero/caped mesh.
     1315- Mount: 4 horned saddle, heads hanging off harness.
     1316* History: http://itsa.ucsf.edu/~snlrc/encyclopaedia_...cingetorix.html
     1317* Garrison: 2.
     1318* Function: Cavalry Swordsman
     1319* Special:
     1320- "Hero" Aura TBD
     1321
     1322http://0ad.wildfiregames.com/~art/history/...ngetorix-02.jpg
     1323http://0ad.wildfiregames.com/~art/history/...ges/celtas6.jpg
     1324^That horse
     1325
     1326BRITON
     1327
     1328* Name: Caratacos
     1329* Class: Hero1.
     1330* Hacker/Ranged Armament: Stout Spear.
     1331* Appearance:
     1332- Garb: padded leather armor, older looking
     1333- Helmet: plumed helmet.
     1334- Shield: Hex Shield
     1335- Figure(s): hero/capped mesh.
     1336- Mount: NA
     1337* History: Caractacus, the Roman form, is a simple change from Caratacos, his actual name, which was printed on his many, many coins. Under this name he is remembered as a fierce defender of Britain against the Romans after their invasion in 43 AD. Son of King Cunobelin of the Catuvellauni tribe, Caratacos fought for nine years against the Romans with little success, eventually fleeing to the tribes in Wales, where he was defeated decisively. Finally he entered Northern Britain, where was handed over to the Romans. Taken to Rome, Caratacos was allowed to live by the Emperor Claudius and died in Italy. Tradition states he converted to Christianity when his wife did, but there is nothing known of this as definite. Probably more notable is the matter that he was allowed to live once captured. Roman policy was typically to have such men killed in public displays to celebrate. Caratacos was brought before the Emperor and Senate at his request to explain himself. What he said is not known for certainty, but Tacitus applies to him a famous speech;
     1338
     1339"If the degree of my nobility and fortune had been matched by moderation in success, I would have come to this City as a friend rather than a captive, nor would you have disdained to receive with a treaty of peace one sprung from brilliant ancestors and commanding a great many nations. But my present lot, disfiguring as it is for me, is magnificent for you. I had horses, men, arms, and wealth: what wonder if I was unwilling to lose them? If you wish to command everyone, does it really follow that everyone should accept your slavery? If I were now being handed over as one who had surrendered immediately, neither my fortune nor your glory would have achieved brilliance. It is also true that in my case any reprisal will be followed by oblivion. On the other hand, if you preserve me safe and sound, I shall be an eternal example of your clemency."
     1340* Garrison: 1.
     1341* Function: Infantry Spearman
     1342* Special:
     1343- "Hero" Aura TBD
     1344
     1345http://0ad.wildfiregames.com/~art/history/...f_bibeyran1.jpg
     1346http://0ad.wildfiregames.com/~art/history/...ish_celtas4.jpg
     1347
     1348* Name: Cunobelin
     1349* Class: Hero2.
     1350* Hacker/Ranged Armament: Sword
     1351* Appearance:
     1352- Garb: Colorful clothing, gold neck torc, with cloak.
     1353- Helmet: Ornate Celtic helmet
     1354- Shield: Oval
     1355- Figure(s): Should probably look more like a very rich swordsman.
     1356- Mount: NA
     1357* History: Cunobelin was a powerful ruler centered in the territory around modern day Colchester. Ruling the Catuvellauni from Camulodunum, he was a warrior king who conquered a neighboring tribe, he Trinovantes, and was referred to by the Romans as the King of the Britons. The Trinovantes, while having been Roman allies, were not able to call for Roman aide, as they were conquered shortly after the Roman's own disaster in Germania. Cunobelin died of disease after subjugating the great majority of the southern half of Britain (his coins were being minted as far as the borders of what would become Wales). When he died, his son Togdumnos replaced him, who died in battle with the Romans, and was subsequently replaced by his brother, Caratacos. It is an irony that it was his third son that initially invited this Roman reprisal. Cunobelin seems to have been indifferent to the Romans. He traded with them freely, but had few qualms subjugating known Roman allies, and even sent Adminius as a fosterling to be educated in Roman Gaul. This accounted for Adminius's friendships among the Romans, and he was given lordship over the Cantaci, who inhabited Kent, by his father. This area was the prime area of Roman influence and trade in Britain, and he shrewdly observed his youngest son's friendship with powerful Roman and Gallo-Roman politicians and traders would be of use administrating the region. His other sons though had no love for the Romans, and when Cunobelin died, Togdumnos, now king, arrested, executed, or expelled numerous Roman sympathizers, including his own brother Adminius, and the deposed Atrebates king, Verica, who appealed to their connections in the Roman Empire for aide in recovering their lands. Cunobelin in his own time though was possibly one of the greatest of all British kings. He conquered huge portions of land from originally ruling over only four minor tribes in a confederation, the Catuvellauni, and achieved recognition as king of Britain. This recognition was so great that tribes in Cambria even came to assist his sons against the Romans and their British allies, and Cunobelin was held up by the post-Roman Britons as one of their great heroes; a conqueror and uniter of petty kingdoms, something the post-Roman Britons sorely needed.
     1358* Garrison: 1.
     1359* Function: Infantry Swordsman
     1360* Special:
     1361- "Hero" Aura TBD
     1362
     1363http://0ad.wildfiregames.com/~art/history/...ges/patrick.jpg
     1364
     1365* Name: Boudicca.
     1366* Class: Hero3.
     1367* Hacker/Ranged Armament: Light Spear
     1368* Appearance:
     1369- Garb: Dress, Red hair, Leather armor.
     1370- Helmet: None.
     1371- Shield: None.
     1372- Figure(s): Female gown.
     1373- Mount: Two white pony horses.
     1374* History: Ammianus Marcellinus described how difficult it would be for a band of foreigners to deal with a Celt if he called in the help of his wife. For she was stronger than he was and could rain blows and kicks upon the assailants equal in force to the shots of a catapult. Boudicca, queen of the Iceni, was said to be 'very tall and terrifying in appearance; her voice was very harsh and a great mass of red hair fell over her shoulders. She wore a tunic of many colours over which a thick cloak was fastened by a brooch. Boudicca had actually at first been a Roman ally, along with her husband, Prasutagus, king of the Iceni. Prasutagus had been a close Roman ally after a brief uprising, respected as being forethinking even by his former enemies, now allied Romans, and free to rule his kingdom as their native tradition dictated, except in one case. Prasutagus, realizing he was going to die, agreed upon a will with his wife and subordinates; his daughters would inherit the physical running of the territory, under Boudicca's stewardship until they were adults, and the Emperor of Rome would have overlordship, collecting taxes and being allowed to request military aide. Much the same situation as he already held. The problem lay in that the Romans did not recognize female heirs, and thus asserted, upon Prasutagus's death, that only the Emperor's claim to the kingdom of Icenia was valid. They further noted it was regular Roman practice to only allow a client kingdom to be independent for the lifetime of the initial king, such as had occured in Galatia. The Empire formally annexed the kingdom, and began extracting harsh taxes immediately, citing that Prasutagus was indebted to the Romans, having taken several loans during his lifetime that he had failed to repay. Boudicca's complaint about this treatment and the defiance of her deceased husband's will was met with brutality; Roman soldiers flogged her, and her daughters, only children, were raped. Boudicca and her subjects were infuriated at the disgrace done to their queen and the children. With the Roman governor of Britain engaged with the druids in Cambria, now Wales, Boudicca was able to attract more followers from outside the Iceni, as they were hardly the only British tribe growing rapidly disallusioned with the Romans. Boudicca and her army laid waste to three cities, routed a Roman legion, and called on the memory of Arminius, a German who had routed the Romans from his lands, and their own ancestors who had driven off Caesar near a century earlier. Boudicca was defeated by a major tactical blunder in the Battle of Watling Street, leading to much of her force being slaughtered as they could not withdraw to safety. Boudicca herself escaped, and then slew her daughters, and then herself, to avoid further shame at Roman hands.
     1375* Garrison: 3.
     1376* Function: Cavalry Javelinist.
     1377* Special:
     1378- "Hero" Aura TBD
     1379
     1380http://0ad.wildfiregames.com/~art/history/...mages/ACB10.jpg
     1381^The woman and the chariot.
     1382
     1383NEW UNIT TRAITS
     1384
     1385I don’t think I made anything new?
     1386
     1387CIV CENTRE UNITS
     1388
     1389* Melee Infantry: Neitos.
     1390* Ranged Infantry: Baguda.
     1391* Cavalry: Epos.
     1392
     1393FORBIDDEN CLASSES
     1394
     1395* Swordsman.
     1396* Archer.
     1397* Cavalry Archer.
     1398* Bireme.
     1399* Quinquereme.
     1400* Onager.
     1401* Lithibolos.
     1402
     1403STRUCTURE DESCRIPTIONS
     1404
     1405QUOTE
     1406Note: From my research, the Celts didn’t have specific structures that performed a specific function. Typically the structure was joined with a house (such as a blacksmith, market, or barn). But, because we are going to have to take some historical liberties, we will have to ‘make up’ some structures to fit the template of the game
     1407
     1408==VILLAGE==
     1409
     1410* Name: Briga
     1411* Class: Civ Centre.
     1412* History: Briga in the language of the Gauls and southern Britons meant both 'hill' and 'town'. This is not mere coincidence; Celtic towns were built on hills for natural defenses, enhanced by earthworks and walls. The center of the town was typically at the hilltop. It would be a dwelling for the local leader, as well as lodging for his servants, his small private armory, an audience hall for discussing matters; political, legal, military, and economic.
     1413
     1414http://www.wildfiregames.com/0ad/pages/pic.../celtcolony.gif
     1415
     1416* Name: Tekes
     1417* Class: House.
     1418* History: Celtic homes varied between round wattle and daub homes, common most in the British Isles and northern Iberia, and wood-and-stone longhouses. Later, large tenements and apartments were built. Within a city, houses would be of excellent quality, many having running water. Even the later tenements in cities, intended for poor laborers who worked within the walls, typically had a communal running water connection, all connected to a central cistern that collected rainwater, purified through a granite sieve. These were most common in Gaul, though, as Britain was typically several decades behind in the south, and even a century or more the further north one went, as far as Celtic development went. An underground cess system would also connect these homes, based on modern archaeological findings. However, this is only within the cities. Outside, people lived on maintained, permanent farming estates; small villages built around a powerful aristocrat or low noble's home, with people who worked his fields, or in local shops and businesses catering to the inhabitants of the estate. While in both city and farming village houses often had basements, here they would lack running water, and are often found near running water, or irrigated in streams through the village for ease of water collection and rubbish disposal. Each home typically has a small shrine, to pray to a local god, the spirits of the home, and to the souls of ancestors, as well as cups. If tradition maintained in Gaelic and Brythonic cultures, these were for offerings to spirits, giving them wine or beer in exchange for good fortune, or at least to not be tormented by the less friendly among them. In Gaul, homes would vary between one and five rooms on average, discluding the basement. Upscale homes of the non-aristocratic class may have been fortunate enough to have a kitchen. All would probably have a hearth or firepit, and some simple floor matresses. Beds, while known among Celts, were largely only for the very wealthy, as their construction often included finally crafted wood and metal. There would also be, based on iron bands, be two washtubs, one for bathing, one for clothing, and soap was a common property item, crafted and sold in huge amounts, used for both bathing and washing clothing. The common Celtic family would have a fairly good standard of living; most Celts ate a handsome portion of meat compared to most contemporary societies, even if it was just offal for slaves and 'serfs'. Beer and mead was common, and recent examination even finds 'branding', implying mass production of alcohols from various families and regions, meaning the market could easily have been saturated, making the cost low enough even for a family of debtors able to afford a good cask of beer from time to time. Pets were common among Celts, particularly dogs, who would sleep inside with the family. Livestock would not though, as occured in some medieval societies, as Celts were known to build large, communal barns for the safe-keeping of everyone in the village's livestock, except for the headman and his family, who had their own barns and fields for the private care of their livestock.
     1419http://0ad.wildfiregames.com/~art/history/...20Interior.html
     1420
     1421* Name: Simbalos
     1422* Class: Farm Centre.
     1423* History: Farming typically revolved around small hamlets and farmsteads with enclosed rectilinear fields - each having areas of pasture, farmland and wood. Ploughing became more efficient with the arrival of the iron share and a two field rotation was introduced; crops one year followed by a fallow that was grazed by livestock. This lead to surprisingly high yields and fuelled population growth. Storage of crops was either in pits or in raised stores and harvest was over several months - weeds, grain and then straw. Farms would be worked mainly by a combination of freemen who aren't on campaign, 'serfs', male and female, and a huge number of slaves. Nobles would not engage in this activity, as Celtic nobles and other 'sacred' classes were forbidden manual labor, unless it was for war, or was a 'high craft'.
     1424http://0ad.wildfiregames.com/~art/history/...s/29_copie.html
     1425
     1426http://www.ukagriculture.com/countryside/h...mages/700bc.jpg
     1427
     1428* Name: Varmo
     1429* Class: Field.
     1430* History: Wheat and barley were the main crops of the bronze age being grown for flour, straw, animal feed and malt for alcoholic drinks. Hay was grown for animal feed while straw was used for bedding, thatching and winter fodder. In the iron age, the range of crops grown had widened considerably since the early bronze age. Although the most important were wheat and barley, oats, tic beans, vetch, peas, rye, flax and fat hen were regularly grown. Celts also notably created many new strains of old crops, some now extinct, some still in use. Celts were excellent farmers, and the idea of them as savage barbarians has little bearing in many cases, farming particularly. Examining Celtic farming techniques, one finds a people who knew how to crossbreed strains, or enhance existing strains to adapt to new conditions. Celts particularly grew huge amounts of wheat, both as animal feed and for many breads they ate with their meals, or as entire meals combined, such as sausages and vegetables baked into bread, good for one on the move. A wealthy Celtic farmer could even potentially buy his way into nobility by selling his crops. Key to Celtic farming though were two classes. The Celtic equivalent of 'serfs' were not so constrained as later feudal equivalents, but were indebted to the farm's owner, and worked his fields to pay off these debts, which were increased by the farm's owner paying for their home, and a small pay for which the worker could buy necessities. The other would be slaves. Celtic slaves could not be harmed excessively, had to be fed, clothed, and housed, but could be traded as any other commodity, though while in service, they were paid, if only a tiny amount. Slaves' children would be 'part-slaves', and work the fields when grown enough, until they paid off their life price, then allowed free, though presumably most merely became serfs, and it'd be several more generations before they were freemen of the tribe.
     1431
     1432* Name: Cavalidos
     1433* Class: Corral.
     1434* History: Woven fences made from coppicing which are the tender shoots regrown from the stool of a tree after you chop it. Bronze age: Cattle, sheep, goats and pigs. Cattle had always been important with pre-historic farmers but through the bronze age there was an increase in the importance of sheep and goats. These would have been kept for wool, milk and meat. The type of sheep were very similar to the Soay breed of today. Pigs and wild boar remains have been found in farmsteads. In the iron age: sheep, goats, cattle, pigs, poultry, geese and ducks. Horses were a new arrival in the farmsteads but they were not used for work so much as symbols of status. Most Celtic ranched equines were actually ponies. Large horses were for war or travel by established, wealthy people. Ponies were used for farming, as well as for war by the lower classes, who could not afford actual horses. Celts were also notable for crossbreeding 'similar' animals, creating the earliest mules in Europe, probably for farm labor and as pack animals.
     1435http://0ad.wildfiregames.com/~art/history/...ges/Image4.html
     1436
     1437http://www.ukagriculture.com/countryside/h...de_history.html
     1438
     1439* Name: Sengula
     1440* Class: Resource Centre.
     1441* History: In southern parts of the country, most of the wildwood had been cleared and given way to farming or coppice management. In northern parts, or where the ground was particularly unsuitable for agriculture, wildwood remained, but under constant threat. Land around the farmsteads was usually enclosed by hazel fencing or hedging. A major part of Celtic soldiery was derived by guards of stock buildings, barns, ranches, and fields. All of these were under threat from neighboring tribal raids, so trained combatants, not having wars to go to fight in, would work to guard them, and run off raiders. Further, these acted as doles during famines or wars. In a famous example of them being stretched between the two purposes, Vercingetorix retreated to Alesia, but their stores had been almost emptied to feed his army, and food was already scarce due to a poor season. The inability to provide food for the army and the city led to a terrible fate for the city's inhabitants, who were sent out to the Roman siegeworks, hoping to be taken by the Romans, possibly enslaved, but at least given food. The Romans left them to starve, hoping the defenders would reopen the gates, allowing an assault, but the Celts under Vercingetorix realized the plot, and they too left the non-combatants to starve to death. The soldiers were starved out before a second relief force could come to aide them due to the low stores, already earlier being bled so much, and Vercingetorix surrendered as to save them from the fate that had already met the citizens of Alesia.
     1442http://0ad.wildfiregames.com/~art/history/...pages/DA16.html
     1443
     1444* Name: Tur
     1445* Class: Wood Tower.
     1446* History: Towers have a great mythic element in Celtic societies. Towers are found, fragmented as they may be, sometimes. The largest towers were the great caps to fortresses in Britain and Ireland, but towers are found in Celtic art on the continent. The most common were probably just to keep watch on places, as most remains are found along trade roads.
     1447http://www.wildfiregames.com/0ad/pages/pic...icwoodtower.jpg
     1448
     1449* Name: Visila (and gates should be Visidianos)
     1450* Class: Wall.
     1451* History: The Romans called this wall "Murus Gallicus". Translated, it means "Gaulish wall". It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack.
     1452* Special:
     1453- Turf Resistance: Higher resistance to Ram attacks, but more susceptible to ranged siege and fiery attacks than conventional stone walls.
     1454- Bank Protection: Ranged units can walk up to the bank of the wall and attack from above, but without the protection of wall towers. Due to their limited range attacks, they will have to leave the safety of the base and and meet in the open any opponent attacking from a distance.
     1455
     1456http://0ad.wildfiregames.com/~art/history/...s/celtwall.html
     1457
     1458==TOWN==
     1459
     1460* Name: Nembalos
     1461* Class: Port Centre.
     1462* History: Major Celtic ports existed in Armorica, two in southern Britain, two in Ireland, and several in southern Gaul.
     1463
     1464* Name: Nemeton
     1465* Class: Health Centre.
     1466* History: Celtic temples were complex affairs and seperate from hospitals and asylums. However, if this is meant to be a temple, the Gallic temple should appear similar to a Hellenic temple, but made of stone and oak wood, and wood pillars, but no walls, elevated about four feet off the ground, with a votive pool near it. A maintained grove would be within the complex as well, which would be fenced off and surrounded with a ditch. A maintained British temple was typically a round wood building with an opening in the center through which grew an oak or yew tree.
     1467
     1468* Name: Amoridas
     1469* Class: Military Centre.
     1470* History: Figured to have it represent an armory; these were common, and not all Celts (truthfully, not even most) had to provide their own weapons. Just, they had to provide their own GOOD weapons and armor, but mass-produced spears and javelins and shields were distributed freely at need.
     1471
     1472* Name: Merras Tekesa
     1473* Class: Trade Centre.
     1474* History: Efficient farming led to food surpluses and a developing social hierarchy through the period with administration and power centred on the hill forts. Trade would have been buoyant with Europe; exported corn, cattle hides, tin, gold and iron in exchange for wine and olive oil. The first coins appeared although they were more items of wealth and status than trade. There is evidence too of standardised pottery and this suggests that weights and measures were controlled to provide consistency in trade.
     1475
     1476==CITY==
     1477
     1478BRITONS
     1479
     1480* Name: Ovidos
     1481* Class: Fortress.
     1482* History: http://www.ospreyfortress.com/articles/brochs.htm
     1483
     1484http://www.hunterian.gla.ac.uk/Archives/le...images/wall.jpg
     1485
     1486GAULS
     1487
     1488* Name: Oppidum
     1489* Class: Fortress.
     1490* History: Hill Fort section: http://www.ospreyfortress.com/articles/brochs.htm
     1491
     1492SPECIAL STRUCTURES
     1493
     1494* Name: Melonas
     1495* Class: SB1.
     1496* History: The Celts developed the first rotary flour mill.
     1497* Requirements: Farmstead.
     1498* Phase: City.
     1499* Special: Increases food production by 10%. No techs, no unit training, no garrisoning. Non-cumulative.
     1500
     1501Celtic word for quern = brauon (rotary mill)
     1502
     1503NEW STRUCTURE TRAITS
     1504
     1505See Melonas.
     1506
     1507FORBIDDEN STRUCTURES
     1508
     1509* Wall Tower.
     1510
     1511CIV BONUSES
     1512
     1513CB1
     1514Name: Ardiosmanae
     1515History: Represents Celtic farming methods.
     1516Effect: Enhanced food gained from ranching and farming.
     1517
     1518CB2
     1519Name: Deas Celtica
     1520History: Celtic religion and druidry inspired their warlike mindset.
     1521Effect: Druids increase attack rates of soldiers near them slightly.
     1522
     1523TEAM BONUS:
     1524
     1525TB1
     1526Name: Druides
     1527History: Celtic druids had an organized religion that disseminated new advances and technology between even tribes at war with eachother.
     1528Effect: Bonus to tech speed.
     1529
     1530CIV WEAKNESSES
     1531
     1532(none)
     1533
     1534TECHNOLOGIES
     1535
     1536* Infantry: Celts were strong in melee, and short range. They do not have long range attacking such as a bow or a sling. This is due to the fact that Celts did not view attacking from a distance as honourable. They were skilled craftsmen, the first to advance Europe to the iron age, and they should have the techs to support that. Unit training time should be above average because of the perpetual lifestyle of war. Their armour should be weak, as they did not view armour as honourable in battle. Also it slowed them down and increased the chances of infection if wounded. Their movement rate should be above average. The Celts were huge in stature compared to most civs. They should have a bonus of strength in their attack. Infantry is the focal point of the Celtic war machine.
     1537* Cavalry: Celts were skilled in the ways of cavalry fighting, but because a horse was available only to nobles, I believe they should be at above average cost. Other than that, the stats should be pretty much normal. Their techs should be strong because of the advances in metallurgy techniques. First to shoe horses and use a bronze bit.
     1538* Naval: Very weak in navy. They did not use ships for war, but mainly for transport. They should have two contrasting boats: one that is fast, small, and weak; and one that is large, slow, and vey stout.
     1539* Siege: Again, very weak, just a simple battering ram
     1540* Economy: Most all techs.
     1541- Farming: Above average farming techs, historically because Rome traded and absorbed so much from the Celtic land regions and workers.
     1542- Mining: Above average. Not only did they mine for metallic resources but they also mined for salt. The territories where they dwelt were very rich in natural resources.
     1543- Lumbering: Average, although the Celts did develop the first handsaws.
     1544- Hunting: Average. Though they viewed bows as dishonourable in combat, they did use them for hunting.
     1545- Land Trade: Average – had to trade all those extra resources to Rome.
     1546- Naval Trade: Below Average – not a naval civ.
     1547* Architecture: Weak, generally simple thatched structures with flammable roofs, but build time should be adjusted according to the loss in hitpoints.
     1548- Defences: The Gallic turf walls frustrated the Romans to no end. They were very hard to take down. They were so effective, that Rome copied the technique and used it against the Celts – Siege of Alesia. Their towers were mainly used for scouting and not defensive purposes.
     1549
     1550QUOTE
     1551The Celts introduced the use of iron to northern Europe.
     1552Celts were the first to give shape to handsaws, chisels, files, and other tools we use today. (Standard 4-foot-8 1/2-inch railroad, span of their chariots, rotary flour mill)
     1553They created Europe's first major industrial revolution.
     1554Celts introduced soap to the Greeks and Romans.
     1555The Celts invented chain armor.
     1556The Celts were the first people in Britain to make pottery on a wheel, and to ride horses and use chariots.
     1557They were first to shoe horses.
     1558They also devised a cagey put-off for paying up: Since Celts saw no real break between life and death, a debt could be carried over into the other world.
     1559
     1560SPECIAL TECHNOLOGIES
     1561
     1562BRITONS
     1563
     1564ST1
     1565Name: Sevili Dusios
     1566History: The Britons took up the practice of either making permanent marks on their body in the form of tattoos or temporarily painted their bodies with woad paint. The effect was very frightening.
     1567Effect: Increased attack and movement rate for melee soldiers.
     1568
     1569ST2
     1570Name: Turos Maros
     1571History: 'Great Tower'; Celtic legends abound with stories of massive tall towers built by the most powerful kings, and we've found the remains of some very large towers.
     1572Effect: Increases the height bonus of units garrisoned in a tower.
     1573
     1574GAULS
     1575
     1576ST1
     1577Name: Vae Victos
     1578History: Means ‘Woe to the Defeated’ – It was the words that the Gallic Leader, Brennus, spoke at the Capitol at Rome after they took their plunder. Just used Celtic spelling here.
     1579Effect: A set amount of ore and food from every structure destroyed or captured
     1580
     1581ST2
     1582Name: Carnutes
     1583History: The Carnutes were druids from Aulercia. They fought a huge amount when needed, and were actually largely responsible for turning back the Belgae incursions into Armorica and Aulercia.
     1584Effect: Gallic druids gain a small melee attack.
     1585
     1586====FOOTNOTES====
     1587
     1588TRIBES
     1589
     1590We actually know a huge deal about many tribes, but more important are large cultures into which they fit, such as the more Iberian-than-Celtic Aquitanians, the Italic Celts, the actual Celtae of Gaul, Galatia, and central-eastern Europe, the Belgae, the Belgo-Gallic Britons, the Midland Britains, the Caledonians, etc.
     1591
     1592
     1593Civ: Hellenes (Poleis, Macedonian)
     1594
     1595HELLENES (GREEKS) CIVILISATION PROFILE
     1596
     1597Version 0.1-.0.9
     1598by Sting and Apollonios. Email: synchronicity84@hotmail.com, apollonios@phoenix-temple.com and michael@wildfiregames.com.
     1599
     1600Version 1.0
     1601by Michael D. Hafer [aka Mythos_Ruler] Email: michaeldhafer@gmail.com. (Indiana, United States of America).
     1602
     1603
     1604
     1605
     1606
     1607UNIT DESCRIPTIONS
     1608
     1609==INFANTRY==
     1610
     1611* Name: Greek Hoplite.
     1612* Class: Spearman.
     1613* Hacker Armament: Spear (2.75m); Short Sword (ornamental).
     1614* Appearance:
     1615Basic: Pilos helmet, hoplon, spear, tunic with sandals – pretty poor, but a middle-class citizen, proud of the fact that he can be a hoplite! He may not be well equipped, but he makes up for it in gusto! See above links for basic equipment.
     1616
     1617Advanced: Chalcidian helmet, bronze muscled cuirass, hoplon, spear, decorative xiphos, tunic and sandals.
     1618http://www.wildfiregames.com/users/art/his...th%2520Cent.jpg - like this guy, but with no crest and a Chalcidian helmet, and of course an iron spearhead.
     1619
     1620Ultimate: crested Corinthian helmet, linothorax cuirass, hoplon with cloth hanging from bottom edge (to stop arrows), spear, decorative xiphos, greaves, tunic, sandals - he’s rich, mucho dinero!
     1621http://www.wildfiregames.com/users/art/his...C_AN-S8-F06.jpg - do this guy, just give him the cloth on the bottom of the shield.
     1622
     1623* History: The basic unit of the Greek army and unique in its combat tactics. The Hoplite formed the core of the Greek army with a unique formation ready to hold all potential attacks.
     1624* Garrison: 1.
     1625* Function: -Heavy close-quarter combat.
     1626* Special: -
     1627
     1628http://www.wildfiregames.com/~art/hyborian...%20Hoplites.jpg
     1629
     1630* Name: Thracian Peltast.
     1631* Class: Javelinist.
     1632* Hacker Armament: Javelin; Short Sword (ornamental).
     1633* Appearance:
     1634Basic: Simple, with tunic, barefoot and bareheaded, and a bunch of javelins about 4 feet long.
     1635
     1636Advanced: Pelta, javelins, tunic, boots, traditional Thracian cap
     1637http://0ad.wildfiregames.com/~art/history/...Cent%2520BC.jpg - just like this guy except with a different hat and no cape. The hat we want is like this guy in the middle: http://0ad.wildfiregames.com/~art/history/...msThracians.jpg
     1638
     1639Ultimate: Pilos helmet, with decorative spear held in shield hand, pelta, javelins, boots, cape, tunic
     1640http://0ad.wildfiregames.com/~art/history/...ast_JW90148.jpg
     1641- Like this guy, but with a Pilos Helmet
     1642
     1643* History: Peltasts carry a special shield called a pelta (from which they derived their name). The shield is deliberately curved to allow the Peltast to throw javelins faster and over a greater range. Peltasts were used to great affect by the Thebans at the Battle of Leuctra, successfully breaking up the Spartan phalanx and allowing the famous Theban Sacred Band to defeat the disorganized Spartans hoplites.
     1644* Garrison: 1.
     1645* Function: -
     1646* Special: -
     1647
     1648http://www.wildfiregames.com/~art/hyborian...n%20Peltast.jpg
     1649
     1650* Name: Cretan Toxotes.
     1651* Class: Archer.
     1652* Hacker Armament: Greek bow (smaller range than Persian bow; about 80% of the Persian equivalent).
     1653* Appearance:
     1654NOTE: Greek archers carried their quiver on their back. Bow is not too big, probably 3.5 to 4 feet in length.
     1655
     1656Basic: Tunic, bow, quiver, sandals – poor and young, like these guys but without the beard: http://www.wildfiregames.com/users/art/his...mages/AG505.jpg
     1657And no greaves.
     1658
     1659Advanced: Tunic, bow, quiver, Petasus helmet or a similar looking broad-brimmed hat, sandals – things are getting better, more moolah! He’d look like the second guy from the left in this pic: http://www.wildfiregames.com/users/art/his...mages/AG507.jpg
     1660Note that he is wearing a Petasus helmet.
     1661
     1662Ultimate: Tunic, bow, quiver, sandals, Pilos helmet, light linen cuirass – about as good as it gets for archers. – Not too fancy, he’s WAY down there on the list in terms of money. His cuirass is a quilted linen example, NOT the type worn by hoplites. Pretty much he’d be the Advanced but with a quilted linen cuirass
     1663
     1664* History: Cretan archers were the best archers in Greece. They used a different bow with longer range. [Note: this could be used as a potential tech.]
     1665* Garrison: 1.
     1666* Function: Good against Infantry.
     1667* Special: -
     1668
     1669http://www.wildfiregames.com/~art/hyborian...k%20Toxotes.jpg
     1670
     1671==CAVALRY==
     1672
     1673* Name: Greek Hyppikon.
     1674* Class: Cavalry Swordsman.
     1675* Hacker Armament: Sword; Spear (ornamental).
     1676* Appearance:
     1677- Garb: Bronze thorax; Pericnimides (Bronze Greaves).
     1678- Helmet: Greek Cavalry Helmet (different from Hoplite's).
     1679- Shield: No shield.
     1680- Figure(s): -
     1681* History: The Greek cavalry was formed by the rich and aristocrats in ancient Greece, because breeding horses was expensive. They were therefore not used in great numbers.
     1682* Garrison: 2.
     1683* Function: Good against Infantry.
     1684* Special: -.
     1685
     1686http://www.wildfiregames.com/~art/hyborian...%20Hyppikon.jpg
     1687
     1688==SUPPORT UNITS==
     1689
     1690* Name: Greek Ghune. (means 'woman')
     1691* Class: Female Citizen.
     1692* Appearance: A long himation covered by a short chiton. Long hair hair pinned up.
     1693- Like the woman on the left here: http://www.wildfiregames.com/users/art/his...nsDress-001.jpg
     1694* History: Even though Greece was a male-dominated world, women did play a significant role in it. The most outstanding examples were Sappho, the famous poet, and Olympias, the mother of Alexander the Great.
     1695* Garrison: 1.
     1696* Function: -
     1697* Special: -
     1698
     1699http://www.wildfiregames.com/0ad/album_page.php?pic_id=8886
     1700
     1701* Name: Akaestor.
     1702* Class: Healer.
     1703* Appearance:
     1704- Garb: Chiton (player color), with a long white Himation wrapped around him.
     1705- Helmet: None.
     1706- Shield: None.
     1707- Figure(s): Old man. White hair. Optional beard.
     1708* History: The art of medicine was widely practised in Classical Greece. Hippocrates was the first physician to separate religion and superstition from actual medicine, and many others followed his lead.
     1709* Garrison: 1.
     1710* Function: -
     1711* Special: -
     1712
     1713http://???
     1714
     1715* Name: Emporos.
     1716* Class: Trader.
     1717* Appearance:
     1718- Garb: Normal chiton with himation (leather boots).
     1719- Helmet: Wide brimmed hat.
     1720- Shield: None.
     1721- Figure(s): Donkey caravan.
     1722- Mount: Donkey.
     1723- Looks like the guy on the bottom left:
     1724http://www.wildfiregames.com/~art/history/...6-MaleDress.jpg
     1725* History: The Greeks were born traders. While not as widely spread as sea trade, land trade nevertheless was practised on a reasonable scale.
     1726* Garrison: 2.
     1727* Function: -
     1728* Special: -
     1729
     1730http://???
     1731
     1732* Name: Emporiko Plio.
     1733* Class: Merchant Ship.
     1734* Appearance:
     1735- Shell: (Standard).
     1736* History: ?
     1737* Garrison: Cannot.
     1738* Function: ?
     1739* Special: ?
     1740
     1741http://???
     1742
     1743==WARSHIPS==
     1744
     1745* Name: Greek Pentekontors.
     1746* Class: Bireme.
     1747* Appearance:
     1748- Shell: Single-tier, 25 rows.
     1749- Like this model: http://www.wildfiregames.com/users/art/his...enteconter1.jpg
     1750* History: Pentekontors were employed from 800 BC, mostly as a light support unit in the Greek navy. After 600 BC, they were only seen in battle in very limited numbers. They were still in use by small states which could not afford a sufficient number of triremes for their navy.
     1751* Garrison: Cannot.
     1752* Function: These ships were designed to go fast so they could transport troops to the sights of battles. They had a single tier (level) of 25 oarsmen on each side, and were called Pentekontors.
     1753* Special: -
     1754
     1755http://???
     1756
     1757* Name: Greek Trireme.
     1758* Class: Trireme.
     1759* Appearence:
     1760- Shell: Three tiers of oars. Larger than the Pentakonter.
     1761- Looks like this: http://www.wildfiregames.com/users/art/his...sails%20out.jpg
     1762- Two other examples:
     1763http://www.wildfiregames.com/users/art/his...rirememodel.jpg
     1764http://www.wildfiregames.com/users/art/his...triremeplan.jpg
     1765* History: The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Greek city-states. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen, plus twenty sailors and fourteen marines in Greek navies. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. A Trireme travelling from Athens to Mitylene in 427BC made the 350 kilometre trip in only 24 hours, averaging eight knots (14.6 km/h). The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.
     1766* Garrison: Cannot.
     1767* Function: The common tactics of the time were to ram one's opponent. Most ships at the time were equipped with a large battering ram at the bow which was used to crush the sides of an opponent. Another common tactic was to brush along the sides of the opponent's ship and snap all of the oars off. Once the ship was disabled and floundering in the waves, then the other ship could move in and finish its opponent. The Greeks employed the ramming tactics to excellent effect throught out their naval battles. Speed was the key element for ramming and that required manoeuvrability and lightly armoured ships.
     1768* Special: -
     1769
     1770http://???
     1771
     1772==SIEGE UNITS==
     1773
     1774* Name: Helepolis
     1775* Class: Ram.
     1776* Appearance:
     1777- Shell: Siege Tower
     1778- The Helepolis of Rhodes (notice the siege engines within): http://www.wildfiregames.com/~art/history/...s/helepolis.jpg
     1779* History: When Demetrius Poliorcetes besieged Salamis, in Cyprus, he instructed that a machine be constructed, which he called "the taker of cities." Its form was that of a square tower, each side 90 cubits high and 45 wide. It rested on four wheels, each eight cubits high. It was divided into nine stories, the lower of which contained machines for throwing great stones, the middle large catapults for throwing spears, and the highest, other machines for throwing smaller stones, together with smaller catapults. It was manned with 200 soldiers, besides those that moved it by pushing the parallel beams at the bottom (Diod. xx.48).
     1780* Garrison: 5. <== Note largest garrison requirement you're likely to find.
     1781* Function: Functions much like a warship, but on land. Is able to garrison all types of units (except cavalry) to increase attack and other attributes, including other siege units. This in all probability could/should be a campaign and editor-only unit. However, once we implement walls and ships as spec'd, we'll have a better understanding of whether or not we can include the Helepolis in the standard game.
     1782* Special: May unload garrisoned units over enemy walls.
     1783
     1784http://???
     1785
     1786* Name: Lithobolos
     1787* Class: Catapult
     1788* Appearance:
     1789- Shell: Stone-throwing catapult, similar to the Roman onager.
     1790* History: The Lithobolos (Stone Thrower) hurled stones of 10 lbs (4.5 kilos) to 180 lbs (82 kilos) in weight. They all looked alike and differed only in size: the dimentions being calculated by a complex mathematical formula based on the spring diameter. Such machines were normally brought to point-blank range (150-200 yards [157m - 185m]) and were capable of stripping the battlements from fortified walls.
     1791* Garrison: 3.
     1792* Function: Anti-building siege. Used to take down Walls and Fortresses. 10-20% weaker than the unupgraded Roman Onager.
     1793* Special: Does bonus damage vs. enemy units garrisoned atop walls and towers.
     1794
     1795http://???
     1796
     1797* Name: Oxybeles
     1798* Class: Ballista
     1799* Appearance:
     1800- Shell: Scorpion-like engine that throws rock instead of arrows.
     1801- The Oxybeles. Notice the "torsion powered" upgrade around 340 BC. Good idea for a possible tech or upgrade: http://www.wildfiregames.com/~art/history/...images/CAT3.jpg
     1802* History: The Oxybeles was designed in 375 BC, because the composite bow developed so fast that it grew too large and too powerful to be operated by a single human archer. The bow was placed on a tripod and a winch was fitted to draw it back. It was still made out of horn, wood and sinew, but it was bigger and more powerful then the gastrophetes bow. Because of that, the range was greater, and by placing the bow on a stable tripod, the accuracy of the shot was also greatly improved. However, the limits of the materials were nearly reached, and the engineers still wanted more power.
     1803* Garrison: 3.
     1804* Function: Building and Infantry killer. Smaller and weaker than the Roman Scorpion.
     1805* Special: Bonused vs. Infantry and Infantry Archers.
     1806
     1807http://???
     1808
     1809==POLEIS SUPER UNITS==
     1810
     1811* Name: Spartan Hoplite (Spartiate)
     1812* Class: Super Infantry Unit.
     1813* Hacker Armament: Spear (tied a lace around his spear to improve grip while thrusting over the wall of hostile shields); Xiphos (ornamental).
     1814* Appearance:
     1815Spartan Hoplite – Corinthian helmet with side-to-side large, bright red crest, linen cuirass, bronze greaves, spear, hoplon with large Spartan red Lambda symbol, Xiphos sheathed on left side.
     1816- Like this Spartiate, but with a transverse crest:
     1817http://www.wildfiregames.com/~art/history/...an_Hoplite_.jpg
     1818- Also, like this guy, but with no cloak. Use a spear instead of sword:
     1819http://www.wildfiregames.com/~art/history/...rior_Sword.html
     1820* History: The Spartans had a very peculiar form of government which enabled them to be professional soldiers. It not only enabled them, but actually forced them to be superior soldiers as a small group of Spartans had to dominate an enormous number of subjects and unwilling allies. The Spartan army was superior in Hellas, and in the rest of the known world. No other army was so well trained, and had such excellent equipment. They believed that traditional training was the key to success, and for centuries they were correct, as they never lost a battle in spite of their small numbers. Ironically enough, this concept ended the Spartan supremacy, as the Spartan phalanx could not resist the new sloped Theban phalanx and the invading integrated Macedonian forces. The end of the Spartan power marked the end of the domination of the phalanx.
     1821* Garrison: 1.
     1822* Function: Good vs. Cavalry and Infantry. Their Achilles Heel is definately archery, with no extra pierce armor when compared to the standard "Greek Hoplite." Uses Xiphos (sword) when not in formation. Uses Dory (spear) when in formation.
     1823* Special: Special (small; 10%) attack bonus vs. Persian units.
     1824
     1825http://www.wildfiregames.com/0ad/album_page.php?pic_id=8862
     1826
     1827* Name: Athenian Ekdromos (Ekdromos)
     1828* Class: Super Infantry Unit.
     1829* Hacker Armament: Throwing Spear (primary); Kopis (when attacking enemy females, slingers, siege, and/or javelinists).
     1830* Appearance:
     1831Early Thracian Style Helmet with vertical crest; Hoplon shield with Gorgon Head texture (the only Greek unit with this shield texture - sacred to Athenians); No Greaves; No body armor; Loose-fitting chiton/tunic; Kopis sheathed on his left side; Sandals.
     1832- This guy is an Ekdromos. Notice the Gorgon shield design and lack of heavy body armor: http://www.wildfiregames.com/~art/history/...0-BC_ESS-09.jpg
     1833- Another good take on the ekdromos: http://www.wildfiregames.com/~art/history/...ekdromos.jpg
     1834* History: Ekdromos (literally: out runner) was a development of the hoplite. Development of the hoplite took many twists and turns based on the changing dynamics on the field of battle. Once armies began using Peltasts imported from Thrace something had to be done to counter this barrage of javelins thrown into the midst of a phalanx. The Thebans began to increase the armor of their hoplites, but the Athenians took a completely different approach and lightened the load for their infantry. The Ekdromoi would dash out from the phalanx, close with the enemy ranged units at speed, and cut them down at will. This approach also worked to harass more heavily armed troops as well, the enemy carrying too much weight to catch the vexatious Ekdromoi.
     1835* Garrison: 1.
     1836* Function: This is 0 A.D.'s version of the Eagle Warrior from Age of Kings: The Conquerors. Fast. Great for raiding and great against siege engines (too fast to be hit by siege projectiles)
     1837* Special: Bonused 100% vs. Female, Siege, Slinger, and Javelinist Class units. Uses his Kopis to slay these units. All other units he throws his spear like a Javelinist. It is short range, slow to reload, but high attack strength.
     1838
     1839
     1840http://www.wildfiregames.com/0ad/album_page.php?pic_id=8856
     1841
     1842==MACEDONIAN SUPER UNITS==
     1843
     1844* Name: Macedonian Pezhetairoi.
     1845* Class: Super Infantry Unit.
     1846* Hacker Armament: 18-foot sarissa lance; Sword (ornamental).
     1847* Appearance:
     1848Thracian helmet, bronze muscled cuirass, round shield, sarissa (15 – 19 foot pike), kopis on left side, tunic
     1849- Like this guy but with a more attractive version of the Thracian helmet: http://0ad.wildfiregames.com/~art/history/.../images/g10.jpg
     1850* History: 'Foot Companions', these were the elite troops from the Macedonian phalanx, whom carried their Sarissas with both hands, the white shields being attached to their armour. The Sarissa and the new tactics they used were developed by Philip II under Theban influence. If properly protected by cavalry on both sides, the Pezhetairoi were virtually invincible to any kind of enemy unit. They were always deployed in deep formations of 16+.
     1851* Garrison: 1.
     1852* Function: Good against Cavalry and Infantry. Vulnerable to Archers, Slingers, and Javelinists. Vulnerable to Cavalry attacking from the rear. Movement: Slow.
     1853* Special: When ordered into the Syntagma formation they gain additional 25% bonus vs. Cavalry attacking from the front.
     1854
     1855http://www.wildfiregames.com/~art/hyborian...tairoiColor.jpg
     1856
     1857* Name: Macedonian Hetairoi.
     1858* Class: Super Cavalry Unit.
     1859* Hacker Armament: 18-foot sarissa lance; Sword (ornamental).
     1860* Appearance:
     1861Boeotian helmet with plume, bronze muscled cavalry cuirass (same as infantry but with wider bottom), greaves, sandals, 9-foot spear (sarissa), kopis on left side.
     1862- Like this guy: http://0ad.wildfiregames.com/~art/history/...s/1440_face.jpg
     1863
     1864* History: Macedonian noblemen made up this elite cavalry unit, which was key to victory for Macedonian kings starting with Philip II, whom increased their number from 600 to several thousand. The Companion Cavalry was also a preferred general stand.
     1865* Garrison: 2.
     1866* Function: All around powerful unit, but best vs. Cavalry and Archers. Fast mobile units. Only weakness is vs. enemy SUs.
     1867* Special: -
     1868
     1869http://www.wildfiregames.com/~art/hyborian...tairoiColor.jpg
     1870
     1871==POLEIS HEROES==
     1872
     1873* Name: Themistocles
     1874* Class: Hero1.
     1875* Hacker Armament: Xiphos
     1876* Ranged Armament: None
     1877* Appearance:
     1878- Garb: Lino-thorax, Pericnimides (Bronze Greaves), tailored garments.
     1879- Helmet: No helmet.
     1880- Shield: Round shield with an Athene Owl design.
     1881- Figure(s): Think of a saltier Maximus from the movie Gladiator.
     1882- This could be a pretty good imitation of Themistocles for our game. Though, perhaps a little more pepper for his salty hair: http://www.wildfiregames.com/~art/history/...hemistocles.jpg
     1883* History: The general whom persuaded the Athenians to invest their income from silver mines in a war navy of 200 Triremes. A key figure during the Persian Wars, he commanded the victorious Athenian navy at the decisive battle of Salamis in 479 BC. Later, he pursued an active policy against the Persians in the Aegean, thereby laying the foundations of future Athenian power. Ostracised by the Athenians, he was forced to flee to the protection of the Persians.
     1884* Garrison: 1.
     1885* Function: Naval Enhancement
     1886* Special:
     1887- "Hero" Aura (When garrisoned in a ship, all nearby war ships are 20% faster. Ships are also built 20% faster during his lifespan).
     1888
     1889http://???
     1890
     1891* Name: Leonidas
     1892* Class: Hero2.
     1893* Hacker Armament: Spear.
     1894* Ranged Armament: None.
     1895* Appearance:
     1896- Garb: White tunic with purple trimmings.
     1897- Helmet: As for Spartiate. Striped Plume.
     1898- Shield: As for Spartiate.
     1899- Other: Looks like a meaner and badder Spartiate. Long hair poking down out of the bottom of his helmet, with beard. Think of Aragorn from the Lord of the Rings movies. Include a red cloak for artistic license and for differentiation from the "common Spartiate." (approved by Paul).
     1900- Use this for Leonidas. Include the red cloak for artistic reasons and to help make Leonidas stand out from the rest of the hoplites and Spartiate units. Another possible artistic license would be to emblazen the back of the cloak with a white Spartan Lamda symbol: http://www.wildfiregames.com/~art/history/...ges/C90-F06.jpg
     1901- Another GREAT image. This is exactly how Leonidas should look, but with spear instead of sword: http://www.wildfiregames.com/~art/history/...rrior_Sword.jpg
     1902- And another: http://0ad.wildfiregames.com/~art/history/...oplite_4-BC.jpg
     1903* History: The king of Sparta, whom fought and died at the battle of Thermopylae in 480 BC. He successfully blocked the way of the huge Persian army through the narrow passage with his 7000 men, until Xerxes was made aware of a secret unobstructed path. Finding the enemy at his rear, Leonidas sent home most of his troops, choosing to stay behind with 300 hand-picked hoplites and win time for the others to withdraw.
     1904* Garrison: 1.
     1905* Function: Infantry Enhancement
     1906* Special:
     1907- "Hero" Aura (Nearby friendly Hoplites and Spartiates have +20% attack and +10% armor.)
     1908
     1909http://???
     1910
     1911* Name: Xenophon
     1912* Class: Hero3.
     1913* Hacker Armament: Spear.
     1914* Ranged Armament: None.
     1915* Appearance:
     1916- Garb: White tunic with purple trimmings.
     1917- Helmet: Thracian type.
     1918- Shield: Hoplon.
     1919- Figure(s): Similar to hoplite, but cuirass is covered with lamellar plate mail.
     1920* History: Xenophon (c. 430 B. C. to c. 355 B. C.) was a Greek soldier and (later) historian who was born in Athens of an oligarch family and was a student of Socrates during his youth. In 401 B. C., Xenophon joined an army of Greek mercenaries lead by Clearchus and four other generals who were aiding Cyrus the Younger in his military campaign against his brother, King Artaxerxes II. He initially went along as a civilian observer and guest of his friend Proxenus who was one of the five generals. Unfortunately for the Greeks, Cyrus was killed in the Battle of Cunaxa in 401 B. C. and the 10000 Greeks found themselves alone in enemy territory, more than 1000 miles from the nearest Greek colony. In addition, the leaders of the force and a hundred captains were treacherously murdered during a negotiation by the Persian satrap Tissaphernes. On the very night after the assassination of Clearchus, the other generals and captains, Xenophon endeavored to rally the spirits of the surviving officers, successfully, and through the night they reorganized the army as if it had not been decapitated of its leadership. Through the timely intervention of a civilian hanger-on the Greek phalanx met the new day confident and ready to fight again, survive regardless of the odds against doing so. Xenophon was elected one of the new Greek leaders chosen to lead the army in its retreat out of Persia. In a march that lasted five months, traveled over 1500 miles, and overcoming many obstacles (both external and internal), they finally reached the colony of Trapezus (now Trabzon, Turkey) on the Black Sea, and then further found their way by land and sea legs back to the Greek homelands in a journey that took more than a year and a half altogether. As one of the five new Strategoi and most junior at that (having never been a soldier), Xenophon is given the task of commanding the rearmost division, the position that turned out to be the most dangerous during the “Anabasis”, or “March Up Country”. Xenophon repetitively demonstrated his brilliance and leadership qualities in effecting new organizations of light troops and cavalry to include the tactics of their employment in the protection of the phalanx in countering and overcoming their adversaries along the route of march to a degree that he becomes the acknowledged leader of the entire force even though Cheirisophus was the senior strategoi who commanded the van and all the others strategoi outranked him. The story of the retreat from Cunaxa, which Xenophon himself wrote in the third person (as was the custom of the times), is one of the most famous feats of all time in recorded military history. Xenophon went on to fight and lead troops in numerous battles then later write numerous books on military tactics, organization and command throughout the remainder of his lifetime. Other than the legacy of the Anabasis itself his legacy left to the annals of warfare really took effect when Phillip II of Macedon and his son Alexander the Great (also a stude3nt of Socrates for a time) succeeding him put Xenophon’s knowledge of warfighting to work for them and the latter went on to conquer most of the known world at the time.
     1921* Garrison: 1.
     1922* Function: Speed Enhancement
     1923* Special:
     1924- "Hero" Aura (When placed into formation all units in the formation +15% speed and +15% armor. Additionally, during Xeno's lifespan, all Peltasts +15% speed.)
     1925
     1926http://www.wildfiregames.com/~art/history/...eek_w_Spear.jpg
     1927A great spot-on image for Xenophon. The lamellar mail over his cuirass is clearly visible. This is the exact image Mythos and Paal had in mind.
     1928
     1929http://www.wildfiregames.com/~art/history/...001-1right.html
     1930Similar to this guy, but with Hoplon instead of Macedonian shield. Also, use one hand for the spear and one hand for the shield. He has a cool OWL design on his shield which should be used for Themistocles. We can come up with some other cool shield design for Xenophon.
     1931
     1932==MACEDONIAN HEROES==
     1933
     1934* Name: Philip II.
     1935* Class: Hero1.
     1936* Hacker Armament: As for Macedonian Hetairoi.
     1937* Ranged Armament: None.
     1938* Appearance:
     1939- Garb: Purple tunic.
     1940- Helmet: Gold helmet.
     1941- Shield: As for Macedonian Hetairoi.
     1942- Figure(s): As for Macedonian Hetairoi.
     1943- Mount: As for Macedonian Hetairoi.
     1944* History: The king of Macedonia (359 BC - 336 BC), he carried out vast monetary and military reforms in order to make his kingdom the most powerful force in the Greek world. Greatly enlarged the size of Macedonia by conquering much of Thrace and subduing the Greeks. Murdered in Aegae while planning a campaign against Persia.
     1945* Garrison: 2.
     1946* Function: Cavalry Enhancement
     1947* Special:
     1948- "Hero" Aura (All nearby friendly SUs gain a +20% attack boost.)
     1949
     1950
     1951http://???
     1952
     1953* Name: Alexander the Great.
     1954* Class: Hero2.
     1955* Hacker Armament: A mean looking Kopis.
     1956* Ranged Armament: None.
     1957* Appearance:
     1958- Garb: As portrayed on the "Battle of Issus" mosaic.
     1959- Helmet: Bronze "Lion" helmet, complete with flowing crest and feathers.
     1960- Shield: As portrayed on the "Battle of Issus" mosaic.
     1961- Figure(s): As portrayed on the "Battle of Issus" mosaic.
     1962- Mount: Bucephalus.
     1963* History: The most powerful hero of them all - son of Philip II, king of Macedonia (336 BC - 323 BC). After conquering the rest of the Thracians and quelling the unrest of the Greeks, Alexander embarked on a world-conquest march. Defeating the Persian forces at Granicus (334 BC), Issus (333 BC) and Gaugamela (331 BC), he became master of the Persian Empire. Entering India, he defeated king Porus at Hydaspes (326 BC), but his weary troops made him halt. Died in Babylon at the age of 33 while planning a campaign against Arabia.
     1964* Garrison: 2.
     1965* Function: Hero Killer
     1966* Special:
     1967- "Hero" Aura (All nearby cavalry units, including Super Cavalry, are 10% faster and have +15% attack.)
     1968- "Heroicide Bonus" (+20% attack bonus vs. enemy heroes.)
     1969
     1970<span style='font-size:8pt;line-height:100%'>Alexander the Great</span>
     1971
     1972* Name: Demetrius Poliorcetes.
     1973* Class: Hero3.
     1974* Hacker Armament: Sarissa; Short Sword (ornamental).
     1975* Ranged Armament: None.
     1976* Appearance:
     1977- Garb: 16 kg metal armour. Purple tunic.
     1978- Helmet: A fancy hat or a crown of laurels.
     1979- Shield: ?
     1980- Figure(s): ?
     1981* History: One of the Diadochi, king of Macedonia (294 BC - 288 BC), Demetrius was renowned as one of the bravest and most able successors of Alexander. As the son of Antigonus I Monophtalmus, he fought and won many important battles early on and was proclaimed king, along with his father, in 306 BC. Losing his Asian possessions after the battle of Ipsus, he later won the Macedonian throne. Fearing lest they should be overpowered by Demetrius, the other Diadochi united against him and defeated him.
     1982* Garrison: 1.
     1983* Function: Siege Enhancement
     1984* Special:
     1985- "Hero" Aura (All nearby siege weapons have 50% greater range and LOS (Poliorcetes means "the taker of cities").)
     1986
     1987http://???
     1988
     1989NEW UNIT TRAITS
     1990
     1991* Herocide Bonus: Alexander the Great has an attack bonus versus all other enemy heroes in the game. This gives him the unique qualification as a "hero killer."
     1992
     1993CIV CENTRE UNITS
     1994
     1995* Melee Infantry: Greek Hoplite.
     1996* Ranged Infantry: Thracian Peltast.
     1997* Cavalry: Greek Hyppikon.
     1998
     1999FORBIDDEN CLASSES
     2000
     2001* Swordsman.
     2002* Slinger.
     2003* Cavalry Spearman.
     2004* Cavalry Javelinist.
     2005* Cavalry Archer.
     2006* Quinquereme.
     2007
     2008STRUCTURE DESCRIPTIONS
     2009
     2010==VILLAGE==
     2011
     2012* Name: Apoikia. (means 'Colony')
     2013* Class: Civ Centre.
     2014* History: During the Great Colonisation, the Hellenes built numerous colonies all over the shores of the Mediterranean and Black Seas, which became miniature versions of Greece on foreign soil.
     2015
     2016<insert picture of the above structure, if available>
     2017
     2018* Name: Melathron. (means 'House')
     2019* Class: House.
     2020* History: Hellenic houses from the Classical Age were generally humble yet stylish. During the Hellenistic Age, however, luxurious palaces and estates became commonplace in the rich Hellenistic metropolises like Antioch, Alexandria and Seleucia.
     2021
     2022<insert picture of the above structure, if available>
     2023
     2024* Name: Sitobolion. (means 'Granary')
     2025* Class: Farm Centre.
     2026* History: Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.
     2027
     2028<insert picture of the above structure, if available>
     2029
     2030* Name: Agros. (means 'Field')
     2031* Class: Field.
     2032* History: Even though Greece is a rugged country, farming was still one of the most common sources of food. Farms were built in small villages and outside city walls.
     2033
     2034<insert picture of the above structure, if available>
     2035
     2036* Name: Stavlos.
     2037* Class: Corral.
     2038* History: <Structure History>.
     2039
     2040<insert picture of the above structure, if available>
     2041
     2042* Name: Anakeion. (means 'Warehouse')
     2043* Class: Resource Centre.
     2044* History: Resources and building materials were kept in warehouses.
     2045
     2046<insert picture of the above structure, if available>
     2047
     2048* Name: Pyrgion. (means 'Little Tower')
     2049* Class: Scout Tower.
     2050* History: Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants.
     2051
     2052<insert picture of the above structure, if available>
     2053
     2054* Name: Teichos. (means 'City Wall')
     2055* Class: Wall.
     2056* History: All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.
     2057
     2058<insert picture of the above structure, if available>
     2059
     2060* Name: Pyrgos. (means 'Tower')
     2061* Class: Wall Tower.
     2062* History: Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants.
     2063
     2064<insert picture of the above structure, if available>
     2065
     2066* Name: Pule.
     2067* Class: Wall Gate.
     2068* History: ?
     2069
     2070<insert picture of the above structure, if available>
     2071
     2072==TOWN==
     2073
     2074* Name: Limenos.
     2075* Class: Port Centre.
     2076* History: Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.
     2077
     2078<insert picture of the above structure, if available>
     2079
     2080* Name: Anaktoron. (means 'Temple')
     2081* Class: Health Centre.
     2082* History: The Hellenes built marvelous temples in order to honour their polytheistic pantheon. While all gods were venerated, a specific patron deity was supposed to watch over each polis.
     2083
     2084<insert picture of the above structure, if available>
     2085
     2086* Name: Strategion. (means 'Military Centre')
     2087* Class: Military Centre.
     2088* History: The Strategion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Strategoi.
     2089
     2090<insert picture of the above structure, if available>
     2091
     2092* Name: Agora. (means 'Market')
     2093* Class: Trade Centre.
     2094* History: The most important place in most Classical Greek polises, the Agora served many purposes - it was a stage for public speeches and debates, as well as a market.
     2095
     2096<insert picture of the above structure, if available>
     2097
     2098==CITY==
     2099
     2100(If the civilisation branches at City, specify one Fortress for each branch)
     2101
     2102* Name: Akropolis. (means 'Fortress')
     2103* Class: Fortress.
     2104* History: The Akropolis was usually a fortified citadel in the upper part of the city. The Athenian Akropolis was renowned for its marvellous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defences.
     2105
     2106<insert picture of the above structure, if available>
     2107
     2108SPECIAL STRUCTURES
     2109
     2110* Name: Theatron.
     2111* Class: SB1.
     2112* History: Greek theatres were places where the immortal tragedies of Aeschylus, Sophocles and many other talented dramatists were staged to the delight of the populace. They were instrumental in enriching Hellenic culture.
     2113* Requirements: None.
     2114* Phase: City.
     2115* Special:
     2116- Must be built in order to use Hellenisation CB.
     2117- Each additional Theatron reduces the delay between each use of Hellenisation by 30 seconds.
     2118- Limited to 3 Theatrons per player (therefore Hellenisation delay can be reduced to no more than 30 seconds).
     2119
     2120<insert picture of the above structure, if available>
     2121
     2122* Name: Gymnasion.
     2123* Class: SB2.
     2124* History: The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established.
     2125* Requirements: None.
     2126* Phase: City.
     2127* Special: Garrisoning a male foot unit in the Gymnasion for a short period of time will bestow the unit with a permanent non-cumulative 15% speed increase. Recharge time for the "charging" ability is also reduced by 15%. Up to 10 units may be garrisoned at a time for this purpose.
     2128
     2129<insert picture of the above structure, if available>
     2130
     2131NEW STRUCTURE TRAITS
     2132
     2133See Special Structures.
     2134
     2135FORBIDDEN STRUCTURES
     2136
     2137None.
     2138
     2139CIV BONUSES
     2140
     2141CB1
     2142Name: Oikoumene.
     2143History: The Hellenes envisioned themselves as comprising the civilised world (oikoumene), surrounded by more or less developed barbarians. Many foreigners also considered them men of higher stature.
     2144Effect: 10-15% cheaper technologies.
     2145
     2146CB2
     2147Name: Hellenisation.
     2148History: By means of their superior culture and evocative language, the Greeks were highly successful in Hellenising various foreigners. During the Hellenistic Age, Greek was the 'lingua franca' of the Ancient World, spoken widely from Spain to India.
     2149Effect: Every 90 seconds, a random unit from another civilisation is produced from the Theatron and comes under control of the player. This occurs automatically and without cost - though each unit will require sufficient population slots to support. Units with construction capability will only be able to build Hellenic structures. Requires: Theatron Special Structure.
     2150
     2151TEAM BONUS:
     2152
     2153TB
     2154Name: Oracle at Delphi.
     2155History: The sacred Oracle of Apollo at Delphi was among the most highly cherished sanctuaries by Hellenes and foreigners alike. The Lydian king Croesus, for example, consulted the advice of the god before going to war with Cyrus the Great of Persia.
     2156Effect: All units and allied units have increased LOS. ~ 10%
     2157
     2158TECHNOLOGIES
     2159
     2160* Infantry: Very good, probably the best in the game. All technologies. Archers are the exception: neither here, nor there. Archery techs average.
     2161* Cavalry: Mediocre to poor (except for Hetairoi, which are excellent). Nothing to match the cavalry of the Persians, for instance.
     2162* Naval: Very good. Almost all technologies.
     2163* Siege: Good. Most technologies.
     2164* Economy:
     2165- Farming: Mediocre. They should get some of the technologies, but not the most advanced ones.
     2166- Mining: Very good. Almost all, if not all, technologies. Silver and gold mines have been discovered and exploited in Greece and Macedonia. Coinage was highly developed, especially after the reform of Philip II.
     2167- Lumbering: Mediocre. Same as farming.
     2168- Hunting: Very limited. It was practised mostly as a sport by Macedonian kings.
     2169- Land Trade: Mediocre. Definitely nothing to match that of the best civs in the area.
     2170- Naval Trade: Very good, one of the best in the game. Almost all techs.
     2171- Architecture: Above average. I would say something on the order of 80% of that of the Persians. Better for the Poleis branch than for the Macedonians.
     2172- Defences: Poleis - Very good. Macedonia - 80% of those of Poleis.
     2173
     2174SPECIAL TECHNOLOGIES
     2175
     2176==POLEIS SPECIAL TECHNOLOGIES==
     2177
     2178ST1
     2179Name: Phalanx.
     2180History: The classical phalanx formation was developed about VIII century BC. It was eight men deep and two hundred men wide.
     2181Effect: The player gains the ability to order his troops into a Phalanx formation, providing +30% attack and +30% armor if attacked from the front.
     2182
     2183ST2
     2184Name: Delian League.
     2185History: Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy.
     2186Effect: Triremes are 20% cheaper.
     2187
     2188==MACEDONIAN SPECIAL TECHNOLOGIES==
     2189
     2190ST1
     2191Name: Syntagma.
     2192History: Introduced by Philip II, it was derived from the oblique battle front developed by the Theban commander Epaminondas. The phalanx, consisting of 256 men, is arranged in the following way – 16 men in width and 16 in depth.
     2193Effect: The player gains the ability to order his spear infantry into a Syntagma formation: irresistible charge of the Macedonian phalangites, which is vulnerable only in the rear. The formation allows the units in the 2nd row of the formation to also attack enemy units directly in front of the formation. In effect this doubles the attack power of the offensive face of the formation.
     2194
     2195ST2
     2196Name: Hellenistic Metropolises.
     2197History: Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilisation.
     2198Effect: Civ Centres have double hitpoints.
     2199
     2200==MISCELLANEOUS==
     2201
     2202Possible "standard" technology
     2203Name: Tirtean Paeans.
     2204History: Paeans were battle hymns that were sung by the hoplites when they charged the enemy lines. One of the first known Paeans were composed by Tirteus, a warrior poet of Sparta, during the First Messenian War.
     2205Effect: Infantry move faster.
     2206
     2207
     2208Civ: Iberians
     2209
     2210IBERIAN CIVILISATION PROFILE
     2211
     2212by Ken Wood [aka Phoenix-TheRealDeal / tonto_real] Email: ken@0ad.wildfiregames.com. (Arizona, United States of America).
     2213
     2214Historical consultant and contributor: Professor Alejandro Carneiro [aka Piteas] (Classical & Antiquity Greco-Romano-Iberico History Studies) (Spain).
     2215
     2216Contributing concept artists: Antonio J. Flamas [aka ajflamas] (Spain); Aviv Sharon [aka Jeru] (Israel); Marco Giannini [aka Kellian] (Italy); Praveen Pillai [aka Tonto_CT] (United Kingdom), Brendan W. Keough.
     2217
     2218UNIT DESCRIPTIONS
     2219
     2220==INFANTRY==
     2221
     2222* Name: Caetrati. <Temporary Basque name -Ezpata (sword, from spatha)>
     2223* Class: Swordsman.
     2224* Armament: Falcata.
     2225* Appearance:
     2226- Garb: Basic tunic is of cream-coloured cloth with short-sleeved shirt. Hemmed sleeves and hem at the bottom of the skirt can be used for civ colour identification bands. Two metal rings above the elbows on each arm. The breast has a scaled armour plate 'vest' strapped over the shirt part of the tunic and chain mail skirt below. Gains a bronze breastplate when upgraded to Ultimate rank.
     2227- Shield: Round buckler (caetra)
     2228- Helmet: No headgear for basic unit, crested spine for advanced, plumed horsehair for Ultimate; see concept drawing below.
     2229- Figure(s): -
     2230* History: Numantinos were citizens of the city of Numantia and members of the Celtiberi tribe living in the centre of the Iberian Peninsula; particularly famous for their resistance to Roman subjugation culminating in the Siege of Numantia which lasted 8 months. Rather than submit to the Roman victors, almost the entire nobility committed suicide instead of surrendering to be paraded in a Triumph and/or sold into slavery as the rest of the population subsequently was.
     2231* Garrison: 1.
     2232* Function: -
     2233* Special: Iberian Steel.
     2234
     2235concept drawings by Brendan
     2236
     2237* Name: Scutarii <Temporary Basque name - Ezkutu (scutum)>
     2238* Class: Spearman.
     2239* Armament: Spear having a broad point at the front end and smaller iron tip at the butt end.
     2240* Appearance:
     2241- Garb: Identical to Infante Numantino.
     2242- Shield: Identical to Infante Numantino.
     2243- Helmet: Identical to Infante Numantino.
     2244- Figure(s): -
     2245* History: Carpetani were a major tribe occupying lands just south of the Celtiberi on Iberia's central upland plain, much like their neighbours to the north, and long resisted incursion by both Romans and Carthaginians in their homeland.
     2246* Garrison: 1.
     2247* Function: -
     2248* Special: -
     2249
     2250concept drawing by Brendan
     2251
     2252* Name: Iberian Slinger. <Temporary Basque name - Habailari (slinger)>
     2253* Class: Slinger.
     2254* Armament: Three slings and sling bolt pouch; see concept drawing below.
     2255* Appearance: TO BE DETERMINED
     2256- Garb: Same basic tunic as Infante Numantino: Cream-coloured cloth with short-sleeved shirt. Hemmed sleeves and hem at the bottom of the skirt can be used for civ colour identification bands.
     2257- Shield: None.
     2258- Helmet: None at any experience level.
     2259- Figure(s): Barefoot; nothing on body to restrict movement.
     2260* History: The Iberian Peninsula is literally littered with stone, ceramic, and leaden sling bolts at archeological sites, so evidence suggests that slingers were a common enough unit that they are tribal generic. While it is a popular notion that Balearic Slingers, possibly the best in the ancient world, were 'Hispanic' because the islands now belong to modern day Spain, they are a Carthaginian unit relative to the times. Iberian slingers carry 3 slings like those of the Balearic.
     2261* Garrison: 1.
     2262* Function: Relatively cheap. Quick rate of fire. Fastest infantry unit. Their agility makes up to some extent for their lack of armour.
     2263* Special: -
     2264
     2265concept drawing by Marco Giannini aka Kellian (Italy)
     2266
     2267==CAVALRY==
     2268
     2269* Name: Jinetes <Temporary Basque name - Zalduneria (cavalry)>
     2270* Class: Cavalry Spearman
     2271* Armament: Iberian spear.
     2272* Appearance: TO BE DETERMINED - SIMILAR TO CAETRATI
     2273- Garb:
     2274- Shield:
     2275- Helmet:
     2276- Figure(s): -
     2277- Mount: Typically a fine horse of mid stature as they were raised on the Iberian Peninsula; They decorated them with spirals of woven wool multi-coloured 'rosettes' affixed to top side and front of bridle and woven-fringed neck and breast bands as marks of their special pride in the animals.
     2278* History: Mounted troops comprised variously 20~25% of warriors and their horses were well cared for by their owners. Horses were raised in abundant numbers in the Iberian Peninsula from the earliest of times; it was said by the Romans that either Iberia or Numidia (in North Africa) could provide on the order of 100,000 mounts per year!
     2279* Garrison: 2.
     2280* Function: -
     2281* Special: Iberian Steel.
     2282
     2283
     2284==SUPPORT UNITS==
     2285
     2286Note: In the Spanish language the adjective follows the noun (name) and gender is usually denoted by a final 'a' for the feminine and final 'o' for the masculine, both noun and adjective being in agreement.
     2287
     2288* Name: Ciudadana Iberica. (see-oo-dah-DAHN-nah ee-BAY-ree-kah) <means: Iberian female citizen>
     2289* Class: Female Citizen.
     2290* Armament: None.
     2291* Appearance:
     2292- Garb: Various; see concept drawings below.
     2293- Shield: None.
     2294- Helmet: No helmet per se. May or may not have headgear as depicted in concept drawings below.
     2295- Figure(s): See concept drawings below.
     2296* History: Until the coming of and imposition of Roman Law, females were treated as being equal to men in virtually all social aspects of their society.
     2297* Garrison: 1.
     2298* Function: -
     2299* Special: -
     2300
     2301concept drawing by Marco Giannini aka Kellian (Italy)
     2302
     2303concept drawing by Praveen Pillai aka Tonto_CT (United Kingdom)
     2304
     2305* Name: Sacerdotisa de Ataecina. (sah-sayer-doh-TEE-sah day ah-tah-eh-SEE-nah) <means: Priestess to the goddess Ataecina>
     2306* Class: Healer.
     2307* Armament: None.
     2308* Appearance: See concept drawing & pic below.
     2309- Garb: See concept drawing & pic below.
     2310- Shield: None.
     2311- Helmet: See headdress in concept drawing below.
     2312- Figure(s): See concept drawing & pic below.
     2313* History: To the best of our knowledge, only one 'temple'-like structure has been found on the Iberian Peninsula dating from the times and the Iberians worshipped their pantheon of gods at small home altars; however, a very special sculptured head and torso was found in a farmer's field around the turn of the 20th century of a personage who was obviously someone of great substance. As the two principal gods, of the many worshipped, were male Endovelico and female Ataecina, we thought it would be nice to adopt The Lady of Elche as our priestess-healer representing Ataecina.
     2314* Garrison: 1.
     2315* Function: -
     2316* Special: "Fe" Aura.
     2317
     2318concept drawing by Marco Giannini aka Kellian (Italy)
     2319
     2320The Lady of Elche - figure on the right - from Osprey MAA #180.
     2321
     2322The Lady of Elche - Museo de Madrid. (Isn't she beautiful?)
     2323
     2324* Name: Comerciante Iberico. (koh-mayer-see-ANH-tay ee-BAY-ree-koh) <means: Iberian businessman>
     2325* Class: Trader.
     2326* Armament: None.
     2327* Appearance:
     2328- Garb: Colourful tunic, trousers in the checkered 'Celtic style', and boots.
     2329- Shield: None.
     2330- Helmet: Big 'floppy' hat to keep the sun and rain off.
     2331- Figure(s): Typical of Iberian male. Only one figure, riding on a seat at the yoke of the wagon.
     2332- Mount: Trade wagon pulled by two oxen of the auroch cattle type. Put together the parts as shown below.
     2333* History: It is not known exactly what 'vehicles' might have been used for trading, except that the Iberians did a lot of overland trading by land amongst themselves and some with people to the north of the Pyrenees, and that wagons and carts were known and used for something; it stands to reason they would have been used in commerce.
     2334* Garrison: 2.
     2335* Function: -
     2336* Special: -
     2337
     2338Reference image for Trader
     2339
     2340* Name: Barco. (BAR-koh) <means: boat or ship>
     2341* Class: Merchantman.
     2342* Armament: (Standard).
     2343* Appearance:
     2344- Shell: This is a knock-off for the ship that I want modeled for the Carthaginians to be skinned and statted somewhat differently. It will have solid sides rather than that lateral opening below the shield line. The vertical bands separating the shields are to be iron bands placed to strengthen the hull and should show bolts in the bands. See the pic immediately below for a basis.
     2345* History: The Iberians, especially along the western and northwestern coasts of the peninsula, had been trading by sea with peoples in North Africa, Western Europe along the coast of Gaul and the British Isles by boat well back into the 2nd millennium BC. As such, their ships were very seaworthy, crossing stretches of the Atlantic Ocean (while they are not known to have traded by sea in the Mediterranean). Though the Carthaginians came along around the beginning of the 1st millennium and co-opted much of that trade, along with the Greeks in the Mediterranean, with 'better ships', they still would have influenced the seafaring peoples who built the 'high sided sailing vessels' along the Atlantic Seaboard. So it is not such a stretch to specify a good strong sailing ship for Iberians that can be used as either a merchant trading vessel or a quasi-war fighting transport of units.
     2346* Garrison: Cannot.
     2347* Function: High hitpoints (very strong and highly armoured hull; sea ram resistant).
     2348* Special: -
     2349
     2350Reference image for Merchantman
     2351
     2352==WAR SHIPS==
     2353
     2354None.
     2355
     2356==SIEGE==
     2357
     2358* Name: Ariete. (ah-ree-EH-tay) (upgrade to: Ariete de Asedio). (ah-ree-EH-tay day ah-SAY-dee-oh) <means: battle ram and siege ram, respectively>
     2359* Class: Ram.
     2360* Armament: (Standard).
     2361* Appearance:
     2362- Shell: See notes below.
     2363* History: It is not known if any of the Iberians culture tribes used rams; the unit is added to the civ roster for gameplay purposes.
     2364* Garrison: 3.
     2365* Function: -
     2366* Special: -
     2367
     2368<picture not available - 'standardised' land ram, or siege ram as the upgrade, my best guess>
     2369
     2370==SUPER UNITS==
     2371
     2372* Name: Infante Devotio. <Temporary Basque name - Leial Infanteria (Loyal Infantry)>
     2373* Class: Super Infantry Unit.
     2374* Melee Armament: Falcata or Espasa sword.
     2375* Ranged Armament: Saunion
     2376* Appearance: TO BE DETERMINED - MOST LIKELY SIMILAR TO SCUTARII
     2377- Garb: See concept drawing..
     2378- Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a wolf.
     2379- Helmet: See concept drawing.
     2380- Figure(s): See concept drawing.
     2381* History: 'Devotios' (the devoted) were experienced veterans of 'foreign wars'. They served as mercenaries for other nations and having lived to return to their own where they assumed a position close to the chief or king. Their relationship was similar to that of feudal knights during the later Middle Ages.
     2382* Garrison: 1.
     2383* Function: Strong against siege weapons, all Citizen Soldier units but additionally bonused against Infantry Spearman & Cavalry Spearman. Weak against Infantry Archer & Cavalry Archer.
     2384* Special: -
     2385
     2386concept drawing by Marco Giannini aka Kellian (Italy)
     2387
     2388* Name: Jinetes Devotio. <Temporary Basque name - Zalduneria (Loyal Cavalry)>
     2389* Class: Super Cavalry Unit.
     2390* Melee Armament: Iberian Spear..
     2391* Ranged Armament: Iberian Spear
     2392* Appearance: TO BE DETERMINED
     2393- Garb: See concept drawing.
     2394- Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a bull.
     2395- Helmet: See concept drawing.
     2396- Figure(s): See concept drawing.
     2397- Mount: Identical to Caballero Ilerjete.
     2398* History: (Identical to Devotio Infante.)
     2399* Garrison: 2.
     2400* Function: Strong against siege weapons, all Citizen Soldier units but additionally bonused against Cavalry Archer & Infantry Slinger. Weak against Infantry Spearman & Infantry Javelinist.
     2401* Special: -
     2402
     2403concept drawing by Marco Giannini aka Kellian (Italy)
     2404
     2405==HEROES==
     2406
     2407* Name: Viriato. (bee-ree-AH-toh)
     2408* Class: Hero1.
     2409* Armament: Falcata sword.
     2410* Appearance:
     2411- Garb: Typical Iberians tunic. Fine mesh chain mail over clothing, belted. Animal pelt cape.
     2412- Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a lion.
     2413- Helmet: Is sort of beehive shaped; has a horsehair plume that descends down from the back of the top of the beehive..
     2414- Figure(s): See centre figure in two figures immediately below.
     2415* History: Viriato, like Vercingentorix amongst the Gauls, was the most famous of the Iberian tribal war leaders, having conducted at least 7 campaigns against the Romans in the southern half of the peninsula during the 'Lusitani Wars' from 147 to 139 BCE. He surfaced as a survivor of the treacherous massacre of 9,000 men and the selling into slavery of 21,000 elderly, women, and children of the Lusitani. They had signed a treaty of peace with the Romans, conducted by Servius Sulpicius Galba, governor of Hispania Ulterior, as the 'final solution' to the Lusitani problem. He emerged from humble beginnings in 151 BCE to become war chief of the Lusitani. He was intelligent and a superior tactician, never really defeated in any encounter (though suffered losses in some requiring retreat). He succumbed instead to another treachery arranged by a later Roman commander, Q. Servilius Cepio, to have him assassinated by three comrades that were close to him.
     2416* Garrison: 1.
     2417* Function: Strong AT, high AR, high HP.
     2418* Special: "Hero" Aura: "Tactica Guerilla".
     2419
     2420concept drawing by Marco Giannini aka Kellian (Italy)
     2421
     2422Viriato statue model in Spain - front view centre figure
     2423
     2424Viriato statue model in Spain - rear view centre figure (I don't know what kind of animal pelt he is wearing)
     2425
     2426* Name: Caros. (KAH-rohss)
     2427* Class: Hero2.
     2428* Armament: Falcata sword.
     2429* Appearance:
     2430- Garb: See pic below for basis, except that will wear boots instead of sandals.
     2431- Shield: Bronzed iron Caetra wound shield with animal head motif on the boss.
     2432- Helmet: Smooth rounded bronze as shown.
     2433- Figure(s): See figure 1 in pic below for basis.
     2434- Mount: The typical Iberian horse with armour but also having in addition to the multi-coloured woolen floral looking rosettes on the bridle more decorative trappings across the breast and in the bridle of the horse, a bell hanging at the throat.
     2435* History: Caros was a chief of the Belli tribe located just east of the Celtiberi (Numantines at the centre). Leading the confederated tribes of the meseta central (central upland plain) he concealed 20,000 foot and 5,000 mounted troops along a densely wooded track. Q. Fulvius Nobilior neglected proper reconnaissance and lead his army into the trap strung out in a long column. Some 10,000 of 15,000 Roman legionaries fell in the massive ambush that was sprung upon them. The date was 23 August of 153 BCE, the day when Rome celebrated the feast of Vulcan. By later Senatorial Decree it was ever thereafter known as dies ater, a 'sinister day', from whence our word disaster comes, and Rome never again fought a battle on the 23rd of August. Caros was wounded in an after battle small cavalry action the same evening and soon died thereafter, but he had carried off one of the most humiliating defeats that Rome ever suffered.
     2436* Garrison: 2.
     2437* Function: A strong high AT, high AR, high HP, cavalry unit having a special aura.
     2438* Special: "Hero" Aura: "Tactica Guerilla".
     2439
     2440<insert picture of the above unit, if available> Marco is doing the concept drawing.
     2441
     2442Figure #1, centre front. Picture from Osprey MAA #180
     2443
     2444* Name: Indibil. (EEN-dee-beel)
     2445* Class: Hero3.
     2446* Armament: Falcata sword and Spear.
     2447* Appearance:
     2448- Garb: The only picture of a statue rendition we have shows him hardly dressed (1st reference below), but we will show him much like the Edetano soldier in the second reference drawing below.
     2449- Shield: See 2nd reference pic below.
     2450- Helmet: See 2nd reference pic below..
     2451- Figure(s): See 2nd reference pic below.
     2452- Mount: See 2nd reference pic below.
     2453* History: Indibil was king of the Ilegetes, a large federation ranged principally along the Ebro River in the northwest of the Iberian Peninsula. During the Barcid expansion, from 212 BCE he had initially been talked into allying himself with the Carthaginians who hade taken control of a lot of territory to the south and west, however after loss and his capture in a major battle he was convinced, some say tricked, to switch to the Roman side by Scipio Africanus. But that alliance didn't last long, as Roman promises were hollow and the Romans acted more like conquerors than allies. So, while the Romans and their allies had ended Carthaginian presence in 'Hispania' in 206 BCE, Indibil and another tribal prince by the name of Mandonio, who may have been his brother, rose up in repbellion against the Romans. They were defeated in battle, but rose up in a 2nd even larger rebellion that had unified all the Ilergetes again in 205 BCE. Outnumbered and outarmed they were again defeated, Indibil losing his life in the final battle and Mandonio being captured then later put to death. From that date onward the Ilergetes remained a pacified tribe under Roman rule.
     2454* Garrison: 2.
     2455* Function: High AT, high AR, high HP.
     2456* Special: "Hero" Aura: "Tactica Guerrilla".
     2457
     2458<Kellian is doing the concept drawing>
     2459
     2460reference picture #1 statue of Indibil and Mandonio (Spain)
     2461
     2462reference picture #2 edetano soldier with mount, use as basis for Indibil
     2463
     2464NEW UNIT TRAITS
     2465
     2466* "Fe" Aura: <FEY; means "faith"> Effect: Replaces "Heal" Aura. Health regeneration rate is twice that of the normal Aura; simulates the Iberians' penchant for dying or committing suicide rather than surrender.
     2467
     2468* Flaming Javelin: Effect: Once the player researches the 'Falarica del Fuego' Special Technology, the unit gains the ability to set fire to enemy units and structures as well as effect pierce damage when striking targets.
     2469
     2470* Iberian Steel: Iberian steel in swords was the best in the world at the time, so this unit has a relatively higher attack factor than any other civ's swordsmen. Effect: +1 AT.
     2471
     2472* "Hero" Aura: "Tactica Guerrilla": <(TAHK-tee-kah gay-REE-yah); means: guerrilla tactics> The Iberians were singularly well known for their use of guerrilla war fighting tactics and the concept of fighitng come from them; the word 'guerrilla' comes from come from medieval Spanish. Time and time again they sucked their enemies into ambuscades. Effect: The Hero and any units grouped with him are invisible to enemies when idle or moving. They will only become visible when performing an action, such as attacking an opponent. Furthermore, invisible units (like units concealed in forests) aren't considered when determining if a player has been wiped off the map.
     2473
     2474CIV CENTRE UNITS
     2475
     2476* Melee Infantry: Infante Numantino (Infantry Swordsman).
     2477* Ranged Infantry: Infante Hondero (Infantry Slinger).
     2478* Cavalry: Caballero Turdetano (Cavalry Javelinist).
     2479
     2480FORBIDDEN CLASSES
     2481
     2482* Infantry Archer. (while bow and arrows were used for hunting they were not used for warfare)
     2483* Cavalry Spearman. (could have, but removed to 'cripple' the civ slightly as it is otherwise strong in units except for archers)
     2484* Cavalry Archer. (see remark for Infantry Archer)
     2485* Bireme. (no warship naval capability)
     2486* Trireme. (no warship naval capability)
     2487* Quinquereme. (no warship naval capability)
     2488* Onager. (no sophisticated siege weaponry)
     2489* Ballista. (no sophisticated siege weaponry)
     2490
     2491STRUCTURE DESCRIPTIONS
     2492
     2493==VILLAGE==
     2494
     2495* Name: Oppidum. (oh-PEE-doom)
     2496* Class: Civ Centre.
     2497* History: The Oppidum, plural Oppida (oh-PEE-dah), has a long history in the Iberian Peninsula. They were walled towns, dating back to even before the time period of the game and expanding greatly during it. They were usually built upon heights for better defensive purposes but sometimes right out on the plains, especially in the east where there may not have been heights at desirable locations near meandering rivers. This concept drawing is derived from an actual archeological site that has been excavated in the northeast of Spain having belonged to the Ilergete (ee-layer-HAY-tay) tribe as shown in the figure below and from the virtual reconstruction of the site at the museum located adjacent to it.
     2498
     2499concept drawing by Antonio J. Flamas
     2500
     2501Archaelogical site in northwest Spain
     2502
     2503Reconstructed model at archeological site in Spain; the SE/NW orientation is correct for the game. The low walls in the centre represent what would have been additional housing in the complex. This structure appears to have had at least 3 narrow gateways, from what can be seen.
     2504
     2505* Name: Casa. (KAH-sah) <means: house>
     2506* Class: House.
     2507* History: Iberians structures of the time were typically built either entirely of stone or, as indicated in the image, with stone stub walls with 'adobe' raising them on up to the roof lines above them. Roofs were then, depending on the economic status of individuals, covered with a composite of mud and binding vegetable and waterproofing asphaltic materials, or slate stone, or in many cases in the region, with so-called Spanish roofing tiles. It would be nice to have some housing for Iberians also done along those lines, if possible, then house 'types' just randomly selected during the progression of a game session. Note in the bottom-most example that the house on the right has a roof line fall that is incompatible with good architectural practice and would not have been so constructed by the practical homeowner even back then. Its orientation is such that any rainfall would run right over 'his' front door ... so one needs to be redone in such a manner that the roof incline directs water away from
     2508the front of the house. Also, in the concept drawing for the Oppida, it shows the Iberians houses being endowed with tiled roofs that is the convention that we've adopted as being typical to most of Iberia and for most of the structures of the civ. Also, that the adobe walls would have been plastered and 'whitewashed' for all but the most humble or neglected of abode, so it is the opinion of the author that if these models are to be used in the game that they need to be redone accordingly.
     2509
     2510Concepts by Joseph Bugman
     2511
     2512Notice incorrect roofline slant house on the lower right, otherwise could serve, though should be whitewashed and roofs look nicer tiled or slated.
     2513
     2514Also, it occurs to me that with minor modification such as putting the gateway to the SE side and a well to the centre of the 'old' Civ Centre concept shown at the top inset, along with a few farm-type accoutrements and tiled roofs within, it could be a good concept for the "Hacienda" Farm Centre (see below) as the Farm Centre is also a garrisonable structure.
     2515
     2516* Name: Hacienda. (ah-see-AYN-dah) <means: place of habitation, in this case rural>
     2517* Class: Farm Centre.
     2518* History: The Hacienda is adopted as being a farm centre that would typically house more than a single family, or an extended family, involved in all manner of agricultural pursuit required of the times.
     2519
     2520concept drawing by Antonio J. Flamas (Spain)
     2521
     2522* Name: Huerta. (oo-WEAR-tah) <means: farm field or orchard>
     2523* Class: Field.
     2524* History: 'Huerta' is a term that can mean either farm field or orchard. In historical terms, the Iberians tended to growing grains and vegetables, including a variety of roots, greens and artichokes (large blue thistle-like flower-heads), grape vines, and fruit trees ranging from the olive and fig to the apple. The Iberian Peninsula was an agricultural surplus area.
     2525
     2526<no illustration yet available>
     2527
     2528* Name: Corral. (kohr-AL) <means: a fenced-in enclosure for livestock, usually the larger kinds>
     2529* Class: Corral.
     2530* History: Corrals have been utilised by people husbanding animals since 'time immemorial'; the Iberians mostly built stone-walled corrals so that is how they need to be depicted in the game. The Iberians kept cattle, sheep, goats, pigs, and horses in their corrals.
     2531
     2532<no illustration yet available>
     2533
     2534* Name: Centro de Recursos. (SAYN-troh day ray-COOR-sohss) <means: resource centre>
     2535* Class: Resource Centre.
     2536* History: There was no such thing as an Iberians resource centre during the time frame although there may have been camps. However as a game construct we show one to serve purpose of supporting lumbering and mining operations.
     2537
     2538concept drawing by Antonio J. Flamas (Spain)
     2539
     2540* Name: Torre Iberica. (TOR-rayh ee-BAYER-ee-kah) <means: Iberians Tower>
     2541* Class: Scout Tower.
     2542* History: The Torre Iberica is rather unique for its time and the bases for its construction have been derived of extensive archeological and paleontological investigations by university faculty members in Spain at sites of which one of the principal is that located near the village of Aldea de Centenario at some distance south-southeast of Madrid. These towers were quite large, high and stonework monolithic as shown; being cylindrical lent them added strength. They were initially built at mountain passes to control access through them or on high places to provide overview and defense of surrounding terrain. They may have also been used as 'toll stations' along trading routes. Sometimes they were even built 'right out in the middle of nowhere' on the flatlands, but always with the idea of defensively controlling terrain. In time, many of these towers became a central feature in such as Oppidum or Castros that grew up around them because of their ideally situated locations, or they were made integral with the walls of growing town sites.. Whether located in an isolated spot or integrated into a populated place, they were ideally suited to their purpose during the timeframe of the game.
     2543* Special: Mini-Fort Strongpoint.
     2544
     2545concept drawings by Aviv Sharon (Israel).
     2546
     2547* Name: Muro Ancho. (MOOR-doh ANHN-choh) <means: wide wall>
     2548* Class: Wall.
     2549* History: High and strongly built defensive stone walls were a common structure of the Iberian Peninsula during the period, and for long thereafter.
     2550
     2551A concept worked up by James Bircher (Texas, USA). The Broad Wall would more likely have a straight-run of stone facing rather than the periodic buttresses as shown.
     2552
     2553* Name: Torre Iberica.
     2554* Class: Wall Tower.
     2555(Attributes identical to Scout Tower; re-used again for this purpose.)
     2556
     2557A concept worked up by James Bircher (Texas, USA). The Broad Wall would more likely have a straight-run of stone facing rather than the periodic buttresses as shown.
     2558
     2559* Name: Puerta Mortal (poo-EHR-tah more-TALH) <means: Gate of Death>
     2560* Class: Wall Gate.
     2561* History: One of the central attributes of the Iberians civ is that it was a highly defensive one that constantly gave the Carthaginians trouble in their bid to conquer the peninsula (which they never really did) and took the Romans another 200 years to subdue, along with incredibly large cumulative loss of Roman soldier's lives. The title is an "assumed name", for want of a better name than just super fortified gateway. However, this doubled gate has been found incorporated into walls surrounding Iberian villages, Oppidum, and fortresses, Castros. It presents rather formidable aspects with its 4 towers, 2 gates, and a courtyard-like interior wherein enemy forces could become entrapped between the two gates, combined with a monolithically strong stone structure. The concept comes from archeologist and paleontologist descriptions of the remains of such gates at various locations scattered about the Iberian Peninsula, though the interpretation from such documents is the author's, reinforced by the knowledge of 0 A.D. team's historian, Professor Alejandro Carneiro of La Coruna, Spain.
     2562* Special:
     2563- Garrison: 20 ranged troops.
     2564- Elevation Bonus.
     2565
     2566concept drawings by Aviv Sharon (Israel).
     2567
     2568This photo is of a more recent structure; the gate is not to be arched (Avila, Spain - medieval construction). In this case the entire structure is crenellated as it conforms to a tower complex with a passage through it.
     2569
     2570==TOWN==
     2571
     2572* Name: Puerto. (POOER-toh) <means: port>
     2573* Class: Port Centre.
     2574* History: No one really knows how ancient 1st millennium Iberian Peninsular docks or ports looked, though they were probably pretty simple affairs having but a short pier, if even that. However, for the purposes of creating a structure in the game and because the Phoenicians @#$% Carthaginians had such broad influence on the peninsula for a half millennium before the timeframe of the game, we have chosen to model something similar to the inner port centre at Carthage, with typical Iberians architectural applications applied to it. The largest port that was strictly Iberian, though said to have been founded by the Greeks (defaulting to the resident Iberians when Greek merchants were blocked by Carthage from further trading into the western Mediterranean), was probably only that of Saguntum (and possibly Emporion) on the eastern coast of Spain referred to as the Spanish Levant.
     2575
     2576concept drawing by Aviv Sharon (Israel)
     2577
     2578* Name: Templo. (TAYM-ploh) <means: temple>
     2579* Class: Health Centre.
     2580* History: The Iberian tribes did not typically worship their gods at temples, but there has been a single instance in which the remains of an ancient Tartessian temple has been unearthed in Andalusia in southern Spain, ruins as shown below the concept drawing, and a virtual model made of it which resides in the museum co-located with the site that is shown last below the concept drawing which is the inspiration for it. The Iberians for the most part worshipped their gods at small household votive altars in their homes or sometimes at smallish monuments to them in the outdoors. Their two principal gods (though they are also known to have had many others) were Endovelico, as the male represented by a boar, and Ataecina, the female counterpart as represented by a goat. We have chosen to depict these two gods by statuary in the typical vein of the times, mounted atop the pillars at the entrance to the temple in the concept drawing, Ataecina on the right and Endovelico on the left. Construction materials appl
     2581ied to the structure sketch are chosen to more accurately reflect the building practices prevalent at the time period of 0 A.D., including the tiling of the roofs. If the virtual representation of the Tartessian temple accurately reflects building practices on the Iberian Peninsula as far back as around 900 B.C. to which it is dated, then the Iberians in some places developed pretty sophisticated civilisation and advanced architectural techniques that were contemporary to any other Mediterranean area civ of the time, though most of their cities may not have been as large.
     2582
     2583concept drawing by Antonio J. Flamas (Spain). I would prefer that the top portion of the structure not have the peaked and tiled roof in this case (see reconstruction below)..
     2584
     2585The virtual rendition reconstruction of the Tartessian sanctuary based upon site excavation.
     2586
     2587* Name: Cuartel. (kooar-TAYL) <means: military cantonment area>
     2588* Class: Military Centre.
     2589* History: To the best of our knowledge, the Iberians did not have standing armies in the sense that we know of them elsewhere or of today, it is doubtful that they had specific structures designated as military centres; however as a game construct we show a modest structure wherein military related activities take place.
     2590
     2591concept drawings by Antonio J.. Flamas (Spain).
     2592
     2593concept drawings by Antonio J.. Flamas (Spain).
     2594
     2595* Name: Mercado. (mayrh-KAH-doh) <means: marketplace>
     2596* Class: Trade Centre.
     2597* History: The trade centres or marketplaces of the Iberians may have in fact been no more than folks gathering about in a plaza during certain days of the week or month in order to exchange goods. As a game construct we show a modest building where trading and purchasing goods for sale may take place.
     2598
     2599concept drawings by Antonio J.. Flamas (Spain).
     2600
     2601==CITY==
     2602
     2603* Name: Castro. (KAHSS-troh)
     2604* Class: Fortress.
     2605* History: The Castro can be likened to a more strongly fortified town centre than that of the common Oppidum which were also fortified places of habitation. As such it was widely and normally constructed upon a height, and almost always had some sort of an acropolis built at the highest point within its towered walls. In the archeological record of the Iberian Peninsula, the remnants of as many as a thousand fortified places identifiable as Castros can be found in modern day Portugal alone.
     2606* Special: Rocky Height.
     2607
     2608concept drawings by Aviv Sharon (Israel).
     2609
     2610This photo shows the type of stone for the base of the Castro (Avila, Spain, medieval construction) as well as texture for the walls. Note that Iberians-era walls, although towers were crenellated, did not have pointed crenellations at the top. They were flat, as shown in the concept drawing.
     2611
     2612SPECIAL STRUCTURES
     2613
     2614* Name: Monumento Venerado (literally: Revered Monument).
     2615* Class: SB1.
     2616* History: The Iberians were a religious people who built small monuments to their various gods. These monuments could also serve as family tombs.
     2617* Requirements: Must be built in one of the player's Provinces.
     2618* Phase: City.
     2619* Special: Defensive Aura - Gives all Iberian units within LOS of the monument a 10-15% attack boost.
     2620Build Limit - Only one may be built per map.
     2621
     2622http://www.wildfiregames.com/~art/mythos/s.../ibmonument.jpg
     2623Use this excellent sketch as the Iberian Monument.
     2624
     2625NEW STRUCTURE TRAITS
     2626
     2627* Mini-Fort Strongpoint: Effects: Can garrison up to 10 units, either infantry or cavalry. Larger than other towers, both at base and in height. Has double the hitpoints of other towers. Elevation bonus.
     2628
     2629* Rocky Height: Perched upon a rocky height, with a 20% increase in elevation. Effects: Larger footprint than normal Fortress. Additional +1 RA bonus.
     2630
     2631FORBIDDEN STRUCTURES
     2632
     2633(none)
     2634
     2635CIV BONUSES
     2636
     2637CB1
     2638* Name: El Pedregal. (ayel pay-dray-GAHL) <means: the rocky place>
     2639* History: With exception to alluvial plains and river valleys, stone is abundant in the Iberian Peninsula and was greatly used in construction of structures of all types.
     2640* Effect: Stone CO -33% any structure or Tech requiring the resource.
     2641
     2642CB2
     2643* Name: Manada de Caballos. (mah-NAH-dah day kah-BUY-yos) <means: horse herd>
     2644* History: Not unlike Numidia in North Africa, the Iberian Peninsula was known as 'horse country', capable of producing up to 100,000 new mounts each year.
     2645* Effect: Horses can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse functions similarly to a relic as in AoK.. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) is reduced by a fixed amount of -5% per animal corralled.
     2646
     2647TEAM BONUS
     2648
     2649TB1
     2650* Name: Mercenario. (mayr-sayn-AHR-ee-oh) <means: mercenary>
     2651* History: The Iberians were long known to provide mercenary soldiers to other nations to serve as auxiliaries to their armies in foreign wars.
     2652* Effect: Infantry and Cavalry Citizen Soldier Javelinists civ CO -50% (that is of whatever the cost of a javelinist is to a given civ; does not apply to Super Units also armed with the javelin).
     2653
     2654TECHNOLOGIES
     2655
     2656* Infantry: Above average, most standard except no archer peculiar; strong swordsmen and javelinists.
     2657* Cavalry: Above average, most standard except no archer peculiar; strong swordsmen and javelinists.
     2658* Naval: No warship specific techs as has no warships, Merchantman, seamanship & garrisoning upgrades only.
     2659* Siege: Below average engines, mediocre for land ram & siege ram upgrade, no other engines; Citizen Soldier Javelinists have a sieging capability by S T Falarica del Fuego.
     2660* Economy: (above average)
     2661- Farming: Strong, all standard to include animal husbandry.
     2662- Mining: Strong, all standard plus bonused for stone (CB) and ore (metal) (ST).
     2663- Lumbering: Below average, nothing special.
     2664- Hunting: Average.
     2665- Land Trade: Average, most applicable domestic or international.
     2666- Naval Trade: Average (except that Merchantman ship is ‘toughest’ in game).
     2667* Architecture: (very strong)
     2668- Defenses: Very strong, all, bonused by SBs.
     2669This map presents justification for Iberians having all farming, animal husbandry, and mineral mining technologies.
     2670
     2671SPECIAL TECHNOLOGIES
     2672
     2673ST1
     2674* Name: Falarica del Fuego. (fahl-AHR-ee-kah dayel foo-EH-goh) <means: flaming javelin>
     2675* History: Iberian tribesmen were noted for wrapping bundles of grass about the shafts of their throwing spears, soaking that in some sort of flammable pitch, then setting it afire just before throwing.
     2676* Effect: Unlocks the flaming component attributed to Citizen Soldier Infantry and Cavalry Javelinists (Infante Lusitano, Caballero Turdetano), and Super Units (Devotio Infante and Devotio Caballero); causes targets struck to become inflamed and lose hitpoints at a constant rate until and if either healed or repaired, as appropriate.
     2677
     2678ST2
     2679* Name: Maestros Herreros. (mah-AYST-rohss air-RAY-rohss) <means: master iron workers>
     2680* History: The Iberians were known to produce the finest iron and steel implements and weapons of the age.
     2681* Effect: CO -50% any Ore.
     2682
     2683
     2684Civ: Persians
     2685
     2686PERSIAN CIVILISATION PROFILE
     2687
     2688by Sting, Paal_101 & Acumen. Email: synchronicity84@hotmail.com; acumen@0ad.wildfiregames.com.
     2689
     2690
     2691The Battle of Issus (333 BC)
     2692
     2693LATEST CONCEPTS (by Praveen Pillai/Childhood_Trauma)
     2694
     2695NATURE
     2696
     2697* Period: We're going to represent the Persians at the peak of their civilisation, around Mid Achaemenid with some Early influences. Specifically 550 BC - ca 420 BC. Therefore Late Achaemenid traits like acquiring Greek equipment to overcome their weakness against Greek infantry does not apply.
     2698
     2699* Cosmopolitan: Army made up of conscripts and mercenaries from the subjugated nations ruled by the Persian Kings (Egyptians, Assyrians, Indians, Scythians, Bactrians, and Ethiopians) alongside the Iranian native force (Persian or Median descent).
     2700Representation: Units from various different cultures. Wide variety of garb, styles and colours. Unusual mounts like camels, chariots and elephants.
     2701
     2702* Persian Military: (note that this only applies to the Persians themselves; any mercenaries/subjugated-nations would use their own national weapons)
     2703- Spears: Main infantry weapon.
     2704- Swords: Rarity. Reserved for more elite units such as Immortal (common soldiers too poor to afford swords).
     2705- Bows: Main ranged weapon. Archers armed with powerful recurved bow, which gained their power by bending the bow opposite to the natural curve of the weapon, creating added tension and force; however, used extremely light materials, so arrows couldn't puncture the heavy armour of Hellenistic soldiers.
     2706- Javelins: Also widely used to compensate for poor armour of infantry. Most commonly used by cavalry.
     2707- Slings: Were employed, but in relatively small numbers compared with archers.
     2708Representation: In terms of tactics, reliance on range (bows, javelins) and cavalry rushes to overcome limited chance of survival in melee.
     2709
     2710* Strong Cavalry: Alongside missile troops, made up the bulk of the Persian army. Under feudal law the conscripts had to supply their own arms, and only the richer citizens (nobility) could afford mounts.
     2711Representation: All cavalry types. Cavalry are well-armed and armoured, though expensive. They are one of the few units (the other being Immortals) rich enough to afford armour and helmets.
     2712
     2713* Infantry Hordes: Levying the satrapies allowed the Persians to field a larger force than their opponents. However, Persian troops had to supply their own equipment. Many also had poor morale, usually going into battle with all kinds of war cries, but ready to flee the field when serious resistance was offered by the foe (typical of almost all Oriental civilisations, with the exception of Assyrian heavy swordsmen).
     2714Representation: Quantity over quality. Build time and cost of infantry reduced to quickly amass a large force, but individuals are poorly armed and armoured. Reduction in armour and attack: poor weapons, little to no infantry armour or helmets (had to rely on shields, but even they were merely wicker and leather).
     2715
     2716UNIT DESCRIPTIONS
     2717
     2718Rank Notes:
     2719The following convention is used to display the rank for Persian Citizen Soldiers:
     2720- Basic: Unit is bare-headed (hair is visible).
     2721- Advanced: The unit wears a generic headband (http://0ad.wildfiregames.com/~art/history/persians/pages/6th.C-BC_2imorts.html).
     2722- Ultimate: The unit wears the helmet/cap/whatever indicated in the Helmet: section of its description below.
     2723
     2724==INFANTRY==
     2725
     2726* Name: Neyzedar Madi. (means 'Mede Spearman')
     2727* Class: Spearman.
     2728* Ranged Armament:
     2729Basic: 7-foot wooden thrusting spear with a broad iron head and round bronze metal counterweight. Cosmetic dagger.
     2730Advanced: Silver counterweight. Cosmetic dagger.
     2731Ultimate: Gold counterweight. Cosmetic akinakes.
     2732* Appearance:
     2733- Garb:
     2734Basic: Light red ornate Median garb, similar to that of the Mada Asabari. The Persians and Medians favoured highly contrasting designs and colours. His robes wouldn't be very long, reaching maybe to his knees, with trousers underneath. Unarmoured. Mada Neyzedar
     2735Advanced: Dark red garb.
     2736Ultimate: Bordeaux/purple garb, with "funky psychedelic kiddy-pyjama-like patterns, funny polygons and borders and stuff", like the centre guy in this picture.
     2737- Helmet:
     2738Basic: Bareheaded.
     2739Advanced: Persian/Median white tiara. (Note: for any of these tiaras, always use the loose version with the mouth uncovered, to keep the distinctive Persian beard and moustache visible.)
     2740Ultimate: Persian/Median yellow tiara.
     2741- Shield:
     2742Basic: None.
     2743Advanced: Large rectangular reed/whicker shield (spara), covered with leather. (Could provide for unique defensive sparabara formation for groups of this unit, although we don't have room for it; see Spara in article link in footnotes.)
     2744Ultimate: Similar to the Advanced spara, but elaborately painted.
     2745- Figure(s): Median hair and beard style (also this subject nation's cap).
     2746Basic:-
     2747Advanced:-
     2748Ultimate:-
     2749* History: Mede Spearmen comprised the main infantry regiment in the Median Empire. They also remained of very high importance during the Achaemenid period, ranking second only to the Immortals. They were widely used throughout the Empire, as illustrated by the fact that even Ionian cities under Persian rule were guarded by Median battalions.
     2750* Garrison: 1.
     2751* Function: Brawl unit of the Persians. Primarily used to occupy opponents while missile units rain projectiles from behind their lines. Virtually cannon fodder, but since they could be cheaply levied from satrapies, they can be produced faster than most civilisations, and so are effective in large hordes.
     2752* Special: Low hitpoints, reduced attack. Cheap and fast train time.
     2753
     2754Mada Neyzedar - ChildhoodTrauma Concept
     2755
     2756* Name: Zhupinandaz Frighi. (means 'Phrygian Javelinist')
     2757* Class: Javelinist.
     2758* Ranged Armament: Palta, a cornel wood javelin, 1.5 to 1.8 metres in length and tipped with iron or bronze heads. They could be thrown immediately before contact or used as a thrusting weapon (but we'll just use them for ranged attack).
     2759* Appearance:
     2760- Garb:
     2761Basic: Mint green tunic that covers shoulders to knees. High quality leather boots (similar to Peltast's footwear). Tunic has a brooch at each shoulder.
     2762Advanced: Tunic is emerald green.
     2763Ultimate: Tunic is dark green.
     2764- Helmet:
     2765Basic: Bareheaded.
     2766Advanced: Phrygian style cap, like these: http://www.amazonminiatures.com/images/pro...ducts/se11b.jpg http://www.amazonminiatures.com/images/pro...ducts/se11a.jpg Although they are Seleucid era, the hat seems to be a cultural icon in Asia Minor, and it's probably a safe bet they didn't change that much over time.).
     2767Ultimate: Wicker helmet with round metal plates along the "head-band" of the helmet.
     2768- Shield:
     2769Basic: None.
     2770Advanced: Round standard Persian wicker shield, without leather covering.
     2771Ultimate: Small hide shield (not quite a buckler).
     2772- Figure(s):
     2773Basic: Phrygian hair and beard style (also this subject nation's cap).
     2774Advanced: -
     2775Ultimate: -
     2776* History: The Phrygians were used by the Persians and Diadochi monarchs alike as excellent foot javelinists. They were certainly the strongest people in Asia Minor in Persia's time. Even later, during the Diadochi period, Phrygia made up the base of Antigonus' great Empire.
     2777* Garrison: 1.
     2778* Function: Best take advantage of long range to suppocrt heavy infantry as they clear a path for shock cavalry. Individually weak, so best used in large groups (eg 10-15).
     2779* Special: Low health and melee armour (due to no armour and lousy shield; not nearly as good as a Peltast up close). Great speed and increased range (light equipment and good boots).
     2780
     2781* Name: Kamandar Kappadoki. (means 'Cappadocian Archer')
     2782* Class: Archer.
     2783* Ranged Armament: Big Persian Bow. Cosmetic sagaris (light battle axe) in belt. He may be a levy for the local satrap, but he has been practicing with his bow for a long time, well maintained and correctly used. There is also a good chance that the bow was made for him by a close friend or a family member, giving him a great connection to the weapon
     2784* Appearance:
     2785- Garb:
     2786Basic: Yellow tunic and kilt. No armour. Quiver on left hip.
     2787Advanced: Tunic is mustard yellow and brown.
     2788Ultimate: Tunic is dark brown.
     2789- Helmet:
     2790Basic: Bareheaded.
     2791Advanced: Hat as depicted (Phrygian style cap, like these: http://www.amazonminiatures.com/images/pro...ducts/se11b.jpg http://www.amazonminiatures.com/images/pro...ducts/se11a.jpg Although they are Seleucid era, the hat seems to be a cultural icon in Asia Minor, and it's probably a safe bet they didn't change that much over time.).
     2792Ultimate: Persian (eastern conical bronze) helmet (the ancient Cappadocian were somewhat related to the Persians.)
     2793- Shield:
     2794Basic: None.
     2795Advanced: None.
     2796Ultimate: Small buckler.
     2797- Figure(s):
     2798Basic: Cappadocian hair and beard style (also this subject nation's cap).
     2799Advanced: -
     2800Ultimate: -
     2801* History: Owing to the predominately mountainous terrain of Asia Minor, the many peoples living there specialised in using ranged weapons (javelins and arrows). Cappadocians, Pisidians, Cilicians and others were regularly levied and served in the Imperial Army.
     2802* Garrison: 1.
     2803* Function: A semi-skilled warrior. Used to take down advancing enemy infantry and to loosen up enemy formations for a Persian charge. He'll probably be used in a similar manner to the Frighi Zhupinandaz, although he'd probably be used for more strategic goals, opening and in some cases finishing attacks, instead of just supporting attacks.
     2804* Special: Very light and quick, but will suffer at close range. Slightly better trained than Mede Spearman (longer build time) but cost less (bow and quiver of arrows relatively cheap standard equipment).
     2805
     2806http://0ad.wildfiregames.com/~gamedesign/C...ocianBowman.jpg
     2807Cappadocian Archer - ChildhoodTrauma Concept
     2808
     2809==CAVALRY==
     2810
     2811* Name: Usubari Tazi. (means 'Arabian Camelry')
     2812* Class: Cavalry javelin thrower.
     2813* Hacker Armament:
     2814Basic: Javelins.
     2815Advanced: -
     2816Ultimate: -
     2817* Appearance:
     2818- Garb:
     2819Basic: Light grey Bedouin clothes. No armour.
     2820Advanced: Dark grey.
     2821Ultimate: Black. Simple breastplate (metal fairly rare, breastplate extremely expensive to produce, therefore becomes a wealthy noble or chieftain).
     2822- Helmet:
     2823Basic: National hat shown in the Persepolis carvings.
     2824Advanced: Special Bedouin 'towel/cap' that leaves only the eyes visible.
     2825Ultimate: Add a large ornament to the towel to show his power.
     2826- Shield:
     2827Basic: None.
     2828Advanced: Round shield.
     2829Ultimate: Round shield.
     2830- Figure(s):
     2831Basic: Arabian hair and beard style (also this subject nation's cap).
     2832Advanced: -
     2833Ultimate: -
     2834- Mount:
     2835Basic: Mounted on a camel (inherits "Stench Aura"). Use an Arabian one-hump camel (as currently modeled, not the Bactrian two-hump type), as Arabian camels were mentioned more often in sources for the Early and Middle Achaemenid period.
     2836Advanced: -
     2837Ultimate: Add a pennant attached to the camel's gear.
     2838* History: Camelry were used early on very successfully by Cyrus the Great. In the war with the Lydian king Croesus at the battle of Sardes in 546 BC, for instance, camelry was instrumental in disposing of the fearful Lydian Heavy Cavalry.
     2839* Garrison: 2.
     2840* Function: Highly effective anti-cavalry, but weaker against infantry. Camels are slower than horses.
     2841* Special: "Stench Aura", movement rate in sand, and any other traits that are inherent to camels in the wild.
     2842
     2843* Name: Aspe Zerehdar Balkhi. (means 'Bactrian Cataphract/Heavy-Cavalry')
     2844* Class: Cavalry Lancer.
     2845* Hacker Armament:
     2846Basic: Kontos Lance (all iron; 3.6 metres long; two-handed weapon; held the kontos with his right hand towards the bottom of the spear shaft, while the left was in front about 2 feet forward. Then the spearpoint was held on the left side of the horse's neck. So if you looked from the top, the kontos would be at a slight angle from the horse's line of symmetry; absorbed the shock of a hit, since there were no saddles or stirrups to cushion the collision for the horseman). Cosmetic sword -- since Cataphracts were drawn from the wealthy upper class -- and they would used these at close range after charging with kontos (hacking, 2.5-3m long).
     2847Advanced: -
     2848Ultimate: -
     2849* Appearance:
     2850- Garb:
     2851Basic: Scale shirt covering his torso and shoulders, but his arms should be covered by his tunic. Trousers.
     2852Advanced: Fully sleeved scale shirt and small tails that hang to about mid thigh height. His legs are wrapped with leather straps, that look like big bandages.
     2853Ultimate: Full hauberk, throat to ankles, elaborate, VERY expensive. Make sure the hauberk hangs from his waist; don't make the hauberk like a body suit, more like Neo's jacket in Matrix Reloaded: form fitting on the torso and arms, but below the waist more skirt-like His legs too would be wrapped with leather.
     2854- Helmet:
     2855Basic: Small bowl-like helmet.
     2856Advanced: Sarmatian style conical helmet with nasal bar.
     2857Ultimate: Same as Advanced, but with a large horse-tail crest and a hanging sash of scale from the back of the helmet covering the neck.
     2858- Shield:
     2859Basic: None.
     2860Advanced: None.
     2861Ultimate: None.
     2862- Figure(s):
     2863Basic: -
     2864Advanced: -
     2865Ultimate: -
     2866- Mount:
     2867Basic: No horse armour. No saddles or stirrups. Has a saddle blanket held on by a strap going around the horse's midsection.
     2868Advanced: Half-armour (scale chamfron and peytral), like the guy on the horse on this page: http://www.attic-tabletop.de/info/info_wab...ab_persians.htm
     2869Ultimate: Complete horse armour.
     2870* History: Cataphracts were the crushing blow of the Persian cavalry. They smashed the enemy after the Asabari and infantry missile troops had loosened up the enemy formation with arrows and javelins. This was also the first major appearance of shock cavalry.
     2871* Garrison: 2.
     2872* Function: See History.
     2873* Special: The Cataphract should be slower than the Mada Asabari. Well armoured.
     2874
     2875http://dbaol.com/images/faces/1269_face.jpg - this is Bactrian Heavy Cavalry from the middle Hellenistic Age (roughly 240 BC - 150 BC), that shows Greek influence.
     2876http://www.hobbyterra.com/images/lw/lw7238.jpg - Bactrian Heavy Cavalry, probably also from the same time period.
     2877http://dbaol.com/images/faces/836_face.jpg - you may also bear this in mind. It's not Bactrian, it's Scythian, but it's close enough (Bactria and Sogdiana border on Scythia to the north and thus share some war tactics).
     2878
     2879* Name: Asabari Madi. (means 'Mede Light Cavalry')
     2880* Class: Cavalry Swordsman.
     2881* Ranged Armament:
     2882Basic: Palta Javelin (1.5-1.8 metres in length and tipped with iron or bronze heads). Two decorative javelins. Sagaris is main weapon.
     2883Advanced: .
     2884Ultimate: As for Ultimate.
     2885* Appearance:
     2886- Garb:
     2887Basic: Jacket: highly decorated light red Median garb (with circles, squares, rosettes and stripe patterns). Trousers. Like the Persian Light Cavalry here, without the quiver.
     2888Advanced: Add scale shirt (mid red colours for his clothing).
     2889Ultimate: Scale shirt with psychedelic shapes and dark red colours on his trousers and tunic sleeves.
     2890- Helmet:
     2891Basic: Dark yellow Median cap (see below).
     2892Advanced: Tiara.
     2893Ultimate: Bronze helmet with black plume.
     2894- Shield:
     2895Basic: None.
     2896Advanced: None.
     2897Ultimate: Leather shield (depicted in image).
     2898- Figure(s):
     2899Basic: Median hair and beard style (also this subject nation's cap).
     2900Advanced: -
     2901Ultimate: -
     2902- Mount:
     2903Basic: Mounted on a light horse. No horse armour. "Median horses were noted for their size and strength, although not particularly tall, about 14 or 15 hands. They had large heads and strong necks with most being chestnuts, browns or blacks."
     2904Advanced: -
     2905Ultimate: -
     2906* History: The Mede Light Horse was the most widely used type of cavalry by the Persians, since Persian (and Median) boys were taught how to use a bow and ride a horse from a very early age. It was first introduced by the Median kings and was vital in the Median victory over the mighty Assyrians.
     2907* Garrison: 2.
     2908* Function: ?
     2909* Special: Poorly armoured, but fast.
     2910
     2911http://0ad.wildfiregames.com/~gamedesign/C...LightHorse1.jpg
     2912http://0ad.wildfiregames.com/~gamedesign/C...LightHorse2.jpg
     2913Mede Light Horse
     2914
     2915* Name: Chaharcharkhe Pars. (means 'Persian Scythed Chariot')
     2916* Class: Cavalry Archer.
     2917* Ranged Armament:
     2918> Archer: Composite Bow.
     2919> Driver: None.
     2920* Appearance:
     2921- Garb:
     2922Basic:
     2923> Archer: Noble. Richly embroidered robe (shorter, Persian style). ("Chariots crash. I wouldn't want to be him running away from a wrecked chariot with Hypapsists chasing after me in an ankle-length robe.") Light red. No trousers. Armour: Small pectoral disc.
     2924> Driver: Something simple, probably identical to the Mada Neyzedar (use same colours). Armour: None.
     2925Advanced:
     2926> Archer: Robes become medium red. Armour: Scale shirt, throat to mid-thigh.
     2927> Driver: Same colour adjustment as Mada Neyzedar. Armour: Small pectoral disc.
     2928Ultimate:
     2929> Archer: Robes become dark red. Armour: "Neo-style" scale hauberk.
     2930> Driver: Same colour adjustment as Mada Neyzedar. Armour: Light scale shirt.
     2931- Helmet:
     2932Basic:
     2933> Archer: Persian tiara/cap.
     2934> Driver: White tiara.
     2935Advanced:
     2936> Archer: Conical helmet. (if you have "Warfare in the Classical World", look at p.59 for a cool pic of an elite Persian cavalryman. I would suggest using his helmet.)
     2937> Driver: Yellow tiara.
     2938Ultimate:
     2939> Archer: Plumed helmet.
     2940> Driver: Simple conical helmet.
     2941- Shield:
     2942Basic:
     2943> Archer: None (hard to use a shield while shooting a bow).
     2944> Driver: None (hard to use a shield while driving a chariot).
     2945Advanced:
     2946> Archer: -
     2947> Driver: -
     2948Ultimate:
     2949> Archer: -
     2950> Driver: -
     2951- Figure(s):
     2952Basic:
     2953> Archer: The chariot crew constantly worked together, training and fighting, and would need to know each other very well to operate such a "complex" machine. Facing danger together would make them very close. If the Illiad is any example of ancient Mycenean martial relationships, the bond between warrior and charioteer was very strong in that culture.
     2954> Driver: He's not going to be very wealthy compared to the Archer, but he will be slightly better looking than the regular infantry grunt. Decorated beard to indicate the driver is Babylonian. The charioteer was much more than a mere 'driver' - he was a confidant and a trusted adviser of his master.
     2955Advanced:
     2956> Archer: -
     2957> Driver: -
     2958Ultimate:
     2959> Archer: -
     2960> Driver: -
     2961- Mount:
     2962Basic:
     2963Wooden chariot (very sturdy; it was nearly impossible to destroy the chariot itself, so had to kill the horses or occupants -- Peltasts were very effective for this). Led by two unarmoured horses (if necessary, we can reduce the number to one). Knives (scythes) mounted on the axels, underneath the car. These were hung vertically in order to shred anyone unlucky enough to be trampled by the horses. Would make it unsuitable for rough terrain, but would make it significantly more lethal when it could build up speed.
     2964Advanced:
     2965Add heavy armour on the sides.
     2966Ultimate:
     2967Add even heavier armour on the sides.
     2968* History: Chariots were the bulwark of most Middle Eastern armies during the latter part of the II millennium BC and retain their importance later on as elite units. The Persians learnt to use chariots from the Assyrians and Babylonians and employed them on several occasions. The introduction of scythes made the chariots very effective against enemy infantry. Their expensive equipment, however, meant that they were restricted to noblemen only and hence were difficult to amass.
     2969* Garrison: 3.
     2970* Function: -
     2971* Special: Bonus against infantry (or has ancillary passive damage when moving, if possible). Fast. Expensive.
     2972
     2973==SUPPORT UNITS==
     2974
     2975* Name: Banu Miyanrudani. (means 'Mesopotamian Woman')
     2976* Class: Female Citizen.
     2977* Appearance: http://joseph_berrigan.tripod.com/ancientb...bylon/id42.html
     2978- Garb: Several layers of clothing, long doublet robe with tassels.
     2979- Helmet: Head scarf.
     2980- Shield: None.
     2981- Figure(s): Young (about 25). Dark long hair. Dark eyes. Pale skin. Face clearly visible. (Paradoxically, women during the Achaemenid period did not have to cover their faces. This Arabic tradition was introduced much later.) Facial/hair features reference: 1 2
     2982* History: ?.
     2983* Garrison: 1.
     2984* Function: -
     2985* Special: -
     2986
     2987* Name: Mogh Madi (means 'Mede Magus')
     2988* Class: Priest.
     2989* Appearance:
     2990- Garb: White gown, as depicted below.
     2991- Helmet: None.
     2992- Shield: None.
     2993- Figure(s): Short hair. No beard or moustache. Otherwise Median facial features.
     2994* History: Zoroaster, the founder of Zoroastrianism was a Mede, and the theocracy of the Magi consequently remained almost entirely of Median origin until the demise of the Empire.
     2995* Garrison: 1.
     2996* Function: -
     2997* Special: -
     2998
     2999* Name: Tamkarum Arami. (means 'Aramaean Trader ')
     3000* Class: Trader.
     3001* Appearance:
     3002- Garb: Aramaean merchant robes.
     3003- Helmet: None.
     3004- Shield: None.
     3005- Figure(s): -
     3006- Mount: Mounted on a Dromidary (one-hump) camel (inherits "Stench" Aura), laden down with saddle bags.
     3007* History: The Aramaeans settled in the Fertile Crescent in X century BC and became very successful merchants by land. Aramaic gradually replaced Akkadian as the spoken language of the Middle East. Eventually most Achaemenid written administration was written in this language.
     3008* Garrison: 2.
     3009* Function: Camels are slower than horses.
     3010* Special: -
     3011
     3012* Name: Kashti Bazargani Yunani. (means 'Ionian Trade Ship')
     3013* Class: Merchant Ship.
     3014* Appearance:
     3015- Shell: (Standard).
     3016* History: The Ionian Greeks embarked on trade initiatives by sea, since they lived on numerous islands in the Aegean or the coast of Asia Minor.
     3017* Garrison: Cannot.
     3018* Function: -
     3019* Special: -
     3020
     3021==WAR SHIPS==
     3022
     3023* Name: Doradi Kebresi. (means 'Cypriad Galley')
     3024* Class: Bireme.
     3025* Appearance:
     3026- Shell: (Standard).
     3027* History: Cypriad galleys comprised a substantial part of Xerxes' navy which invaded Greece in 480 BC. While generally considered inferior to the ships of the Phoenicians, these were still very good.
     3028* Garrison: Cannot.
     3029* Function: -
     3030* Special: -
     3031
     3032* Name: Serade Finisi. (means 'Phoenician Light Trireme')
     3033* Class: Trireme.
     3034* Appearance:
     3035- Shell: Ship on the left, in combat with Greeks. Phoenician Trireme being rammed by a Greek ship at Salamis.
     3036* History: The Phoenician war ships made up the bigger and better part of the Persian navy and were considered better than the Greek triremes. Of the Phoenician cities, Tyre supplied the largest number of ships, while Sidon provided the finest ones.
     3037* Garrison: Cannot.
     3038* Function: Take advantage of the Phoenician Trireme's superior speed to perform quick raiding attacks. Stay on the move to compensate for its poor armour.
     3039* Special: Persian triremes were faster and lighter than the Greek ones. This would indicate that the Persians preferred triremes with light shells. Thus, Persian triremes have exceptional speed (though not as fast as Carthaginian ships), but have lower armour. They could afford to build triremes of special, lighter timber, and therefore the Persian trireme is more expensive than normal.
     3040
     3041==SIEGE==
     3042
     3043* Name: Darvazkub Ashuri. (means 'Assyrian Ram')
     3044* Class: Ram.
     3045* Appearance:
     3046- Shell: (Standard).
     3047* History: The Assyrians were the only Middle Eastern people who were famous for their siege. One of the first systematic sieges in history was successfully carried out by the Assyrian king Sennacherib at the Judaean town of Lachish in 701 BC.
     3048* Garrison: 3.
     3049* Function: -
     3050* Special: -
     3051
     3052==SUPER UNITS==
     3053
     3054* Name: Amrtaka Pars. (means 'Persian Immortal')
     3055* Class: Super Infantry Unit.
     3056* Hacker Armament: Spear of the Immortal (wooden spear with an iron head. Length about 2.5 metres); ornamental Akinakes sword.
     3057* Ranged Armament: Short bow.
     3058* Appearance:
     3059- Garb: Richly embroidered knee-length tunic. Corset with metal plate scales worn over the tunic. Trousers.
     3060- Helmet: Soft woollen or felt cap (white tiara).
     3061- Shield: Gerron (violin shield); figure eight shield with two concave "holes" in it. Traditional close combat shield and very distinctive piece of Persian equipment.
     3062- Figure(s): A strong, well-built and confident-looking fellow (should really look like a combat veteran).
     3063* History: The Immortals (Amrtaka) were an elite corpus of 10,000 men ('myrias' in Greek), which was made up of young Persian noblemen. They got their name from the fact that their number remained the same during battle (whenever a soldier died, he was instantly substituted).
     3064* Garrison: 1.
     3065* Function: Primarily an infantry slaughterer, although very helpful against enemy cavalry too (thanks to their spears). Weak against Greek and Macedonian phalanx (owing to their inferior armour and weaponry) and decent archers (owing to their not so good armour). But they were the only standing Persian infantry, so they should be pretty powerful in order to aid the weak Persian infantry.
     3066* Special: Amazing offense and defense due to sheer experience. Much more accurate with his bow than conventional Persian archers (dangerous and skilled, shooting Greeks in the throat or eye-slits of their helmets more often than conventional arrow showers).
     3067
     3068http://0ad.wildfiregames.com/~gamedesign/C...anImmortal1.jpg
     3069
     3070http://0ad.wildfiregames.com/~gamedesign/C...anImmortal1.jpg
     3071http://0ad.wildfiregames.com/~gamedesign/C...anImmortal2.jpg
     3072http://0ad.wildfiregames.com/~art/mythos/G...ianImmortal.jpg
     3073
     3074Sketch by Paul Basar
     3075
     3076* Name: Pil Jangi Hendi. (means 'Indian War Elephant')
     3077* Class: Super Cavalry Unit.
     3078* Hacker Armament: Ram (Crushing impact tusk attack, effective against structures).
     3079* Ranged Armament:
     3080> Mahout: None.
     3081> Rajah: Three-pronged javelin.
     3082* Appearance:
     3083- Garb:
     3084> Mahout: White trousers. No shirt.
     3085> Rajah: White trousers. Well-dressed, armoured (in traditional Indian warfare the rajahs and nobles fought atop the elephants).
     3086- Helmet:
     3087> Mahout: Red 'towel' (turban).
     3088> Rajah: Red 'towel' (turban).
     3089- Shield:
     3090> Mahout: None.
     3091> Rajah: None.
     3092- Figure(s):
     3093> Mahout: Half-naked Indian.
     3094> Rajah: Noble indian (throws javelins at the enemy).
     3095- Mount: Indian (Asian) Elephant (preferably larger than the Carthaginian's now-extinct North African Mountain one). No tower. Elaborate figures and stripes, especially around the eyes, painted in bright colours, preferably red and yellow.
     3096* History: Persian Elephants were saddled, and fed rice wine before a battle to make them more aggressive. The Persians did not use elephants very often, while the Carthaginians constructed huge stables harbouring up to 300 beasts at Carthage. The Seleucids also employed elephants more widely.
     3097* Garrison: 3.
     3098* Function: Hitpoints: High. Movement: Slow.
     3099* Special:
     3100- Strong against siege weapons, all Citizen Soldier units and cavalry units of any kind (except other elephants). Weak against Infantry Spearmen (whom have the normal bonus to their AT against cavalry units).
     3101- "Damage Frenzy".
     3102- "Stench" Aura.
     3103- "Trample Damage" Aura.
     3104
     3105Perfect Indian War Elephant, provided by Michael
     3106
     3107Another Indian War Elephant
     3108
     3109==HEROES==
     3110
     3111* Name: Cyrus. (in Old Persian "Kurush", meaning "sun")
     3112* Class: Hero1.
     3113* Ranged Armament: Javelin. Cosmetic akinakes on his right side.
     3114* Appearance:
     3115- Garb: Red Median garb of Mede Light Horse. Normal Mada Asabari armour, but adorned with gold.
     3116- Helmet: Helmet as depicted in this image of a noble Assyrian cavalry archer.
     3117- Shield: None.
     3118- Figure(s): Head and beard as depicted in above image.
     3119- Mount: Mounted on white Nisaean light horse. Sagaris hung from horse's tack.
     3120* History: (559 BC - 530 BC) The son of a Median princess and the ruler of Anshan; justly called the 'Father of the Empire', Cyrus conquered Media, Lydia, Babylonia and Bactria, thereby establishing the Persian Empire. He was also renown as a benevolent conqueror. (OP - Kurush).
     3121* Garrison: 2.
     3122* Function: Cyrus should be the greatest fighter of the three, since he was always to be found in the midst of a brawl.
     3123* Special:
     3124- "Hero" Aura increases attack damage of nearby cavalry units.
     3125
     3126http://0ad.wildfiregames.com/~gamedesign/C...rustheGreat.jpg
     3127Cyrus the Great
     3128
     3129* Name: Darius. (in Old Persian "Darayavaush")
     3130* Class: Hero2.
     3131* Hacker Armament: Spear of the Immortal.
     3132* Appearance:
     3133- Garb: Garb as depicted in image.
     3134- Helmet: Royal tiara as depicted in image.
     3135- Shield: None.
     3136- Figure(s): -
     3137* History: (521 BC - 486 BC) The son of Histaspes, the satrap of Parthia and Hyrcania; a great administrator as well as a decent general, Darius introduced the division of the empire into satrapies and conquered NW India, Thrace and Macedonia. He was called the 'Merchant of the Empire'. (OP - Darayavaush).
     3138* Garrison: 1.
     3139* Function: Although a former Commander of the Immortals, apart from the highly overrated Behistun account of Darius' slaying the usurpers of the throne, there are no accounts of him actually leading his troops in combat (he accompanied the army - yes, but did not lead the charges himself).
     3140* Special:
     3141- "Hero" Aura increases movement speed of nearby units.
     3142
     3143http://0ad.wildfiregames.com/~gamedesign/C...ustheGreat1.jpg
     3144Darius the Great
     3145(actually Darius III Codomanus)
     3146
     3147* Name: Xerxes. (in Old Persian "Khshayarsha")
     3148* Class: Hero3.
     3149* Hacker Armament: Short Sword (Akinakes).
     3150* Appearance:
     3151- Garb: Purple or red garb, similar in style to that of Darius. No armour.
     3152- Helmet: Headgear as depicted in image.
     3153- Shield: None.
     3154- Figure(s): Head as depicted in image.
     3155* History: (485 BC - 465 BC) The son of Darius the Great and Atossa, a daughter of Cyrus the Great, Xerxes was an able administrator, who also extended Imperial rule into Chorasmia. Apart from his failed invasion of Greece, he was famous for his extensive building programme, especially at Persepolis. (OP - Khshayarsha).
     3156* Garrison: 1.
     3157* Function: Poor in combat (Achaemenid commanders often personally engaged in combat, so Xerxes is the exception). Best used as an economic administrator back at base.
     3158* Special:
     3159- "Hero" Aura accelerates the Gather Rate and Build Rate of nearby econ units, thus allowing them to perform their economic tasks faster.
     3160
     3161http://0ad.wildfiregames.com/~gamedesign/C...ians/Xerxes.jpg
     3162Xerxes
     3163
     3164NEW UNIT TRAITS
     3165
     3166(added to the Unit Classes Traits)
     3167
     3168* For the Elephant template (mount or wild): "Damage Frenzy" Aura.
     3169* For the Elephant template (mount or wild): "Trample" Aura.
     3170* For the Camel and Elephant template (mount or wild): "Stench" Aura.
     3171
     3172CIV CENTRE UNITS
     3173
     3174* Melee Infantry: Neyzedar Madi.
     3175* Ranged Infantry: Kamandar Kappadoki.
     3176* Cavalry: Asabari Madi.
     3177
     3178FORBIDDEN CLASSES
     3179
     3180* Swordsman.
     3181* Slinger.
     3182* Quinquereme.
     3183* Onager.
     3184* Ballista.
     3185
     3186STRUCTURE DESCRIPTIONS
     3187
     3188==VILLAGE==
     3189
     3190* Name: Satrapy. (Means 'province'.)
     3191* Class: Civ Centre.
     3192* History: Possibly of Median origin, the word 'satrapy' means province. Soon after coming to the throne, Darius the Great carried out a vast administrative reform, dividing the huge empire into 20 satrapies governed by satraps.
     3193
     3194(no image found)
     3195
     3196* Name: Pairidaeza. (Means 'fortified garden'.)
     3197* Class: House.
     3198* History: Apart from the Great King and his close relatives, the satraps resided in splendid spacious residences, which included palaces, pavilions and gardens.
     3199
     3200(no image found)
     3201
     3202* Name: Jowgah. (Means 'farm'.)
     3203* Class: Farmstead (Farm Centre).
     3204* History: Farming probably originated in the lands of Mesopotamia circa 8000 BC. The arable lands of Sumer and Akkad, well irrigated by the Tigris and Euphrates, accounted for food surpluses, which were in turn stored in granaries present in every town. The Persians, who were originally shepherds and hunters, probably began farming under the influence of the nearby Elamites.
     3205
     3206(no image found)
     3207
     3208* Name: Keshtzar. (Means 'field'.)
     3209* Class: Field.
     3210* History: Unlike today, when southern Iraq is almost entirely covered with deserts, ancient Mesopotamia of 3000 years ago was an extremely fertile, arable land.
     3211
     3212(no image found)
     3213
     3214* Name: Janvargah. (Means 'animal place'.)
     3215* Class: Corral.
     3216* History: The Persian kings established Royal Establishments of Horses, for use during military campaigns, at strategic locations throughout the entire Empire.
     3217
     3218(no image found)
     3219
     3220* Name: Asiya. (Means 'mill'.)
     3221* Class: Mill (Resource Centre).
     3222* History: The Persian kings kept the huge annual tribute received by their subject nations in specific buildings in Persepolis and Susa. In the provinces, the satraps were responsible for the establishment of similar foundations, where local taxes and public funds were kept.
     3223
     3224(no image found)
     3225
     3226* Name: Padgan. (Means 'outpost'.)
     3227* Class: Outpost (Scout Tower).
     3228* History: The narrow entrance into mountainous Cilicia was protected by wooden fortifications which made any foreign intrusions extremely difficult.
     3229
     3230(no image found)
     3231
     3232* Name: Divar. (Means 'wall'.)
     3233* Class: Wall.
     3234* History: These were the massive walls that Nebuchadnezzar built to protect the city. It is said that two four-horse chariots could easily pass by each other. Babylon, although not an official royal residence (there were 4 of them all together), was a preferred place for holidays.
     3235
     3236(no image found)
     3237
     3238* Name: Borj. (Means 'tower'.)
     3239* Class: Tower (Wall Tower).
     3240* History: When Cyrus the Great campaigned in the north and chose to establish the river Jaxartes as a boundary, he constructed a mighty fortress to protect his territories from Scythian raids. It was called Cyropolis and was situated close to the place where Alexander the Great later built his Alexandria Eschatae.
     3241
     3242(no image found)
     3243
     3244* Name: Darvaze. (Means 'gate'.)
     3245* Class: Gate.
     3246* History: The several ceremonial entrances to the great city of Babylon were furnished with magnificent gates, the gate of Ishtar being the most splendid of all.
     3247
     3248Ishtar Gate
     3249
     3250==TOWN==
     3251
     3252* Name: Langargah. (Means 'dock'.)
     3253* Class: Dock (Port Centre).
     3254* History: Situated on the Mediterranean coast, all Phoenician cities had excellent docks and harbours, the oustanding example being Tyre, which was situated on an island close to the shore.
     3255
     3256(no image found)
     3257
     3258* Name: Atashkade. (Means 'temple'.)
     3259* Class: Temple (Health Centre).
     3260* History: Zoroastrian Temples were most often simple structures, not as ornate as Christian churches and Muslim mosques. Fire Altars were also widely spread as small places of worship.
     3261
     3262(no image found)
     3263
     3264* Name: Apadana. (Means 'barracks'.)
     3265* Class: Barracks (Military Centre).
     3266* History: The vassal and subject peoples sent representatives to deliver annual tribute to the Great King in Persepolis; the King accepted them in the Apadana ("Audience Hall").
     3267
     3268(no image found)
     3269
     3270* Name: Bazaar. (Means 'market'.)
     3271* Class: Market (Trade Centre).
     3272* History: Traders from all distant parts of the huge empire met, exchanged and sold goods in the huge bazaars present in almost every big city. Babylon and Susa were the largest and most frequented trade centres.
     3273
     3274(no image found)
     3275
     3276==CITY==
     3277
     3278* Name: Dura. (Babylonian Akkadian; means 'fortress'.)
     3279* Class: Fortress.
     3280* History: The Susa Chateau was a fortress in the administrative capital of Susa, which was reconstructed by a French archaeologist in 1890 with the use of original building material.
     3281
     3282(no image found)
     3283
     3284SPECIAL STRUCTURES
     3285
     3286* Name: Kakh. (means 'Palace')
     3287* Class: SB1.
     3288* History: The annual tribute that the Persians received from their satrapies and vassal states, as regularised by Darius the Great, accounted for incredible annual revenue.
     3289* Special: Satrapy Tribute.
     3290
     3291SB2: None.
     3292
     3293NEW STRUCTURE TRAITS
     3294
     3295* Satrapy Tribute: When constructed, this structure bestows a benefit similar to an AoK relic or AoM Plenty Vault; the Player's Ore Pool increases by a very small but continuous trickle. The rate is dependent upon the number of Satrapies belonging to the player; if all his Satrapies are destroyed, the Kakh has no effect until more Satrapies are constructed. The player cannot build more than one Kakh at a time, and destroying the Kakh removes its effect.
     3296
     3297CIV BONUSES
     3298
     3299CB1
     3300Name: Ability to Corral Camels and Horses.
     3301History: While the Persians employed camelry only in a few cases, its use was always accompanied by great success (most notably during the battle of Sardis in 546 BC). The satrapy of Bactria was a rich source of "two-hump" camels, while Northern Arabia supplied "one-hump" camels.
     3302Effect: Camels and horses can be captured in the wild and placed in the Corral. Unlike normal corraled animals, which generate food, the Corraled Camel/Horse functions similarly to a relic. As long as it remains in the Corral, the resource cost of training camel-mounted units or horse-mounted units (as appropriate) is reduced by a fixed amount.
     3303
     3304CB2
     3305Name: Levied Hordes
     3306History: Levying the satrapies allowed the Persians to field a larger force than their opponents. However, Persian troops had to supply their own equipment. Many also had poor morale, usually going into battle with all kinds of war cries, but ready to flee the field when serious resistance was offered by the foe.
     3307Effect: The cost and build time for all Persian Infantry Citizens is reduced, to compensate for their weak armour and attack.
     3308
     3309TEAM BONUS:
     3310
     3311TB1
     3312Name: Reform.
     3313History: Coinage was invented by the Lydians in VII c. BC, but it was not very common until the Persian period. Darius the Great standardised coined money and his golden coins (known as "darics") became commonplace not only throughout his empire, but as far to the west as Central Europe.
     3314Effect: Higher income from trade routes.
     3315
     3316TECHNOLOGIES
     3317
     3318* Infantry: Since the Persians relied mostly on archers and cavalry, the Persian infantry should be individually weak. If he chooses to use them effectively, he will have to rely on sheer numbers, similar to AoM Egyptians. Infantry are therefore cheap and can be trained quickly, but individually weak, with no combat upgrades. The Persians get Bow upgrades, as Archers were strong. Virtually no armour upgrades.
     3319* Cavalry: Cavalry were strong. They should have the strongest cavalry prior to the introduction of Parthians and Huns. Virtually no armour upgrades.
     3320* Naval: The Persian navy, while being of great stature, actually consisted entirely of non-Persian elements; ships generally came from Phoenicia, Egypt and Cyprus. Strong navy, so they'd get some naval techs, but without the rare Quinquereme.
     3321* Siege: Neither here nor there. Apart from the Assyrians, no ancient Middle Eastern civilisation was renown for its siege. The Babylonian king Nebuchadnezzar, for example, spent 13 years besieging Tyre before the mighty fortress was finally taken. Do whatever it takes to make their siege unexceptional, mediocre.
     3322* Economy: Most techs.
     3323- Farming: Very good agriculture.
     3324- Mining: Average.
     3325- Lumbering: Average.
     3326- Hunting: Average.
     3327- Land Trade: They had a good trade infrastructure, such as the Royal Highway, so would have good land trade techs. Neither the Persians nor the Parthians engaged readily in trade themselves, leaving most of it to the subject peoples.
     3328- Naval Trade: Mediocre. Certainly nothing to match the Carthaginian's naval trading bonus.
     3329* Architecture: Extremely strong and impressive. They should get most techs that enhance the strength of structures and defences.
     3330- Defences: Formidable walls.
     3331
     3332Map representing resource distribution in the Eastern Mediterranean region; note high presence of agriculture in Persian lands
     3333
     3334SPECIAL TECHNOLOGIES
     3335
     3336(Note: depending on how the pool of shared techs above turn out, two possible ST1s are proposed below, since it's likely there'll be a standard tech similar to Persian Architecture)
     3337
     3338ST1
     3339Name: Naval Craftsmanship
     3340History: Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders.
     3341Effect: Cypriad Galleys gain the unique ability to transport cavalry (which is not normally possible for warships, with the exception of mounted Heroes). This only includes cavalry that occupy two Garrison slots (therefore large cavalry units like elephants, chariots, and so on, cannot board Galleys).
     3342
     3343ST2
     3344Name: Persian Architecture.
     3345History: The Persians built the wonderful 1200 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually "rebuilt" the old Elamite capital of Susa.
     3346Effect: Increases hitpoints of all structures.
     3347
     3348FOOTNOTES
     3349
     3350Paal_101's excellent article on Persian weapons and armour.
     3351
     3352Article on Persian equipment, based on Herodotus.
     3353
     3354Article on Persian cavalry
     3355
     3356Colour image of subject nation hair and beard styles.
     3357
     3358Some detailed Persian miniatures. Could be very useful to the concept artist for inspiration (some are a little too modern, though):
     3359
     3360Persian shield-bearer infantryman crushing Lakedimonian hoplite.
     3361Athenian hoplite facing Saka mercenary infantryman.
     3362Phrygian heavy-infantry mercenary.
     3363Persian Infantryman and Archer of “Sparabara” (Pavise-bearers) Line Infantry.
     3364Persian Infantryman of Composite Regiment.
     3365Persian “Takabara” (Shield-bearer) Line Infantryman.
     3366Persian Archer of Immortal Regiment.
     3367Persian “Kardaka” (Royal Household) Heavy Infantryman.
     3368Persian Archer of the Regiment of Treasury Archers.
     3369Persian War Camel of Immortal Regiment.
     3370
     3371Osprey scans provided by Jason Bishop:
     3372
     33731
     33742
     33753
     33764
     33775
     33786
     33797
     33808
     33819
     338210
     338311
     338412
     338513
     338614
     338715
     3388
     3389TRANSLATIONS:
     3390
     3391A list of (Modern) Persian translations provided by Tonto_Sanjab, used to create the Persian unit/structure names:
     3392
     3393Arabian = Tazi (language = Arabi)
     3394Aramaean = Arami
     3395Archer = Kamandar
     3396Armoured = Zerehi
     3397Armoured Horse = Aspe Zerehdar
     3398Fully Armoured Horse = Aspe Porzereh
     3399Assyria = Ashura
     3400Assyrian = Ashuri
     3401Armoury = Zerehgah
     3402Blacksmith = Ahangari
     3403Babylon = Babirush
     3404Babylonian = Babirushi
     3405Bactria = Balkh
     3406Bactrian = Balkhi
     3407Bireme = Dorade
     3408Camelry = Shotorsavaran
     3409Cappadocian = Kappadoki
     3410Cataphract, Heavy Cavalry = See Armoured Horse, Fully Armoured Horse
     3411Cavalry = Aspsavaran
     3412Chariot = Chaharcharkhe
     3413Cilician = Silisi
     3414Corral = Janvargah
     3415Cypriad = Kebresi (someone from Cyrpus)
     3416Dock = Langargah
     3417Farm = Keshtzar
     3418Farmer = Keshavarz
     3419Fishing Boat = Kashti Mahigiri
     3420Fully Armoured = Porzereh
     3421Fully Covered = Porpushide
     3422Gate = Darvaze
     3423Granary = Jowgah
     3424Harbour = (See Dock)
     3425Heavy = Sangin
     3426Horse = Asp
     3427Horsekiller = Aspkosh
     3428Indian = Hendi
     3429Infantry = Piyade
     3430Ionian = Yunani (Name for all Greeks, even used today)
     3431Javelinist/Javelineer = Zhupinandaz
     3432Knight = Gord
     3433Lancer = Aspe Neyzedar
     3434Light = Sabok
     3435Light Cavalry = Aspe Sabok
     3436Magus = (See Priest)
     3437Man = Mard
     3438Mede = Mad
     3439Media = Mada
     3440Median = Mad (language = Madi)
     3441Merchantman = Bazargan
     3442Mesapotamian = Miyanrudani
     3443Mill = Asiya
     3444Orchard = Golestan
     3445Outpost = Padgan
     3446Palace = Kakh
     3447Peasant = Dehgan
     3448Persian = Pars (language = Parsi)
     3449Phoenician = Finisi
     3450Phrygian = Frighi
     3451Port = (see Dock)
     3452Priest = Mogh
     3453Ram = Darvazkub
     3454Rider, Horseman = Aspsavar
     3455Ship = Kashti
     3456Skirmisher = Zhupinandaz
     3457Slinger = Sangandaz
     3458Soldier = Sarbaz
     3459Spearman = Neyzedar
     3460Stable = Axor
     3461Swordsman = Shamshirdar
     3462Temple = Atashkade
     3463"the Great" = e Bozorg (eg Dariuse Bozorg)
     3464Thrower = Andaz
     3465Tower = Borj
     3466Trade = Bazargani
     3467Trade Ship = Kashti Bazargani
     3468Transport Ship = Kashti Adambari
     3469Trireme = Serade
     3470Three = Se
     3471Two = Do
     3472Village = Rusta
     3473Villager = Rustai
     3474Wall = Divar
     3475War = Jang / Setiz
     3476War Elephant = Pil Jangi
     3477Woman = Zan or Banu
     3478Zoroastrian = Zartoshti
     3479
     3480Persian/English
     34811. Parsa/Fars - homeland of the Persians; plus the lowland of Anshan (Khuzistan).
     34822. Uvja/Elam
     34833. Babirush/Babylonia: modern middle east
     34844. Athura/Assyria: eastern Turkey, northern Iraq
     34855. Arabaya/Northern Arabia
     34866. Mudraya/Egypt; added by Cambyases I.
     34877. Tyaiy Drayahya/Northern Turkey: 'the lands beside the (Black) Sea
     34888. Sparda/Lydia: Southeastern Turkey
     34899. Yauna/Ionian:the same as above
     349010. Mada/Media: northeastern Iran; Tarsus mountains.
     349111. Armina/Armenia
     349212. Katpatuka/Cappadocia: still turkey: central
     349313. Parthava/Parthia: eastern Iran
     349414. Zraka/Drangiana: Seistan, eastern Iran
     349515. Haraiva/Aria: Herat, Afghanistan
     349616. Uvarazmish/Kwarazm or Chorasmia: lower Amu Darya: Kazakhstan + Uzbekhstan
     349717. Bakhtrish/Bactria: north of the Hindu Kush range
     349818. Suguda/Sogdiana: Samarkand region: Afghanistan
     349919. Gadara/Gandhara: Peshawar: upper Indus: Pakistan
     350020. Saka or Saca/The steppe country inhabited by the Scythian tribes on the Syr Darya
     350121. Thatagush/Sattagydia: Kabul: Afghanistan
     350222. Harauvatish/Kandahar
     350323. Maka/The desert coast of Makran and Baluchistan in southern Iran
     3504+++++++++++++++++++++++++++++++++++++++++++++
     350524. Putaya/Lybia: nominal rule only
     350625. Kushiya/Ethiopia: nomilan rule
     350726. Hindush/The Sind region of lower Indus, Pakistan: nominal rule
     350827. Karka/Caria
     3509
     3510QUOTE
     3511Additions from rquader:
     3512
     3513The language of the Persians was Avestan and also an Indo-European language known as Sanskrit which the Indians spoke. In the old days, many languages had similarities and in essence were derived from other languages, so most of them had many things in common. The speech of the court and nobility in the days of Darius I was Old Persian, a tongue so closely related to Sanskrit that evidently they are both dialects of some language older still.
     3514
     3515Old Persian developed on the one hand into Zend, the language of the Zend-Avesta and on the other hand into Pahlavi -- a Hindu language from which has come the Persian language of today, Farsi (spoken in modern Iran).
     3516
     3517When the Persians took to writing, they adopted the Babylonian cuneiform for their monumental inscriptions and the Aramaic alphabet for their other documents.
     3518
     3519Asiya: house, home, dwelling (NOT mill)
     3520Jangi: soldier
     3521Bow: Dhanu
     3522Dhanur Grahin: Archer
     3523Nu: Ship
     3524
     3525
     3526Civ: Romans (pre-imperial)
     3527
     3528PRE-IMPERIAL ROMAN CIVILISATION PROFILE
     3529
     3530by Federico Odorizzi, Borislav Chernev, and Paul Basar. Email: federico_odorizzi@libero.it, synchronicity84@hotmail.com, paul@0ad.wildfiregames.com.
     3531
     3532NATURE: Keeping with the design approach that a civilisation should be represented at a specific time in history, the Pre-Imperial (Early) Roman civilisation is set in the Camillan period of the Roman Republic, during the Second Punic War (218-201 BC).
     3533
     3534UNIT DESCRIPTIONS
     3535
     3536==INFANTRY==
     3537
     3538* Name: Hastatus.
     3539* Class: Swordsman.
     3540* Hacker Armament: [Gladius.]
     3541Basic - Gladius.
     3542Advanced – Gladius.
     3543Ultimate – Gladius.
     3544* Appearance:
     3545- Garb: [Pectorale. Tunic. Greave on left leg. (Fortunately there is concept art already designed that is exactly want we want here.)]
     3546Basic – Pectorale.
     3547Advanced – Pectorale
     3548Ultimate – Pectorale with muscled embossing.
     3549- Helmet: [Montefortino helmet.]
     3550Basic – Montefortino helmet.
     3551Advanced – Montefortino helmet.
     3552Ultimate – Montefortino helmet with white plume
     3553- Shield: [Large oval shield.]
     3554Basic – Curved red oval shield.
     3555Advanced – Curved red oval shield.
     3556Ultimate – Curved red oval shield.
     3557Figure(s): - Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.
     3558* History: The Hastati were young men over 20 years old who made up the first line of heavy infantry in the Punic War era Republican army. Initially they threw pilum at the enemy and then engaged the enemy with swords. They were the first heavy Roman troops to engage in a battle. Usually they had enough money to purchase cheaper armor. In 0 A.D. they will serve as swordsmen.
     3559* Garrison: 1.
     3560* Function: - To engage the enemy at close range with swords after a javelin volley.
     3561* Special: -
     3562
     3563http://0ad.wildfiregames.com/~art/history/...1-BC_SGF34.html
     3564
     3565* Name: Triarus.
     3566* Class: Spearman.
     3567* Hacker Armament: [Hasta - large 8-foot thrusting spear. Gladius (decorative).]
     3568Basic - Spear (Hasta). Gladius (ornamental).
     3569Advanced – Spear (Hasta). Gladius (ornamental).
     3570Ultimate – Spear (Hasta). Gladius (ornamental).
     3571* Appearance:
     3572- Garb: [Heavy chainmail hauberk. Greaves. (A concept drawing already exists for this unit.)]
     3573Basic – Heavy Lorica hamata.
     3574Advanced – Heavy lorica hamata. Greave on left leg,
     3575Ultimate – Heavy lorica hamata. Greaves on both legs
     3576- Helmet: [Etrusco-Corinthian helmet.]
     3577Basic – Etrusco-Corinthian helmet.
     3578Advanced – Etrusco-Corinthian helmet.
     3579Ultimate –Etrusco-Corinthian helmet with black crest and two black feathers.
     3580- Shield: [Large oval shield.]
     3581Basic – Curved blue oval shield.
     3582Advanced – Curved blue oval shield.
     3583Ultimate – Curved blue oval shield.
     3584- Figure(s): - Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.
     3585* History: The Triari were veterans of military service, usually in their 30s or 40s, with money to afford the best weapons and equipment. They made up the third line of heavy infantry, armed with stabbing spears. If the Hastati and Principi could not defeat the enemy, the Triari would come forward and finish them off. Usually they didn't have to fight.
     3586* Garrison: 1.
     3587* Function: - Close combat once the Princips and Hastatus wore the enemy down. Also good against cavalry.
     3588* Special: -
     3589
     3590http://0ad.wildfiregames.com/~art/history/...ges/ACR101.html
     3591(The picture is representing Javelinists, but apart from the weapon is correct for the spearmen.)
     3592
     3593* Name: Principe.
     3594* Class: Javelinist.
     3595* Ranged Armament: [Heavy pilum. Gladius (decorative).]
     3596Basic – Pilum, gladius (ornamental)
     3597Advanced – Pilum, gladius (ornamental)
     3598Ultimate – Javelin (pilum). Gladius (ornamental).
     3599* Appearance:
     3600- Garb: [Light chainmail hauberk (Existing profile drawings are similar to this unit in many ways.)]
     3601Basic – Light chain mail hauberk (t-shirt but of chain mail)
     3602Advanced – Light chain mail hauberk, greave on left leg
     3603Ultimate – Light lorica hamata, greaves on both legs.
     3604- Helmet: [Attic helmet.]
     3605Basic – Attic helmet
     3606Advanced – Attic helmet.
     3607Ultimate – Attic helmet with three green feathers.
     3608- Shield: [Large oval shield.]
     3609Basic – Curved yellow oval shield.
     3610Advanced – Curved yellow oval shield.
     3611Ultimate – Curved yellow oval shield.
     3612- Figure(s): Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.
     3613* History: Principi were the second line of heavy infantry. Older than the Hastati, but were otherwise identical in appearance and armament except that the Principi had better armor. They would enter the combat once the Hastati had worn down the enemy, throwing their pilum into the enemy ranks before charging in with swords. For our purposes they will use pilum.
     3614* Garrison: 1.
     3615* Function: - To break up enemy formations and charges with heavy javelins, plus provide support for Hastati and Triari
     3616* Special: The Prinicipe has a shorter range but a much more powerful weapon that causes greater amounts of damage when it hits.
     3617
     3618* Name: Slinger – design completed, ready to go
     3619* Class: Slinger.
     3620* Ranged Armament:
     3621Basic - Sling (fundae).
     3622Advanced – Sling (fundae), darker coloured.
     3623Ultimate – Sling (fundae), slightly longer.
     3624* Appearance:
     3625- Garb:
     3626Basic – Tunic. Bag of stones.
     3627Advanced – Tunic. Bag of lead bullets.
     3628Ultimate – Light coloured tunic. Cloak. Bag of lead bullets.
     3629- Helmet:
     3630Basic – No helmet.
     3631Advanced – Broad brimmed hat.
     3632Ultimate – Broad brimmed hat.
     3633- Shield:
     3634Basic – None.
     3635Advanced – None.
     3636Ultimate – Buckler.
     3637- Figure(s):
     3638Basic – Poorer than Basic Velite. Slightly boyish.
     3639Advanced – Slightly less impoverished.
     3640Ultimate – Beard.
     3641* History: According to the Servian Reform, the poorest citizens (V class), who could not afford to own sophisticated weaponry, became slingers. As Roman power and territory grew, this unit disappeared almost completely; allied Ballearic Slingers, renowned for their skill, were used instead.
     3642* Garrison: 1.
     3643* Function: -
     3644* Special: -
     3645
     3646http://0ad.wildfiregames.com/~art/history/...ages/AIR33.html
     3647
     3648==CAVALRY==
     3649
     3650* Name: Equite. – design completed, ready to go
     3651* Class: Cavalry Spearman.
     3652* Hacker Armament:
     3653Basic – Lancea – overarm for stabbing. Ornamental Gladius
     3654Advanced – Lancea – overarm for stabbing. Ornamental Gladius
     3655Ultimate – Lancea – overarm for stabbing. Ornamental Gladius
     3656* Appearance:
     3657- Garb:
     3658Basic – Pectorale.
     3659Advanced – Bronze muscled cuirass. (Very similar to Companion Cavalry, but use bright red and blue clothing to make it more Italian; if pteruges are used, make sure they are red not white (too Macedonian). This guy is going to look like a Roman clone of a Companion Cavalryman: note different sword and no spear!)
     3660Ultimate – Lorica hamata. Greaves. Cape.
     3661- Helmet:
     3662Basic – Boeotian helmet.
     3663Advanced – Boeotian helmet.
     3664Ultimate – Boeotian helmet with plume.
     3665- Shield:
     3666Basic – None.
     3667Advanced – Round shield.
     3668Ultimate – Round shield.
     3669- Figure(s): -
     3670- Mount:
     3671Basic – White horse, bareback.
     3672Advanced – Black horse with leather chanfron and riding blanket (has money and uses it).
     3673Ultimate – Brown horse with metal chanfron on head and riding blanket. Guy in front, but with greaves and plume.
     3674* History: Before the Marian reform, only the wealthy could serve in the cavalry. Notwithstanding, it has always paled in comparison with Roman infantry. Initially, it was comprised of 300 equites divided in 10 turmae. From the middle of II c. BC onward, Rome started relying on auxiliary cavalry of Thracians, Numidians, Gauls and Germans.
     3675* Garrison: 2.
     3676* Function: -
     3677* Special: -
     3678
     3679http://0ad.wildfiregames.com/~art/history/...C-BC_pb201.html
     3680
     3681==SUPPORT UNITS==
     3682
     3683* Name: Matrona Romana.
     3684* Class: Female Citizen.
     3685* Appearance:
     3686- Garb: Long tunic.
     3687- Helmet: None.
     3688- Shield: None.
     3689- Figure(s): -
     3690* History: Along with men, Roman women (clarae feminae) also played an important part in politics. The outstanding examples were Octavia, sister of Augustus and wife of Mark Antony, Livia, wife of Augustus and mother of Tiberius, and Agrippina, niece and wife of Claudius and mother of Nero.
     3691* Garrison: 1.
     3692* Function: -
     3693* Special: -
     3694
     3695<insert picture of the above unit, if available>
     3696
     3697* Name: Pontifex Minoris.
     3698* Class: Priest.
     3699* Appearance:
     3700- Garb: Long purple tunic.
     3701- Helmet: None.
     3702- Shield: None.
     3703- Figure(s): He should have the look of an old man.
     3704* History: During the Republic, the position of priest was elevated and required a lot of responsibilities, which is why priests were by no means chosen randomly. The position of Pontifex Maximus was occupied by such prominent figures as Julius Caesar, Marcus Aemilius Lepidus and Augustus.
     3705* Garrison: 1.
     3706* Function: -
     3707* Special: -
     3708
     3709<insert picture of the above unit, if available>
     3710
     3711* Name: Plebean Merchant.
     3712* Class: Trader.
     3713* Appearance:
     3714- Garb: White shirt and brown pants.
     3715- Helmet: None.
     3716- Shield: None.
     3717- Figure(s): A young man.
     3718- Mount: Mounted on a horse (no matter the colour).
     3719* History: Since the start of the Roman Republic, the plebeans dedicated themselves to commerce, while patricians owned and cultivated the land. Trading was considered negatively, so patricians tried to avoid it, or made some of their plebean clientes trade, using their clientes' names.
     3720* Garrison: 2.
     3721* Function: -
     3722* Special: -
     3723
     3724<insert picture of the above unit, if available>
     3725
     3726* Name: Roman Trade Cog.
     3727* Class: Merchant Ship.
     3728* Appearance:
     3729- Shell: (Standard).
     3730* History: -
     3731* Garrison: Cannot.
     3732* Function: -
     3733* Special: -
     3734
     3735<insert picture of the above unit, if available>
     3736
     3737==WAR SHIPS==
     3738
     3739* Name: Roman Bireme.
     3740* Class: Bireme.
     3741* Appearance:
     3742- Shell: (Standard).
     3743* History: The Roman navy was one of the best in the Mediterranean. Being an inland people, the Romans nonetheless developed highly efficient marine technologies and successfully opposed the almighty Carthaginian fleet, whose stature stemmed from the old Phoenician traditions.
     3744* Garrison: Cannot.
     3745* Function: -
     3746* Special: -
     3747
     3748<insert picture of the above unit, if available>
     3749
     3750* Name: Roman Trireme.
     3751* Class: Trireme.
     3752* Appearance:
     3753- Shell: (Standard).
     3754* History: The Trireme was the most common warship of the Mediterranean – it was used by Phoenicians, Greeks, Carthaginians and Romans alike. In order to compensate for inferior manoeuvring abilities during the First Punic War, the Romans developed the corvus, a bridge that enabled them to fight as if on land.
     3755* Garrison: Cannot.
     3756* Function: -
     3757* Special: -
     3758
     3759<insert picture of the above unit, if available>
     3760
     3761* Name: Roman Quinquereme.
     3762* Class: Quinquereme.
     3763* Appearance:
     3764- Shell: (Standard).
     3765* History: The Roman navy was one of the best in the Mediterranean. Being an inland people, the Romans nonetheless developed highly efficient marine technologies and successfully opposed the almighty Carthaginian fleet, whose stature stemmed from the old Phoenician traditions.
     3766* Garrison: Cannot.
     3767* Function: -
     3768* Special: -
     3769
     3770<insert picture of the above unit, if available>
     3771
     3772==SIEGE==
     3773
     3774* Name: Roman Onager.
     3775* Class: Onager.
     3776* Appearance:
     3777- Shell: (Standard).
     3778* History: -
     3779* Garrison: 3.
     3780* Function: -
     3781* Special: -
     3782
     3783<insert picture of the above unit, if available>
     3784
     3785* Name: Scorpio.
     3786* Class: Ballista.
     3787* Ranged Armament: See picture.
     3788* Appearance:
     3789- Shell: See picture.
     3790* History: -
     3791* Garrison: 3.
     3792* Function: -
     3793* Special: Able to throw darts at a distance of 350 meters.
     3794
     3795Picture (given to me by Apollonios)
     3796
     3797* Name: Roman Aries.
     3798* Class: Ram.
     3799* Appearance:
     3800- Shell: (Standard).
     3801* History: There are several famous sieges during the time of the Republic which required the use of extensive siege weaponry – Syracuse (212 BC), Carthage (148 – 146 BC) and Tigranocerta (68 BC) – they were all carried out successfully.
     3802* Garrison: 3.
     3803* Function: -
     3804* Special: -
     3805
     3806<insert picture of the above unit, if available>
     3807
     3808==SUPER UNITS==
     3809
     3810* Name: Centurio.
     3811* Class: Super Infantry Unit.
     3812* Hacker Armament: Sword (Gladius).
     3813* Ranged Armament: Javelin (Pilum).
     3814* Appearance:
     3815- Garb: Lorica squamata – fancy, has money. Greaves.
     3816- Helmet: Attic helmet with red crest and feathers.
     3817- Shield: Curved red oval shield.
     3818- Figure(s): -
     3819* History: The Centurion was a commander of a unit of 100 legionaries called centuriae. Only the bravest and most experienced troops could become centurions; having attained that position they were supposed to lead their troops by personal example as well as orders.
     3820* Garrison: 1.
     3821* Function: -
     3822* Special: -
     3823
     3824<insert picture of the above unit, if available>
     3825
     3826* Name: Decurio.
     3827* Class: Super Cavalry Unit.
     3828* Hacker Armament: Sword.
     3829* Ranged Armament: Javelin. –lancea for throwing
     3830* Appearance:
     3831- Garb: heavy chainmail hauberk, white tunic, greaves on both legs
     3832- Helmet: Boeotian helmet with red plume
     3833- Shield: Round green shield
     3834- Figure(s): Rich fella, he has money to buy good armor and weapons, no facial hair
     3835- Mount: Powerful white horse with saddle blanket strapped to back and elaborate bridle
     3836* History: A Decurion was a cavalry officer who commanded 30 men in a turmae, or file. They were appointed by the tribunes and used Greek style helmets with Roman armor.
     3837* Garrison: 2.
     3838* Function: To drive off enemy cavalry allowing the heavy infantry to win the battle, as well as scouting, patrol, and chasing defeated enemies.
     3839* Special: ?
     3840
     3841==HEROES==
     3842
     3843* Name: Quinctus Fabius Maximus “Cunctator”. – unit design is done, ready to go
     3844* Class: Hero1.
     3845* Hacker Armament: Short Sword.
     3846* Appearance:
     3847- Garb: Light iron armour; elaborate but functional.
     3848- Helmet: None.
     3849- Shield: Medium wooden and leathered slightly rectangular shield.
     3850- Figure(s): -
     3851- Mount: Light white slightly armoured horse.
     3852* History: Dictator for six months during the Second Punic War. Instead of attacking the most powerful Hannibal, he started a very effective war of attrition against him.
     3853* Garrison: 2.
     3854* Function: -
     3855* Special:
     3856- "Hero" Aura increases the Army’s Fire Rate and Movement Rate (it affects all the soldiers for a range or 10 tiles).
     3857
     3858Resembles guy on left (might even be him)
     3859
     3860* Name: Sulla.
     3861* Class: Hero2.
     3862* Hacker Armament: Sword (Gladius).
     3863* Appearance:
     3864- Garb: Lorica hamata with medals hung over it; elaborate but functional. Iron greaves.
     3865- Helmet: Attic helmet with feather tufts and medium crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
     3866- Shield: Medium wooden and leathered slightly rectangular shield.
     3867- Figure(s): -
     3868- Mount: Black horse with metal chanfron.
     3869* History: Roman general and dictator (137 BC – 78 BC), who never lost a battle. Distinguishing himself during the Jugurthine War, Sulla later fought in the Social War and was given command in the east against king Mithridates VI of Pontus. After the successful outcome of the war, he returned to Italy, crushed his opponents and had himself proclaimed dictator with unlimited powers. Sulla sought to restore the waning might of the Republic and wrote a new constitution, thereafter resigning from power.
     3870* Garrison: 2.
     3871* Function: -
     3872* Special:
     3873- "Hero" Aura gives +1 attack to all cavalry units and –1 attack to enemy infantry within 10 tiles.
     3874
     3875<insert picture of the above unit, if available>
     3876
     3877* Name: Scipio Africanus.
     3878* Class: Hero3.
     3879* Hacker Armament: Gladius.
     3880* Appearance:
     3881- Garb: Muscled cuirass. Greaves.
     3882- Helmet: Attic helmet with large crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
     3883- Shield: None.
     3884- Figure(s): -
     3885* History: He was the first really successful Roman general. His campaigns in Spain and Africa helped to bring Carthage to its knees during the Second Punic War. He defeated Hannibal at the Battle of Zama in 202 BC.
     3886* Garrison: 1.
     3887* Function: -
     3888* Special:
     3889- "Hero" Aura strongly increases attack and morale of nearby units (6 squares).
     3890- In case of death of this unit, all the units in a radius of 10 squares will suffer a huge morale decrease and they’ll never recover.
     3891
     3892<insert picture of the above unit, if available>
     3893
     3894(file Julius Caesar below for use in Part II; he falls more within Early Empire, in the Marian era; is replaced with Scipio Africanus)
     3895
     3896* Name: Julius Caesar.
     3897* Class: Hero3.
     3898* Hacker Armament: Long Sword (Spatha).
     3899* Appearance:
     3900- Garb: Muscled cuirass with pteruges (straps that hang from the waist of the cuirass and from the top edge of the shoulders of the cuirass) and Gorgon head over solar plexus with purple ribbon tied around chest; elaborate but functional (similar to Maximus from first battle in Gladiator, minus lorica segmentata strips over shoulders (pauldron), beard and wolf skin). Silver-coloured greaves.
     3901- Helmet: Attic helmet with large crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
     3902- Shield: None.
     3903- Figure(s): Long purple cloak.
     3904- Mount: Chestnut horse with elaborate metal chanfron.
     3905* History: Roman statesman and dictator (102 BC – 44 BC). Making his name as a leader of the populars, Caesar conquered Gaul and defeated Gnay Pompey and his supporters in a civil war. During his brief reign as a dictator, Caesar reformed the calendar, founded new colonies and planned vast building programmes and a military campaign against Parthia. Assassinated by a group of senators led by Brutus and Cassius, he was later deified and his name gradually became a royal title.
     3906* Garrison: 2.
     3907* Function: -
     3908* Special:
     3909- "Hero" Aura strongly increases attack and morale of nearby units (6 squares).
     3910- In case of death of this unit, all the units in a radius of 10 squares will suffer a huge morale decrease and they’ll never recover.
     3911
     3912<insert picture of the above unit, if available>
     3913
     3914NEW UNIT TRAITS
     3915
     3916(none)
     3917
     3918CIV CENTRE UNITS
     3919
     3920* Melee Infantry: Servian Hoplite (Spearman).
     3921* Ranged Infantry: Roman Velite (Javelinist).
     3922* Cavalry: Roman Equite (Cavalry Swordsman).
     3923
     3924FORBIDDEN CLASSES
     3925
     3926* Archer. The ballistarius, a quite rare Roman soldier armed with a ballista, will be kept as a possible option.
     3927* Cavalry Spearman.
     3928* Cavalry Javelinist.
     3929* Cavalry Archer.
     3930
     3931STRUCTURE DESCRIPTIONS
     3932
     3933==VILLAGE==
     3934
     3935* Name: Municipium.
     3936* Class: Civ Centre.
     3937* History: -
     3938
     3939<insert picture of the above structure, if available>
     3940
     3941* Name: Atrium.
     3942* Class: House.
     3943* History: The early Atrium initially (V-IC c. BC) included one big room with a fireplace in the middle. A garden by the house was later included under Hellenistic influence.
     3944
     3945<insert picture of the above structure, if available>
     3946
     3947* Name: Villa.
     3948* Class: Farm Centre.
     3949* History: As Rome grew more and more affluent, many of the rich senators built lavish villas throughout Italy. Most of them emulated earlier Hellenistic examples; remains can be seen even today at Pompeii.
     3950
     3951<insert picture of the above structure, if available>
     3952
     3953* Name: Ager.
     3954* Class: Field.
     3955* History: The possession of fields once determined the difference between patricians and plebeans. It is told that Cincinnatus possessed only a small field, the smaller possible for a patrician. The distribution of the Ager Publicum was one of the most important issues of the late II century BC. Tiberius Gracchus was the pioneer in this field, and his brother Gaius succeeded in carrying out a number of reforms, which improved the situation of Roman farmers, the backbone of Roman military.
     3956
     3957* Name: Saeptum.
     3958* Class: Corral.
     3959* History: -
     3960
     3961<insert picture of the above structure, if available>
     3962
     3963* Name: Receptaculum.
     3964* Class: Resource Centre.
     3965* History: -
     3966
     3967<insert picture of the above structure, if available>
     3968
     3969* Name: Turris Lignea.
     3970* Class: Scout Tower.
     3971* History: Used in camps built by the Roman army.
     3972
     3973<insert picture of the above structure, if available>
     3974
     3975* Name: Moenia.
     3976* Class: Wall.
     3977* History: Strong city walls.
     3978
     3979<insert picture of the above structure, if available>
     3980
     3981* Name: Turris Lapidea.
     3982* Class: Wall Tower.
     3983* History: -
     3984
     3985<insert picture of the above structure, if available>
     3986
     3987* Name: Porta.
     3988* Class: Wall Gate.
     3989* History: -
     3990
     3991<insert picture of the above structure, if available>
     3992
     3993==TOWN==
     3994
     3995* Name: Portus.
     3996* Class: Port Centre.
     3997* History: Being an inland city, Rome was still connected to the port of Ostia through means of the Tiber. Merchant ships from all over the Mediterranean arrived at Ostia, bringing all kinds of luxurious goods. The construction of a reliable harbour was planned by Julius Caesar and carried out by Claudius.
     3998
     3999<insert picture of the above structure, if available>
     4000
     4001* Name: Nosocomium.
     4002* Class: Health Centre.
     4003* History: -
     4004
     4005<insert picture of the above structure, if available>
     4006
     4007* Name: Castra.
     4008* Class: Military Centre.
     4009* History: Romans specialised in the building of military camps and forts. A few of them still survive.
     4010
     4011<insert picture of the above structure, if available>
     4012
     4013* Name: Forum.
     4014* Class: Trade Centre.
     4015* History: The Forum was the most important place in Rome, for it was there that important speeches were held and decisions taken. Starting with Julius Caesar, the great emperors Vespasian, Nerva and Trajan built their magnificent forums.
     4016
     4017<insert picture of the above structure, if available>
     4018
     4019==CITY==
     4020
     4021* Name: Fortis.
     4022* Class: Fortress.
     4023* History: Fortified city.
     4024
     4025<insert picture of the above structure, if available>
     4026
     4027SPECIAL STRUCTURES
     4028
     4029* Name: Entrenched Camp.
     4030* Class: SB1.
     4031* History: Sometimes it was a temporary camp built facing the route by which the army is to march, other times a defensive or offensive (for sieges) structure. Within this gate the tents of the first centuries or cohorts are pitched, and the dragons (ensigns of cohorts) and other ensigns planted. The Decumane gate is directly opposite to the Praetorian in the rear of the camp, and through this the soldiers are conducted to the place appointed for punishment or execution.
     4032It has a turf wall, and it's surrounded by a canal filled with water whenever possible for extra defence. Many towns started up as bigger military camps to evolve to more complicated cities.
     4033* Requirements: -
     4034* Phase: City.
     4035* Special: Allows players to train infantry units from a fast-building camp.
     4036
     4037<insert picture of the above structure, if available>
     4038
     4039* Name: Murus Latericius.
     4040* Class: SB2.
     4041* History: Turf walls built by legionaries during sieges.
     4042* Requirements: -
     4043* Phase: City.
     4044* Special: Similar attributes to the Celtic Gwarchglawdd turf wall.
     4045
     4046<insert picture of the above structure, if available>
     4047
     4048CIV BONUSES
     4049
     4050CB1
     4051* Name: Testudo Formation.
     4052* History: The Romans commonly used the Testudo or "turtle" formation for defense: Legionaries were formed into hollow squares with twelve men on each side, standing so close together that their shields overlapped like fish scales.
     4053* Effect: Roman Legionaries can form a Testudo. The Legionaries at the front, back and sides hold their shields to the outside and the Legionaries in the centre raise their shields above their heads. This formation provides improved protection against melee and ranged attacks. However, their movement rate is much slower. The formation button is only available for a group that consists exclusively of Roman Legionaries.
     4054
     4055http://www.ancientbattles.com/testudo/rnor...estudo_page.htm
     4056
     4057CB2
     4058* Name: Citizenship
     4059* History: Roman Citizenship was highly prized in the ancient world. Basic rights and privileges were afforded Roman citizens that were denied other conquered peoples. It is said that harming a Roman citizen was akin to harming Rome herself, and would cause the enire might of Rome to fall upon the perpetrator.
     4060* Effect: Any Roman Citizen Soldier unit fighting within Roman Territory gains a non-permanent 10% bonus in armor.
     4061
     4062TEAM BONUS
     4063
     4064TB1
     4065Name: Conscription.
     4066History: -
     4067Effect: Infantry trained 20% faster.
     4068
     4069CIV WEAKNESSES
     4070
     4071(none)
     4072
     4073TECHNOLOGIES
     4074
     4075* Infantry: Strong. Among the strongest in the game, only Greeks in their splendour were better.
     4076* Cavalry: Not very good. Very few upgrades.
     4077* Naval: The Roman Navy wasn't powerful, but their advanced technology helped improving them.
     4078* Siege: Very powerful Siege. Romans were ready to attack every kind of fortress.
     4079* Economy: Many techs.
     4080- Farming: Above average.
     4081- Mining: Developed. Better than average.
     4082- Lumbering: Average.
     4083- Hunting: Below average.
     4084- Land Trade: Not as developed as Naval trade.
     4085- Naval Trade: After defeating the Carthaginians, Romans were the Masters of the Mediterranean sea. Developed.
     4086* Architecture: Advanced.
     4087- Defences: Very powerful defensive systems.
     4088
     4089SPECIAL TECHNOLOGIES
     4090
     4091ST1
     4092Name: Divide et Impera (proposed by Sting)
     4093History: 'Divide and conquer' was the main principle in Rome's foreign politics throughout its long history. The Romans lured enemies or neutral factions to their side by offering them certain privileges. In due period of time, friends as well as foes were subjugated.
     4094Effect: Roman heroes and centurions can convert enemy units.
     4095
     4096ST2
     4097NONE (for balance)
     4098
     4099===
     4100
     4101FOOTNOTES
     4102
     4103Paul's guide to Roman equipment article is a useful reference for the arms and armour mentioned in this Profile.
     4104
     4105
     4106List: Entities: Nature: Fauna
     4107
     4108FAUNA OBJECTS
     4109
     4110This listing, though comprehensive, represents the target fauna objects the Art Department will attempt to develop. All units listed below are available in the Scenario Editor and in RMS scripts.
     4111
     4112==Attribute List:==
     4113
     4114*AI Nature:
     4115- Violent: Will actively attack any unit it encounters, even if not threatened.
     4116- Aggressive: Will attack nearby units if it feels threatened (if they linger within LOS for too long).
     4117- Defensive: Will attack nearby units if attacked.
     4118- Passive: Will never attack units.
     4119- Skittish: Will never attack units. Will typically attempt to flee for short distances when units approach.
     4120
     4121* Hitpoints: The amount of life points that an animal has when it is attacked (if not stated, TBD).
     4122* Fattening: The animal's Food value increases at the specified rate while it is corralled.
     4123* Food: The amount of the Food resource that an animal provides when it has been killed (if not stated, TBD).
     4124* Yield: The quantity of Food delivered to the Food Resource Pool per minute when corralled and attended by a servicer.
     4125* Capture: The animal may be captured and corralled.
     4126* Special: Any special traits of the animal.
     4127
     4128Animals are NOT replenished on the map during the course of a game session.
     4129
     4130Units of this type are gaia-controlled; they are not initially controllable by any player unless through some civ specific characteristic.
     4131
     4132All Fauna Objects are animated.
     4133
     4134
     4135List: Entities: Nature: Fauna: Cosmetic
     4136
     41376. COSMETIC ANIMALS (11)
     4138
     4139These animals cannot be harmed or selected by the player. They add atmosphere and eye candy to the natural environment. They are strictly Gaia objects.
     4140
     4141*Albatross
     4142*Egret
     4143White. Fly in small flocks, usually near shallow water on land.
     4144* (School of) Fish
     4145*Flamingo
     4146Pink. Fly in small flocks, usually near water.
     4147*Goose
     4148Black and white. Fly in V-formation of 5 birds on North-South map axes.
     4149*Golden Eagle
     4150Flying. Solitary. Wide ranging.
     4151*Hawk
     4152Brown. Flying (randomly, wide ranging). Solitary.
     4153*Parrot
     4154Fly about usually above trees. Colour variations of red-blue-yellow-green plumage. Flocks of 3 to 5.
     4155*Porpoise (aka Dolphin)
     4156Swim. Migrate. Jump above water surface anywhere at sea except in shallow water. Likes to accompany ships if encountered. Found in groups of 2 to 5.
     4157*Seagull
     4158White with black wingtips. Flying. Travel in flocks of several. Usually found near Port Centres, following schools of fish.
     4159*Vulture
     4160Black with red head. Flying. Circling in groups of 1 to 3 over dead 'things', or battle sites.
     4161
     4162
     4163List: Entities: Nature: Fauna: Herd
     4164
     41654. DOMESTIC ANIMALS (5)
     4166
     4167These animals can be herded and corraled to provide food from milking and husbandry (see Structure Hierarchy:Corral). They can also be killed for their Food in an emergency, but their greatest value lies in their yield.
     4168
     4169*Auroch Cow
     4170*Chicken
     4171*Goat
     4172*Sheep
     4173Colour variation: white or black.
     4174*Pig
     4175
     41765. BREEDING ANIMALS (3)
     4177
     4178These animals function similarly to AoE/AoK/AoM Relics. They can be captured and placed into a Corral (see Structure Hierarchy:Corral).
     4179
     4180Once corralled, instead of generating food like domestic animals, they will reduce the resource cost of units that use this animal as a mount.
     4181
     41826 corralled breeding animals reduces the cost by 50%. 3 corralled breeding animals reduces the cost by 25%.
     4183
     4184No other animals can be placed in the same Corral.
     4185
     4186Breeding animals may be killed, but no Food can be gathered from the corpse.
     4187
     4188This ability is not available by default. A civilisation must use one of its Civ Bonuses to earn the right to corral these kinds of animals, and is restricted to two animal types (specified in the Civ Profile) per Civ Bonus.
     4189
     4190*Horse
     4191Colour variation: black, white, palomino, bay, pinto.
     4192*Camel
     4193Dromedary. "Stench" Aura (as with Persian camels). Special movement rates (see Terrain Objects).
     4194*North African Forest Elephant
     4195Now largely extinct except for a smallish population recently identified in the Sahel north of the Congo region. "Damage Frenzy". "Stench" Aura. "Trample Damage" Aura.
     4196
     4197
     4198List: Entities: Nature: Fauna: Hunt
     4199
     42001. DANGEROUS NONCONSUMABLE ANIMALS (6)
     4201
     4202These animals are a considerable threat to the player, and cannot be hunted for Food, only slain.
     4203
     4204*Crocodile
     4205Slowly swims, partially submerged, through riverine or swampy shallow water. Can attack hominid units in shallows.
     4206*Dragon
     4207Rare, relatively large mythic creature. Flies and walks. Fire-breathing. Lands and attacks units on land. When in the air, can only be attacked by ranged units.
     4208*Lion
     4209No mane. Now largely extinct except for a small population in the Punjab of NW India.
     4210*Shark
     4211Dorsal fin exposed. Slowly migratory in shallow waters. Can attack hominid units in shallows if it happens to encounter them.
     4212*Tiger
     4213*Wolf
     4214
     42152. DANGEROUS CONSUMABLE ANIMALS (9)
     4216
     4217These animals can be hunted in the wild for Food (see Unit Classes:Attribute List:Abilities:Hunt). They aren't as formidable a threat as Dangerous Animals, but still need to be hunted in groups. They cannot be herded or corraled.
     4218
     4219*African Elephant
     4220Savanna African Elephant. Large central and southern.
     4221*Auroch Bull
     4222*Bear
     4223(colour variation: brown or black)
     4224*Boar
     4225*Buffalo - African
     4226*Musk Ox
     4227*Polar Bear
     4228Solitary. May occasionally attack and kill a seal if it encounters one.
     4229*Whale
     4230Slowly migrating. May at times enter large watercourses. May be in groups of 1 to 3. A very large consumable if attacked and killed in shallows.
     4231*Wildebeest
     4232
     42333. FEARFUL AND PASSIVE CONSUMABLE ANIMALS (9)
     4234
     4235These animals can be hunted in the wild (see Unit Classes:Abilities:Hunt), and are easy one-man kills. They cannot be herded or corraled.
     4236
     4237*Antelope
     4238*Deer
     4239*Partridge
     4240'Chukar'. Ground dwelling.
     4241*Pheasant
     4242'Ring-necked male'. Ground dwelling.
     4243*Ptarmigan
     4244'Snow' ground dwelling. Very hard to see on snow or ice.
     4245*Rabbit
     4246Colour variation: white or grey.
     4247*Reindeer
     4248Carabou.
     4249*Seal
     4250Basks on beach or ice in small groups. Doesn't swim. Wandering. Solitary. Polar Bears may at times attack and kill one.
     4251*Walrus
     4252Basks on beach or ice in small groups. Rare. Doesn't swim.
     4253
     4254
     4255List: Entities: Nature: Flora
     4256
     4257FLORA OBJECTS
     4258
     4259Environmental Objects Workbook
     4260
     4261==REFERENCES:==
     4262
     4263NOTE: Additional online reference sites for many of the plants shown below are as follows:
     4264
     4265Floriculture’s Encyclopedia at http://www.floridata.com/main_fr.cfm?state...src=welcome.htm Look in the plant lists by botanical name.
     4266
     4267Urban Forest Ecosystems Institute’s Select a Tree at http://selectree.calpoly.edu/ Select trees and many shrubs by common name or botanical name.
     4268
     4269==ATTRIBUTE LIST:==
     4270
     4271* Availability:
     4272- The map category in which this object can be found. Resource objects are typically linked to specific terrain tilesets.
     4273- "All" indicates that the object is available on all official map types.
     4274- "None" indicates that the object doesn't feature in any official map types, and is only available from the Scenario Editor.
     4275- All objects listed here are available from the Scenario Editor.
     4276- For a full list and description of the map categories and map types, see Maps.
     4277
     4278* Available Alternate:
     4279- Specifies an alternate that may be scripted for certain tree types.
     4280
     4281* Map Zone: Map zones are related to elevation and landform upon the map.
     4282> Lowlands:
     4283- Flat plains along water littorals or extending into the interior such as the bottoms of river valleys.
     4284> Midlands:
     4285- Range from isolated hummocks rising up to relatively low “hills” either isolated or in ranges.
     4286- Include the lower portion skirting the rise on mountains.
     4287- Some map categories are limited in elevation to Lowlands and Midlands.
     4288- Midlands are usually accessible to unit movement except in an area of inclination exceeding 30 degrees (steep hillsides and cliffs).
     4289- Midlands don't include lower level river valleys or other valley bottoms extending into them, both of which are specified as being Lowland riparian for the purpose of scripting Flora Objects to the map.
     4290> Highlands:
     4291- Higher elevations of any kind that rise above Midlands: the highest mountainous points on any authorised map.
     4292- Highlands may be only partially accessible to unit movement depending upon the inclination of slopes and/or cliffs.
     4293- River valley or other valley bottoms extending into Highlands are specified as being Midlands riparian for the purpose of scripting Flora Objects to the map.
     4294
     4295* Signature Tree:
     4296- Signature trees are those trees that are particularly relevant to an environmental biome.
     4297- They are the bare minimum for a specific map category/type.
     4298
     4299* Intermix:
     4300- Can be mixed with other specified trees in this Map Zone, or placed alone.
     4301- Intermixes are shown below if there are important real world aspects of the biome recommending them.
     4302- However, intermixes are only preferable, not mandatory.
     4303
     4304* Variants: Examples of different types of flora in this category.
     4305
     4306* Wood:
     4307- The quantity of Wood resources that can be harvested from this Flora Object by units that can gather Wood.
     4308- The standard tree's resource amount is based upon twice that of trees in AoK; shrub trees and dead trees are half that quantity (equivalent to AoK trees).
     4309
     4310* Food:
     4311- The quantity of Food resources that can be harvested from this Flora Object by units that can gather Food.
     4312- No object in the game can supply more than one resource at a time. Therefore, no Flora Objects can provide Food in the official map types or scenarios, only Wood, if specified.
     4313- However, in the Scenario Editor, if a Flora Object has a Food value, it can be triggered to yield Food in this custom scenario, but won't be able to yield Wood (if that's normally possible for this Flora Object).
     4314
     4315* FoodType: A description of the kind of fruit/seed that appears on this Flora Object when Food can be harvested from it.
     4316
     4317* Remarks: Descriptions of the Flora Object.
     4318
     4319* References: Pictorial references to aid artists in modelling and texturing these Flora Objects.
     4320
     4321
     4322List: Entities: Nature: Flora: Plants
     4323
     4324PLANTS
     4325
     4326Notes:
     4327- These Flora Objects differ from trees, as they cannot be harvested for Wood, but use the same rules for harvesting Food.
     4328- They have a few unique traits:
     4329=> They are intended as "eye candy", and are placed over appropriate textures as they are painted onto the terrain (for example, water lilies might be added when painting shallow water in a certain biome).
     4330=> Players can construct structures on top of them (if they do, they disappear).
     4331=> If flowering, they lose their flowers during Winter.
     4332=> If snow covers the terrain, these smaller objects are not visible until snow is again removed from the terrain.
     4333
     43343. AQUATICS
     4335
     4336WaterLily
     4337* Remarks:
     4338- Flowering floating pads.
     4339- Large flowers in many colours.
     4340- Does not prohibit the passage of watercraft where they may otherwise proceed.
     4341* Reference: http://images.google.com/images?q=water+li...-8&start=0&sa=N
     4342and http://images.google.com/images?q=water+li...-8&start=0&sa=N
     4343Reeds
     4344* Remarks: Joint-stemmed grass.
     4345* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4346Cattails
     4347* Remarks: Cattails.
     4348* Reference: http://images.google.com/images?q=water+ca...-8&start=0&sa=N
     4349SeaweedFloating
     4350* Remarks:
     4351- Floating inshore.
     4352- Kelp-like.
     4353* Reference: http://www.prism.gatech.edu/~gt2433a/image...ges/seaweed.jpg and http://www.its2.uidaho.edu/scripts/mlib.dl...w=50028&n=0&m=1
     4354SeaweedBeached
     4355* Remarks:
     4356- Beached remnants.
     4357- Kelp-like.
     4358* Reference: http://www.grownmencry.com/img/BeachedKelp.jpg
     4359
     43604. BUSHES
     4361
     4362Strawberry
     4363* Reference: http://images.google.com/images?sourceid=n...trawberry+plant
     4364and http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4365Blueberry
     4366* Reference: http://images.google.com/images?sourceid=n...=blueberry+bush
     4367and http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4368Xerophyte
     4369* Remarks: Small grayish-green-leafed xerophytic; non-descript chaparral looking, may have tiny white or yellow flowers—not very showy.
     4370* Reference: N/A.
     4371ColdTolerant
     4372* Remarks:
     4373- Medium-leafed deep-to-dark-green.
     4374- Evergreen or deciduous.
     4375- Non-descript low growth juniper (evergreen) or deciduous scrub bush looking.
     4376- Deciduous may have somewhat showy white, yellow or pink flowers during Spring and Summer. Gold or bronzy foliage during Autumn.
     4377* Reference: N/A.
     4378Mediterranean
     4379* Remarks: Gray-greens with a slight bluish cast are common bush foliage colours.
     4380* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4381and http://images.google.com/images?q=ice+plan...-8&start=0&sa=N
     4382and http://images.google.com/images?sourceid=n...&q=broom+plants
     4383and http://images.google.com/images?q=heather+...-8&start=0&sa=N
     4384Tropical
     4385* Remarks:
     4386- Large-leafed.
     4387- Bright-green or multi-coloured variegated.
     4388* Reference: http://images.google.com/images?q=coleus+p...-8&start=0&sa=N
     4389and http://images.google.com/images?q=philoden...-8&start=0&sa=N
     4390and http://images.google.com/images?q=elephant...-8&start=0&sa=N
     4391and http://images.google.com/images?q=caladium...-8&start=0&sa=N
     4392
     43935. CACTI
     4394
     4395Columnar
     4396* Remarks:
     4397- Tall columnar euphorbia.
     4398- Vertically-ribbed.
     4399- White-yellow flowers near crown
     4400- (No arms like North American sahuaros and cardons).
     4401* Reference: http://www.maccactus.com/euphorbia%20ingens.html and http://web.infinito.it/utenti/r/robbillo/1...hila/2000_5.jpg
     4402Barrel
     4403* Remarks:
     4404- Short barrel-like or pincushion-like.
     4405- Vertically-ribbed.
     4406- Bright coloured flowers at circling crown.
     4407- Barrel cacti are not native to the 0 A.D. geographic region but some similar cacti are.
     4408* Reference: http://images.google.com/images?q=barrel+c...-8&start=0&sa=N
     4409PricklyPear
     4410* Remarks:
     4411- Opuntia-type cactus with “rabbit ear” pads.
     4412- Flowers in shades of yellow, peach, scarlet, orange, red and lavender.
     4413- Blooms in Summer with advent of Summer rains.
     4414* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4415and http://images.google.com/images?q=prickly+...-8&start=0&sa=N
     4416
     44176. FERNS
     4418
     4419FernGround
     4420* Remarks:
     4421- Low.
     4422- No trunk.
     4423- All fronds bright green, with brown fiddleheads (Boston Fern is a good base model).
     4424* Variants: Several in size and shape.
     4425* Reference: http://images.google.com/images?q=fern+pla...8&start=80&sa=N
     4426and http://images.google.com/images?q=ferns&sv...-8&start=0&sa=N
     4427FernTree
     4428* Remarks:
     4429- Short-trunked tree-like.
     4430- Fronds bright green, with brownish fiddleheads (use Dicksonia for short-trunked Tree Ferns generic model—don't want these to be so large as to suggest they are a harvestable tree).
     4431* Reference: http://images.google.com/images?q=dicksoni...-8&start=0&sa=N
     4432
     44337. WILD FLOWERS
     4434
     4435Daisy
     4436* Remarks:
     4437- Daisy-like flowers on low greenish foliage.
     4438- 'Dies' in Winter (however, blooms all year on Tropic).
     4439- Best massed in meadows or open forest terrains.
     4440- Most daisy flowers have a brown or black “eye” in the centre of the flower's petals.
     4441* Reference: http://images.google.com/images?q=daisy+fl...-8&start=0&sa=N
     4442Poppy
     4443* Remarks:
     4444- Poppy-like flowers on low greenish foliage.
     4445- 'Dies' in Winter (however, blooms all year on Tropic).
     4446- Use “California poppy” reference for flower bud and bloom open shape.
     4447- Best massed in meadows or open forest land terrains (red poppies are magnificent in Spanish oak open woodland). Majorca Wildflowers in midland open evergreen oak woodland meadow
     4448* Signature Plant: N/A.
     4449* Reference: http://images.google.com/images?q=californ...&start=140&sa=N
     4450and http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4451Artichoke
     4452* Remarks:
     4453- Large-bluish gray-green-indented-leafed artichoke.
     4454- Large mauve and sometimes bright sky-blue thistle-like flowers.
     4455- (Preferred though not illustrated—the pictures show plants grown on acidified soils while normal range was on alkaline producing blue flowers during the era of the game).
     4456* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4457and http://images.google.com/images?q=globe+ar...=UTF-8&oe=UTF-8
     4458Orchid
     4459* Remarks:
     4460- Strap-leafed sometimes pseudo-bulbed.
     4461- Showy orchid flower spikes dispersed on and amongst forest terrains.
     4462- These plants are not normally found in open meadows.
     4463* Reference: http://images.google.com/images?q=orchid+f...-8&start=0&sa=N
     4464and http://images.google.com/images?q=orchid+p...-8&start=0&sa=N
     4465Bromeliad
     4466* Remarks:
     4467- Strap-leafed.
     4468- Showy bract ‘flower’ spikes dispersed on and amongst forest terrains.
     4469- These plants are not normally found in open meadows.
     4470* Reference: http://images.google.com/images?q=bromelia...-8&start=0&sa=N
     4471and http://images.google.com/images?q=bromelai...=UTF-8&filter=0
     4472and http://www.charlies-web.com/other_pics/otherpics.html
     4473
     44748. TALL GRASSES
     4475
     4476TallGrassFountain
     4477* Remarks:
     4478- A tallish coarse gray-green fountain-grass type similar to Pampas Grass.
     4479- Cream-coloured ‘plumes’ on erect flower-spikes.
     4480* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4481
     44829. TREE STUMPS
     4483
     4484StumpSmall
     4485* Remarks: Small stump.
     4486* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4487StumpMedium
     4488* Remarks: Medium stump.
     4489* Reference: See reference for TreeStumpSmall.
     4490StumpLarge
     4491* Remarks: Large stump.
     4492* Reference: See reference for TreeStumpSmall.
     4493
     4494
     4495List: Entities: Nature: Flora: Trees
     4496
     4497TREES
     4498
     4499<a name=TreeFeatures>1. TREE FEATURES</a>
     4500
     4501<a name=Tree Clusters>1.1. Tree Clusters</a>
     4502
     4503Trees are placed either as single trees, or clustered. A group of 4+ adjacent trees form a cluster. Example:
     4504
     4505[ ][ ]
     4506[ ][ ]
     4507
     4508Minimum
     4509
     4510[ ][ ][ ]
     4511[ ][ ]
     4512[ ][ ]
     4513
     4514Random shape
     4515
     4516<a name=Tree Sizes>1.2. Tree Sizes and Rotation</a>
     4517
     4518Tree size and rotation will be randomly generated on the map.
     4519
     4520<a name=ForestAmbushes>1.3. Forest Ambushes</a>
     4521
     4522Trees and tree clusters are an obstacle to most units. However, certain units (see Unit Classes, RevealsUnitsinForests, CanWalkinForests) are able to navigate through forests, and therefore hide in them to scout and ambush opponents.
     4523
     4524Valid enemy units that stand idle in forests are not outlined by the GUI as usual, and are therefore harder to spot; in this state, they are also not automatically attacked by player units. They are outlined as normal when performing any action in forests (such as moving or attacking).
     4525
     4526To reveal enemy units hidden in a forest, the player must place one of his own units in the forest, and any hidden units (within its decreased LOS) will become visible to the player.
     4527
     4528When calculating victory conditions (in a setting that requires all of a player's units to be destroyed in order for his game to be over) units hidden in trees are not considered.
     4529
     4530<a name=ForestFloorTerrainsandFloraTreeObjects>2. FOREST FLOOR TERRAINS AND FLORA TREE OBJECTS</a>
     4531
     4532Forest Floors:
     4533- Terrains associated with placed Flora Objects (trees).
     4534- Each Terrain: Forest Floor# is designed to visually present the types of ground litter “duff” that would typically appear beneath the boughs of a tree on the ground, if any.
     4535- Forest Floor terrain of the appropriate type will be applied to the terrain mesh coincidentally for every four trees in a cluster.
     4536
     4537Default Season:
     4538* (Seasons not selected): Summer, except 'perpetual' winter on Polar maps when Seasons are not selected.
     4539* (Seasons selected): Spring, Summer, Autumn, Winter (snow or no-snow as specified).
     4540
     4541<a name=ForestFloorEvergreenPalmate>2.1. ForestFloor1: EvergreenPalmate</a>
     4542
     4543<a name=TreeDatePalm>2.1.1. Tree1: TreeDatePalm</a>—Phoenix dactylifera
     4544* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4545
     4546<a name=TreeMediterraneanFanPalm>2.1.2. Tree2: TreeMediterraneanFanPalm</a>—Chamaerops humilis
     4547* Remarks: Fan-frond.
     4548* Reference: http://images.google.com/images?q=Chamaero...-8&start=0&sa=N
     4549
     4550<a name=TreeQueenSagoPalm>2.1.3. Tree3: TreeQueenSagoPalm</a>—Cycas cincinalis
     4551* Remarks: Feather-frond.
     4552* Reference: http://www.floridata.com/main_fr.cfm?state...s.cfm?list=type Palms list.
     4553
     4554<a name=TreeSenegalDatePalm>2.1.4. Tree4: TreeSenegalDatePalm</a>—Phoenix reclinata
     4555- Feather-frond.
     4556* Variation: None.
     4557* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4558
     4559<a name=ForestFloorEvergreenConifer>2.2. ForestFloor2: EvergreenConifer</a>
     4560
     4561<a name=TreeAfghanPine>2.2.1. Tree5: TreeAfghanPine</a>—Pinus eldarica
     4562* Remarks: Long needled and very Christmas-tree-like.
     4563* Reference: http://www.texaschristmastrees.com/types.html
     4564and http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4565
     4566<a name=TreeAleppoPine>2.2.2. Tree6: TreeAleppoPine</a>—Pinus halapensis
     4567* Remarks: Broad open round-headed, long needles.
     4568* Reference: http://selectree.calpoly.edu/treedetail.la...o?KeyValue=1051
     4569and http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4570
     4571<a name=TreeAtlanticCedar>2.2.3. Tree7: TreeAtlanticCedar</a>—Cedrus atlantica
     4572* Remarks: Broadly pyramidal tree; almost triangular branched.
     4573* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4574
     4575<a name=TreeAustrianBlackPine>2.2.4. Tree8: TreeAustrianBlackPine</a>—Pinus nigra
     4576* Remarks: Some are somewhat contorted in shape. Long needles.
     4577* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4578
     4579<a name=TreeCedarOfLebanon>2.2.5. Tree9: TreeCedarOfLebanon</a>—Cedrus libani
     4580* Remarks: Tall-trunked. Open branched and headed.
     4581* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4582
     4583<a name=TreeItalianCypress>2.2.6. Tree10: TreeItalianCypress</a>—Cupressus sempervirens ‘stricta’
     4584* Remarks: Tall and narrowly columnar.
     4585* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4586
     4587<a name=TreeMaritimePine>2.2.7. Tree11: TreeMaritimePine</a>—Pinus brutia & Pinus pinaster
     4588* Remarks: Christmas tree-like. Long needles.
     4589* Reference http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4590and http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4591
     4592<a name=TreeNordmannFir>2.2.8. Tree12: TreeNordmannFir</a>—Abies nordmanniana
     4593* Remarks: Short-needled and very Christmas tree-like.
     4594* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4595
     4596<a name=ForestFloorEvergreenLeafed>2.3. ForestFloor3: EvergreenLeafed</a>
     4597
     4598<a name=TreeAfricanTulip>2.3.1. Tree13: TreeAfricanTulip</a>—Spathodea campanulata
     4599* Remarks: Floriferous.
     4600* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4601
     4602<a name=TreeCarob>2.3.2. Tree14: TreeCarob</a>—Ceratonia siliqua
     4603* Remarks: Shrub tree.
     4604* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4605
     4606<a name=TreeGiantBirdOfParadise>2.3.3. Tree15: TreeGiantBirdOfParadise</a>—Strelitzia nicolai
     4607* Remarks: Flowering shrub-tree.
     4608* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4609
     4610<a name=TreeHollyOak>2.3.4. Tree16: TreeHollyOak</a>—Quercus ilex
     4611* Remarks:
     4612- Prickly holly-like leaf.
     4613* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4614
     4615<a name=TreeOleander>2.3.5. Tree17: TreeOleander</a>—Nerium oleander
     4616* Remarks:
     4617- Flowering shrub-tree, floriferous.
     4618- A poisonous-sap plant: even when ‘green’, foliage is burned due to smoke in the air being toxic. May have 'toxic aura' when triggered for such in Scenario.
     4619* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4620
     4621<a name=TreeOlive>2.3.6. Tree18: TreeOlive</a>—Olea europaea
     4622* Remarks:
     4623- Gnarled trunk and branches.
     4624- Fruit cured for consumption and pressed for oil.
     4625* Reference: http://images.google.com/images?svnum=10&h...europea&spell=1
     4626
     4627<a name=TreeTamarind>2.3.7. Tree19: TreeTamarind</a>—Tamarindus indica
     4628* Remarks: -
     4629* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4630
     4631<a name=TreeCitron>2.3.8. Tree20: TreeFruitCitron</a>
     4632* Remarks:
     4633- Glossy green-leafed “ball”-shaped, foliage extending to ground.
     4634- Foliage extending to ground and fruits distributed among it.
     4635* Reference: http://images.google.com/images?sourceid=n...=UTF-8&q=citron
     4636And http://images.google.com/images?q=citron+t...=UTF-8&oe=UTF-8
     4637
     4638<a name=ForestFloorDeciduousConifer>2.4. ForestFloor4: DeciduousConifer</a>
     4639
     4640<a name=TreeEuropeanLarch>2.4.1. Tree21: TreeEuropeanLarch</a>—Larix decidua
     4641* Remarks:
     4642- A rare deciduous conifer.
     4643- Gives the appearance of a dead conifer during Winter, but leafs out again in Spring.
     4644- It is signature tree on Polar (the only one).
     4645* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4646
     4647<a name=ForestFloorDeciduousLeafed>2.5. ForestFloor5: DeciduousLeafed</a>
     4648
     4649<a name=TreeBaobab>2.5.1. Tree22: TreeBaobab</a>—Adansonia digitata
     4650* Remarks: Deciduous during dry season (‘Winter’).
     4651* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4652
     4653<a name=TreeCommonOak>2.5.2. Tree23: TreeCommonOak</a>—Quercus robur
     4654* Remarks:
     4655- Deciduous.
     4656- Also known as English Oak outside of UK.
     4657* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4658
     4659<a name=TreeCoral>2.5.3. Tree24: TreeCoral</a>—Erythrina variegata
     4660* Remarks:
     4661- Semi-Evergreen.
     4662- Very floriferous.
     4663- Briefly deciduous during short ‘Winter’ dry spell.
     4664* Reference: http://images.google.com/images?q=Erythrin...-8&start=0&sa=N
     4665
     4666<a name=TreeEuropeanBeech>2.5.4. Tree25: TreeEuropeanBeech</a>—Fagus sylvatica
     4667* Remarks: Deciduous.
     4668* Reference: http://images.google.com/images?sourceid=n...fagus+sylvatica
     4669
     4670<a name=TreeEuropeanWhiteBirch>2.5.5. Tree26: TreeEuropeanWhiteBirch</a>—Betula pendula
     4671* Remarks: Striking black and cream coloured bark.
     4672* Reference: http://images.google.com/images?sourceid=n...=betula+pendula
     4673
     4674<a name=TreeFig>2.5.6. Tree27: TreeFig</a>—Ficus carica
     4675* Remarks:
     4676- Large palmate leaves.
     4677- Produces two crops, the first being "breda" in Spring, followed by another 'main crop' in Autumn.
     4678* Reference: http://images.google.com/images?sourceid=n...&q=ficus+carica
     4679
     4680<a name=TreeLombardyPoplar>2.5.7. Tree28: TreeLombardyPoplar</a>—Populus nigra ‘Italica’
     4681* Remarks: Tall and narrowly columnar.
     4682* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4683
     4684<a name=TreeMaple>2.5.8. Tree29: TreeMaple</a>—Acer rubrum
     4685* Remarks:
     4686- Deciduous.
     4687- Flaming red foliage in Autumn.
     4688- ‘Rubrum’ is representative of Maples found in their range throughout Europe.
     4689* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4690
     4691<a name=TreeMountainAsh>2.5.9. Tree30: TreeMountainAsh</a>—Sorbus aucuparia
     4692* Remarks:
     4693* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4694
     4695<a name=TreePersianIronwood>2.5.10. Tree31: TreePersianIronwood</a>—Parrotia persica
     4696* Remarks: Small ovoid leaves.
     4697* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4698
     4699<a name=TreePistachio>2.5.11. Tree32: TreePistachio</a>—Pistachia vera, Pistacia vera
     4700* Remarks: Foliage turns red in Autumn.
     4701* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4702and http://images.google.com/images?q=Pistacia...8&start=20&sa=N
     4703
     4704<a name=TreePomegranate>2.5.12. Tree33: TreePomegranate</a>—Punica granatum
     4705* Remarks:
     4706- Red-flowering-fruiting shrub-tree.
     4707* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4708
     4709<a name=TreeWeepingWillow>2.5.13. Tree34: TreeWeepingWillow</a>—Salix Babylonica
     4710* Remarks:
     4711- Pendulous.
     4712- Willow bark is a source of acetylsalisylic acid (aspirin).
     4713- May have special property of being a 'healing tree' when triggered for such in Scenario.
     4714* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4715
     4716<a name=TreeWhitePoplar>2.5.14. Tree35: TreeWhitePoplar</a>—Populus alba
     4717* Remarks:
     4718* Reference: http://images.google.com/images?sourceid=n...&q=Populus+alba
     4719
     4720<a name=TreeApple>2.5.15. Tree36: TreeFruitApple</a>
     4721* Remarks:
     4722- Trunked round-headed shaped tree (mimics the fruit) with somewhat irregular shapes.
     4723- Medium green foliage with some grayish-green in it.
     4724- Fruit visibly distributed among the foliage.
     4725* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4726
     4727<a name=TreePear>2.5.16. Tree37: TreeFruitPear</a>
     4728* Remarks:
     4729- Gray-green ovate-leafed.
     4730- Almost tear-drop shaped tree (mimics the fruit).
     4731- Yellow blotched with rust coloured fruit.
     4732* Reference: http://images.google.com/images?q=red+appl...-8&start=0&sa=N
     4733
     4734<a name=TreeGrapeVine>2.5.17. Tree38: TreeFruitGrapeVine</a>
     4735* Remarks:
     4736- Deciduous Grape.
     4737- Green-leafed vine with twisted stem-trunks.
     4738- Palmate leaves.
     4739- Loses leaves during Winter and fruit dries.
     4740* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4741
     4742<a name=ForestFloorDeadTree>2.6. ForestFloor6: DeadTree</a>
     4743* Available Alternate:
     4744- Dead trees may be randomly mixed into any appropriate Forest Floor Terrain as a specified percentage.
     4745
     4746<a name=TreeDeadSinglePalmTrunk>2.6.1. Tree39: TreeDeadSinglePalmTrunk</a>
     4747* Remarks: No fronds.
     4748* References: -
     4749
     4750<a name=TreeDeadMultiplePalmTrunks>2.6.2. Tree40: TreeDeadMultiplePalmTrunks</a>
     4751* Remarks: No fronds.
     4752* References: -
     4753
     4754<a name=TreeDeadConifer>2.6.3. Tree41: TreeDeadConifer</a>
     4755* Remarks: No needles.
     4756* References: -
     4757
     4758<a name=TreeDeadLeafed>2.6.4. Tree42: TreeDeadLeafed</a>
     4759* Variants:
     4760- DeadLeafedTree1 (large spreading 1).
     4761- DeadLeafedTree2 (large spreading 2).
     4762- DeadLeafedTree3 (tall columnar).
     4763- DeadLeafedTree4 (tall pyramidal).
     4764- DeadLeafedTree5 (large spreading lightening-struck-split scorched).
     4765- DeadLeafedTree6 (wind broken half trunk/branches fallen over to ground).
     4766* Remarks: No leaves.
     4767* References: -
     4768
     4769
     4770List: Entities: Nature: Geological
     4771
     4772GEOLOGICAL OBJECTS
     4773
     4774Geological Objects consist of three categories:
     4775* Rocks consumable for the Stone resource;
     4776* Ore deposits consumable for the Ore resource;
     4777* Other objects which are not consumable.
     4778
     4779
     4780List: Entities: Nature: Geological: Minerals
     4781
     47821. CONSUMABLE STONE
     4783
     4784Rock sizes may differ depending on the artwork for the object but all contain the same amount of resource to be harvested. The amount is based on twice that which is in AoK: 1400 Stone for boulders, and 700 Stone for all other gatherable rock objects.
     4785
     4786Stones
     4787- In variable number clusters at base of gray granite rock cliff or base of any slope, occasionally as an individual rock poking itself up from flat terrain.
     4788- As grouped outcrop of rugged rocks on a hilltop or slope.
     4789- In variable number clusters at base of brown limestone rock cliff or base of slope.
     4790- Occasionally as an individual rock poking itself up from flat terrain.
     4791- As grouped outcrop of rugged rocks on a hilltop or slope.
     4792- As occasional flat or tilted (up-thrust) slab(s) in arid lands.
     4793- Sandstone rocks http://images.google.com/images?sourceid=n...sandstone+rocks
     4794- Sandstone http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4795http://images.google.com/imgres?imgurl=www...-8%26oe%3DUTF-8
     4796
     4797Boulders
     4798- As isolated occasional glacial moraine deposit boulder on plain. Such boulders are large and have smooth edges (ground down by previous glacial tumbling).
     4799- A single boulder, normally dispersed on map as a single object.
     4800- Glacial Deposit Boulder http://images.google.com/images?sourceid=n...glacial+boulder
     4801
     48022. CONSUMABLE ORE
     4803
     4804Each smear of glitter (representing an ore deposit) occupies one tile. The gatherable resource amount is based on twice that of AoK: 1600 Ore for each ore body. Bright, sparkling golden smears, lying flat on the terrain. Such ore deposits can appear on hillsides, at the base of cliffs, and on river banks. Since ore deposits are effectively a texture over the existing terrain mesh, once the resource object is exhausted, the ore seam texture is replaced with a conventional texture for this terrain type.
     4805
     4806Ore Gravel
     4807- Gravel bed associated with wet or dry watercourse.
     4808http://www.winstoneaggregates.co.nz/kestra...matangpics.html
     4809
     4810Ore Seam Vein
     4811- Exposed veins as eroded patches on sloped terrain.
     4812http://www.gsf.fi/explor/gold/images/kuusa...naho_fig32d.jpg
     4813
     4814
     4815List: Entities: Nature: Geological: Other
     4816
     48173. OTHER GEOLOGICAL OBJECTS
     4818
     4819These objects are not consumable as resources and serve the purpose of eye-candy integral to the terrain of the map world. They sometimes define zones on the terrain.
     4820
     48213.1. Other Rock Objects
     4822
     4823Beach Pebbles
     4824* Availability:
     4825- Any water map.
     4826* Variants:
     4827- Several as to size of ‘patch’.
     4828* Remarks:
     4829- Seashore littered with small stones.
     4830* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4831
     4832River Stones
     4833* Availability:
     4834- Any map having rivers on it.
     4835* Variants:
     4836- Several as to shapes and size of ‘patch’.
     4837* Remarks:
     4838- Rocks alongside a watercourse or in shoreside shallows.
     4839* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4840
     48413.2. Mountain Peaks
     4842
     4843Note: Mountain Peaks are normally scripted to be placed atop either Midlands or Highlands ‘peaks’ (unless otherwise specified) where they provide for ‘eye candy’ on the map. They cannot be traversed, prohibiting passage to units. Therefore, no trees/forests that appear on mountain peaks can be harvested for Wood.
     4844
     4845Crater Lake Volcano
     4846* Remarks:
     4847- Has aspect of a half-collapsed cone with a small crater lake.
     4848* Reference: http://images.google.com/images?sourceid=n...er+lake+volcano
     4849
     4850Fumarole
     4851* Remarks:
     4852- May be place at any location (except on rises exceeding 30 degrees) and any elevation (Lowlands, Midlands, Highlands).
     4853- Denuded small volcanic cone.
     4854- Spurting steam rising, animated.
     4855* Reference: http://images.google.com/images?sourceid=n...TF-8&q=fumarole
     4856
     4857Mesa
     4858* Remarks:
     4859- Flat-topped mountain.
     4860- No unit access to top.
     4861- Is NOT forested.
     4862* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4863
     4864Snowy Top Peak
     4865* Remarks:
     4866- Has a high snowy top (think Kilamanjaro in Kenya).
     4867* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4868and http://www.west.net/~intoafr/kilamanjarofull.jpg
     4869
     4870Forested Peak
     4871* Remarks:
     4872- Forested but not consumable.
     4873* Reference: http://images.google.com/images?sourceid=n...q=forested+peak
     4874
     4875Crag
     4876* Remarks:
     4877- Craggy, denuded and eroded.
     4878* Reference: http://images.google.com/images?q=mountain...=UTF-8&oe=UTF-8
     4879
     4880Pinnacle
     4881* Remarks:
     4882- Eroded and denuded spire.
     4883* Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4884
     4885Smoking Volcano 1
     4886* Remarks:
     4887- Cone-shaped, small crater at the top; ‘Vesuvius’ type.
     4888- Animated (smoke rising from crater).
     4889* Reference:
     4890- Momotombo http://images.google.com/imgres?imgurl=gal...DUTF-8%26sa%3DN
     4891and http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4892
     4893Smoking Volcano 2
     4894* Remarks:
     4895- Shield type; large crater at top.
     4896- Animated (smoke rising from discernible hole in center of large crater).
     4897* Reference:
     4898- Masaya http://images.google.com/imgres?imgurl=gal...DUTF-8%26sa%3DN
     4899and http://images.google.com/images?hl=en&lr=&...G=Google+Search
     4900
     49013.3. FLOATING SEA ICE
     4902
     4903Ice Floe Flat
     4904* Remarks:
     4905- Floating (during Summer).
     4906- Animated(?) (slow movement).
     4907* Reference: http://images.google.com/images?sourceid=n...TF-8&q=ice+floe
     4908
     4909Iceberg
     4910* Remarks:
     4911- Floating as per specified for map.
     4912- Animated(?) (slow movement).
     4913- Has Aura that damages ship hulls when coming within two tiles of exposed peak.
     4914* Reference: http://images.google.com/images?q=iceberg&...=UTF-8&oe=UTF-8
     4915
     49163.4. SETTLEMENT
     4917* Availability: On any map except game types Migration and Emigration.
     4918* Variants: (1 per map biome category.)
     4919- Alpine.
     4920- Temperate.
     4921- Steppe.
     4922- Mediterranean.
     4923- Savanna.
     4924- Desert.
     4925- Semi-Arid.
     4926- Polar.
     4927- Tropic.
     4928* Footprint: 5x5.
     4929* Remarks:
     4930- Graphically represented by a 'water hole' surrounded by a few objects and plants to define its limits.
     4931- Is a Special Utility Object in that as a gaia object it can be 'taken over' and and built over to erect a Civ Centre on the site, and while the Civ Centre may itself be destroyed on that site, another may be yet built atop the Settlement, ad infinitum.
     4932- One Settlement is scripted to each Province area within the Civ Territory of every Civ player on a map, except within the Province housing the starting Civ Centre.
     4933- Settlement underlying Civ Centre remains a gaia object, thus 'ownership' by civ players may change in accordance with the rules for capture, destruction, rebuild/repair, during the course of a game session (does not apply to Migration and Emigration game maps as no Settlement underlies a Civ Centre which may be built anywhere consistent to terrain restriction imposed upon structures).
     4934* Reference:
     4935- \"Well\" Settlement(Michael Hafer)
     4936- \"Oasis\" Settlement (Michael Hafer)
     4937
     4938
     4939List: Entities: Nature: Special
     4940
     4941SPECIAL OBJECTS
     4942
     49431. SPECIAL OBJECT LISTING
     4944
     4945This listing is comprehensive, but not intended as an inclusive listing of all objects to be added; merely a baseline representation of the kind of objects the Art Department will need to develop.
     4946
     4947*Arrow 1 (complete, eye candy)
     4948*Arrow 2 (broken, eye candy)
     4949*Artifact Stone Head (godhead, eye candy)
     4950*Artifact Stone Stele (inscribed, eye candy)
     4951*Axe (single-bit, hand tool, eye candy)
     4952*Banner 1 (SPQR, eye candy)
     4953*Banner 2 (Carthaginians motiff, eye candy)
     4954*Banner 3 (Celts motiff, eye candy)
     4955*Banner 4 (Hellenes motiff, eye candy)
     4956*Banner 5 (Iberians motiff, eye candy)
     4957*Banner 6 (Persians motiff, eye candy)
     4958*Basket 1 (large woven grain storage, eye candy)
     4959*Basket 2 (medium woven dried food storage, eye candy)
     4960*Basket 3 (small woven seed storage, eye candy)
     4961*Barrel 1 (large wood-staves 3-metal bands, eye candy)
     4962*Barrel 2 (small wood-staves 2-metal bands, eye candy)
     4963*Bridge Section 1 (walkable, indestructable, crossable, 'left hand' approach)
     4964*Bridge Section 2 (walkable, indestructable, crossable, 'right hand approach)
     4965*Bridge Section 3 (walkable, destructable, crossable, modified arch centre-span)
     4966*Bridge Section 4 (walkable, destructable, crossable, boat based centre-span)
     4967*Burned-out Campfire (blackened, eye candy)
     4968*Burning Torch Pole (flaming, illuminates SoD/FoW within LOS-TBD, animated, eye candy, restricted use to campaign/scenario)
     4969*Campfire (burning, smoke wisp rising, animated, eye candy, restricted use to campaign/scenario)
     4970*Cart 1 (2-wheeled, eye candy)
     4971*Cart 2 (4-wheeled, eye candy)
     4972*Construction Site Large (eye candy)
     4973*Construction Site Medium (eye candy)
     4974*Construction Site Small (eye candy)
     4975*Construction Site X-Large (eye candy)
     4976*Crate 1 (large wooden, eye candy)
     4977*Crate 2 (medium wooden, eye candy)
     4978*Crate 3 (small wooden, eye candy)
     4979*Destructed Structure 1 (eye candy)
     4980*Destructed Structure 2 (eye candy)
     4981*Fence Stone (low running 'bond', destructible, eye candy)
     4982*Fence Wood 1 (post & rails, destructible, eye candy)
     4983*Fence Wood 2 (palisade, destructible, eye candy)
     4984*Fountain 1 (simple, pool at base, rising & falling cone of water, animated, destructible, eye candy)
     4985*Fountain 2 (pool at base, 2-tiered, tiers of falling water, animated, destructible, eye candy)
     4986*Grave Marker 1 (headstone, eye candy)
     4987*Grave Marker 2 (sepulcher, eye candy)
     4988*Grave Marker 3 (upended spear stuck in ground with helmet atop, shield atop mound at foot, tufts of grass grown about, eye candy)
     4989*Hangman's Tree (dead body suspended head in noose--not a consumable, eye candy)
     4990*Monument 1 (Carthaginians motif-TBD, destructible, eye candy)
     4991*Monument 2 (Celtic motif-TBD, destructible, eye candy)
     4992*Monument 3 (Hellenes motif-TBD, destructible, eye candy)
     4993*Monument 4 (Iberians motif-pedestal with reclining bull mounted atop, destructible, eye candy)
     4994*Monument 5 (Persians motif-TBD, destructible, eye candy)
     4995*Monument 6 (Romans motif-TBD, destructible, eye candy)
     4996*Pick (hand tool, eye candy)
     4997*Raft (eye candy)
     4998*Revealer (?????, restricted use to campaign/scenario)
     4999*Shield 1 (round, eye candy)
     5000*Shield 2 (long oval, eye candy)
     5001*Shield 3 (long rectangular, eye candy)
     5002*Shipwreck 1 (broken hull upright warship, eye candy)
     5003*Shipwreck 2 (broken hull upright merchantman, eye candy)
     5004*Shipwreck 3 (warship storm-damaged-broken lieing on side keel exposed, eye candy)
     5005*Shipwreck 4 (merchantman holed and hung on 'rocks' with flotsam, eye candy)
     5006*Shipwreck 5 (warship multiple-holed by ramming on beach abandoned, eye candy)
     5007*Spade (hand tool, eye candy)
     5008*Skeleton 1 (complete, eye candy)
     5009*Skeleton 2 (dismembered, eye candy)
     5010*Skull on Spear (spearhead stuck into ground, eye candy)
     5011*Smoke (rising from forest, animated, eye candy, restricted use to campaign/scenario)
     5012*Spear 1 (complete, eye candy)
     5013*Spear 2 (broken, eye candy)
     5014*Statue 1 (Carthaginians motif-TBD, destructible, eye candy)
     5015*Statue 2 (Celts motif-TBD, destructible, eye candy)
     5016*Statue 3 (Hellenes motif-TBD, destructible, eye candy)
     5017*Statue 4 (Iberians motif-TBD, destructible, eye candy)
     5018*Statue 5 (Persians motif-TBD, destructible, eye candy)
     5019*Statue 6 ((Romans motif-TBD, destructible, eye candy)
     5020*Sword (eye candy)
     5021*Vase 1 (wine amphora, tall cylinder, topped, eye candy)
     5022*Vase 2 (olive oil amphora, medium squat cylinder, topped, eye candy)
     5023*Vase 3 (water jug, open top, eye candy)
     5024*Water Well ('town' supply w/bucket, destructible, eye candy)
     5025*Waypoint Flag (on staff, has characteristic of LOS illumination of SoD or FoW for some distance TBD peripherally, restricted use to campaign/scenario)
     5026
     5027
     5028List: Entities: Player: Structures
     5029
     5030STRUCTURE CLASSES
     5031
     5032Building Hierarchy
     5033
     5034VILLAGE PHASE
     5035
     5036
     5037Civic Centre (Village Centre=>Town Centre=>City Centre)
     5038Requirements: Settlement.
     5039Footprint: 5x5.
     5040LOS: 1.
     5041Housing: +10.
     5042Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range.
     5043Train:
     5044=> 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ).
     5045=> Female Citizen.
     5046Advancement:
     5047=> Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre).
     5048=> Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock).
     5049Special:
     5050=> 1 per Province.
     5051=> Must be built on a Settlement.
     5052=> If destroyed, Settlement site is revealed.
     5053=> A player cannot build or gather in a Province unless he has a Village Centre on the Settlement for that Province (adjustable at Session Creation).
     5054
     5055
     5056
     5057House
     5058Requirements: Village Centre.
     5059Footprint: 2x2.
     5060LOS: 1.
     5061Housing: +5.
     5062
     5063
     5064Farmstead
     5065Requirements: Village Centre
     5066Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots.
     5067LOS: 1.
     5068Housing: +5.
     5069Garrison: 5 (Foot, Support).
     5070Special:
     5071=> 2 per Province.
     5072=> Vacant Lots appear at positions around it as long as they're not obstructed.
     5073Field
     5074Requirements: Farmstead.
     5075Footprint: 3x6/6x3.
     5076LOS: 0.
     5077Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation.
     5078Production:
     5079Special:
     5080=> Must be built on Vacant Lot.
     5081=> Infinite supply.
     5082=> Garrisoned units "gather" to generate Food.
     5083=> Decays if left unattended (ungarrisoned) for a while.
     5084Corral
     5085Requirements: Farmstead.
     5086Footprint: 3x6/6x3.
     5087LOS: 0.
     5088Garrison: 6 (Herdable animals). All propped and perform idle/graze animation.
     5089Production:
     5090Special:
     5091=> Must be built on Vacant Lot.
     5092=> Infinite supply.
     5093=> Garrisoned units "gather" to generate Food.
     5094=> Garrisoned animals do not fatten.
     5095
     5096Mill
     5097Requirements: Village Centre.
     5098Footprint: 3x3.
     5099LOS: 1.
     5100Special:
     5101=> "Gather" Aura: Infantry Citizen Soldiers can only gather Wood, Stone and Ore from objects that are in range of this Aura. Aura covers 9 tile radius, and affects a maximum of 8 Infantry Citizen Soldiers at a time.
     5102
     5103Outpost
     5104Requirements: Village Centre.
     5105Footprint: 1x1.
     5106LOS: 2.
     5107Garrison: 3 (Ranged Infantry). All propped and attack opponents in range.
     5108Wall
     5109Requirements: Village Centre.
     5110Footprint: 1x1.
     5111LOS: 1.
     5112Special:
     5113=> Can be built in shallows.
     5114Tower
     5115Requirements: Unbroken wall of specified length.
     5116Footprint: 1x1.
     5117LOS: 1.
     5118Garrison: 5 (Ranged Infantry). All propped and attack opponents in range.
     5119Special:
     5120=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments.
     5121Gate (Upgrade)
     5122Requirements: Unbroken wall of specified length.
     5123Footprint: 1x2.
     5124LOS: 1.
     5125Special:
     5126=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments.
     5127=> Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed).
     5128TOWN PHASE
     5129
     5130
     5131Dock
     5132Requirements: Town Centre.
     5133Footprint: 4x4.
     5134LOS: 1.
     5135Housing: +15.
     5136Train: Merchantman, Bireme, Trireme, Quinquereme.
     5137Special:
     5138=> 1 per Province.
     5139=> Must be built on shoreline.
     5140=> Merchantmen use them as waypoints in trade route.
     5141
     5142
     5143
     5144Market
     5145Requirements: Town Centre.
     5146Footprint: 4x4.
     5147LOS: 1.
     5148Housing: +10.
     5149Garrison: 10 (Traders). No prop points.
     5150Train: Trader.
     5151Special:
     5152=> 1 per Province.
     5153=> Traders use them as waypoints in trade route.
     5154=> Has special market interface to barter resources.
     5155
     5156
     5157
     5158Barracks
     5159Requirements: Town Centre.
     5160Footprint: 4x4.
     5161LOS: 1.
     5162Train:
     5163=> Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.
     5164=> Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
     5165=> Onager, Ballista, Ram.
     5166Special:
     5167=> 2 per Province by default (adjustable at Session Creation).
     5168
     5169
     5170
     5171Temple
     5172Requirements: Town Centre.
     5173Footprint: 3x3.
     5174LOS: 1.
     5175Housing: +5.
     5176Train: => Healer.
     5177Special:
     5178=> "Heal" Aura regenerates health of nearby damaged organic units.
     5179
     5180
     5181CITY PHASE
     5182
     5183 
     5184Fortress
     5185Requirements: City Centre.
     5186Footprint: 5x5.
     5187LOS: 1.
     5188Housing: +20.
     5189Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range.
     5190Train:
     5191=> Super Infantry Unit, Super Cavalry/Siege Unit.
     5192=> Hero1, Hero2, Hero3.
     5193CODE
     5194
     5195<Entity Tag="Name of Entity." Parent="Entity's Parent."
     5196   // It uses this Actor.
     5197   <Actor
     5198       primary="Primary Actor name."
     5199   ></Actor>
     5200   <Actions>
     5201       // It can train/research these units and techs.
     5202       <Create
     5203           entitylist="List of entity tags it can train."
     5204           techlist="List of tech tags it can research."
     5205           construct="Modifier to the default rate of construction, if needed."
     5206       ></Create>
     5207       // This gives the Market a resource-trading interface.
     5208       <Barter
     5209           foodratio="1 (1:1 ratio for Food.)"
     5210           woodratio="2 (2:1 ratio for Wood.)"
     5211           stoneratio="2 2:1 ratio for Stone.)"
     5212           oreratio="4 (4:1 ratio for Ore.)"
     5213       ></Barter>
     5214       // Gates have a Lock ability to lock the Gate open or closed.
     5215       <Lock></Lock>
     5216       </Actions>
     5217   <Traits>
     5218       <Id
     5219           specific="Specific name of structure (civ version)."
     5220           generic="Generic name of structure (class version)."
     5221           civ="List of civilisations that can create this structure."
     5222           civ_code="4-character codes of civilisations that can create this structure."
     5223           class1="Primary class: structure."
     5224           class2="Secondary class: eg norm."
     5225           class3="Tertiary class: eg military."
     5226           icon="Icon name for structure's portrait."
     5227           rollover="Localised rollover text for GUI description."
     5228           history="History paragraph for GUI description."
     5229           type="Additional descriptor categories for structure."
     5230           version="Version number."
     5231           internal_only="false"
     5232           type.structure="true"
     5233           type ... etc
     5234           (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)
     5235       </Id>
     5236       // It has this ability to resist damage.
     5237       <Armour
     5238           value="Armour value."
     5239           crush="Crush percentage."
     5240           hack="Hack percentage."
     5241           pierce="Pierce percentage."
     5242       ></Armour>
     5243       // A couple of structures use Auras eg Mills create a Gather area, Temples heal.
     5244       <Aura
     5245           name="Name of the Aura (localised)."
     5246           affects="List of entity tags or groups affected by this Aura."
     5247           allegiance="List of player groups affected by this Aura."
     5248           radius="Size of Aura range."
     5249           time="Time target must stay in Aura before effect occurs."
     5250           cooldown="Time to wait before starting the timer for another target."
     5251           hitpoints="Target can't have more than this percentage of its hitpoints."
     5252           duration="How long the effect will remain on the target once applied."
     5253       ></Aura>
     5254       // Specify the logic of the Aura effect under the condition that it occurs.
     5255       <event on="AuraTime" ![CDATA[
     5256           // Scripting goes here.
     5257       ]]></event>
     5258       // These are the constraints under which the structure can be built.
     5259       <Creation
     5260           costfood="How much Food it will cost to build."
     5261           costore="How much Wood it will cost to build."
     5262           coststone="How much Stone it will cost to build."
     5263           costwood="How much Wood it will cost to build."
     5264           phase="The player must upgrade to this phase before he can build it."
     5265           req="List of other entities that must be created before he can build it."
     5266           time="Time it takes to build it."
     5267           distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."
     5268           limit="Player cannot have more than this number of this structure per Civ Centre."
     5269           location="The structure can only be built upon an entity of this type (eg Civ Centre on Settlement). They should have the same footprint size."
     5270           zvariance="Degree of terrain height variance permissible for the structure to be built at this location."
     5271           paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."
     5272           buildclear="If true, clears all entities in the footprint when entity is placed."
     5273           flattensterrain="If true, when placed, this entity flattens the terrain it sits on."
     5274           placeanywhere="If true, ignores collision boundaries and can be built on anything."
     5275       ></Creation>
     5276       // Units can be garrisoned and propped.
     5277       <Garrison
     5278           list="List of entity types that can garrison."
     5279           capacity="Number of entities that can garrison."
     5280           ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."
     5281           proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."
     5282           proplist="List of entities that can appear at prop points."
     5283           autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."
     5284       ></Garrison>
     5285       // Specify the effects applied to garrisoned units.
     5286       <event on="GarrisonEnter" ![CDATA[
     5287              // Regeneration rate is increased +1.
     5288              ev.target.health.regen++;
     5289       ]]></event>
     5290       <event on="SocketEnter" ![CDATA[
     5291           // If garrisoned unit is at a prop point,
     5292              // His LOS and attack range is +1.
     5293              ev.target.traits.vision.los++;
     5294              ev.target.traits.attack.range++;
     5295              // His armour is +2.
     5296              ev.target.traits.armour.value = ev.target.traits.armour.value+2;
     5297       ]]></event>
     5298       // Occurs when structure is ungarrisoned.
     5299       <event on="GarrisonEmpty" ![CDATA[
     5300              // Reduce current hitpoints until structure is regarrisoned or destroyed.
     5301              ev.entity.traits.health.hpcurr--;
     5302       ]]></event>
     5303       // Structure can take this much damage.
     5304       <Health
     5305           curr="Structure's current hitpoints."
     5306           hitpoints="Structure's maximum hitpoints."
     5307           decay="Rate of hitpoint decay."
     5308           vacant="Hitpoints decay if left unattended for this time."
     5309           nohpbar="If true, no hitpoint bar."
     5310       ></Health>
     5311       // Quantity of resources received in plunder when destroying this structure.
     5312       <Loot
     5313           food="Resources received in plunder."
     5314           wood="Resources received in plunder."
     5315           stone="Resources received in plunder."
     5316           ore="Resources received in plunder."
     5317           up="Number of upgrade points to give when destroyed."
     5318       ></Loot>
     5319       // How is this structure represented on the Mini-Map?
     5320       <MiniMap
     5321           red="Minimap RGB red value."
     5322           green="Minimap RGB green value."
     5323           blue="Minimap RGB blue value."
     5324           class="Minimap class (typically Structure)."
     5325       ></MiniMap>
     5326       // How much housing the structure adds to population limit.
     5327       <Population
     5328           add="Number of housing points to add to Population Limit."
     5329       ></Population>
     5330       // Quantity of contained resources for eg Fields.
     5331       <Supply
     5332           curr="Current supply."
     5333           supply="Maximum quantity of Supply."
     5334           initial="Initial supply when first created (if doesn't start at max)."
     5335           regen="Rate of supply regeneration."
     5336           type="Supply resource."
     5337           subtype="Subtype of supply resource, if appropriate."
     5338           decay="Rate of supply decay."
     5339           vacant="Supply decays if left unattended for this time."
     5340           lootondeath="Percentage of current supply is added to Resource Pool of destroyer."
     5341       ></Supply>
     5342       // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.
     5343       <Transform
     5344           newentity="Entity name of other structure to become."
     5345           food="Amount of Food to upgrade to new entity."
     5346           wood="Amount of Wood to upgrade to new entity."
     5347           stone="Amount of Stone to upgrade to new entity."
     5348           ore="Amount of Ore to upgrade to new entity."
     5349           time="Amount of Time to upgrade to new entity."
     5350           req="List of required entities to upgrade to new entity."
     5351           phase="Phase required to upgrade to new entity."
     5352       ></Transform>
     5353       // The structure's visibility.
     5354       <Vision
     5355           LOS="1"
     5356       ></Vision>
     5357   </Traits>
     5358></Entity>
     5359
     5360
     5361
     5362List: Entities: Player: Units 1 of 5 (Infantry)
     5363
     5364UNITS
     5365¦¦¦¦ = all
     5366¦¦¦? = high
     5367¦¦?? = medium
     5368¦??? = low
     5369???? = none
     5370
     5371INFANTRY CITIZEN SOLDIERS Infantry Swordsman
     5372
     5373Id.Class2:      Infantry
     5374Id.Class3:       Melee
     5375Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitMelee; UnitSwordsman; FootSword;
     5376Armour.Crush:   ¦¦¦?
     5377Armour.Hack:    ????
     5378Armour.Pierce:  ¦???
     5379Armour.Value:   ¦¦??
     5380Attack.Crush:   ????
     5381Attack.Damage:  ¦???
     5382Attack.Hack:    ¦¦¦¦
     5383Attack.Pierce:  ????
     5384Attack.Speed:   ¦¦??
     5385Attack.Primary:  FootSpear
     5386Attack.Secondary:        FootJav
     5387Create.Construct:       ¦???
     5388Create.CostFood:        ¦¦??
     5389Create.CostOre: ¦¦??
     5390Create.EntityList:       structure; field; corral;
     5391Create.Phase:    town (or village, depends on civ)
     5392Formation.Category:      melee
     5393Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
     5394Gather.Speed:   ¦¦¦?
     5395Health.Hitpoints:       ¦¦??
     5396Health.Regen:   ¦???
     5397Move.Speed:     ¦???
     5398Population.Sub:  1
     5399Repair.Rate:    ¦???
     5400Vision.LOS:     ¦???
     5401Special:         Experience;
     5402
     5403
     5404History:
     5405Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword.
     5406It was the Romans who used them to combat the long range of the sarissa. Their spears were so long they had to use two hands to wield them. In a formation they were almost impossible to maneouvre. If flanked, they were easily cut down by a sword as demonstrated by the Romans at the battle of Cynoscephalae.
     5407Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon.
     5408Infantry Spearman
     5409
     5410Id.Class2:       Infantry
     5411Id.Class3:       Melee
     5412Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitMelee; UnitSpearman; FootSpear;
     5413Armour.Crush:   ¦¦¦?
     5414Armour.Hack:    ¦???
     5415Armour.Pierce:  ¦???
     5416Armour.Value:   ¦¦??
     5417Attack.Crush:   ????
     5418Attack.Damage:  ¦???
     5419Attack.Hack:    ¦¦¦?
     5420Attack.Pierce:  ¦???
     5421Attack.Speed:   ¦¦??
     5422Attack.Primary:  CavSword
     5423Attack.Secondary:        CavSpear
     5424Create.Construct:       ¦???
     5425Create.CostFood:        ¦¦??
     5426Create.CostOre: ¦¦??
     5427Create.CostWood:        ¦???
     5428Create.EntityList:       structure; field; corral;
     5429Create.Phase:   town (or village, depends on civ)
     5430Formation.Category:      melee
     5431Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
     5432Gather.Speed:   ¦¦¦?
     5433Health.Hitpoints:       ¦¦??
     5434Health.Regen:   ¦???
     5435Move.Speed:     ¦???
     5436Population.Sub:  1
     5437Repair.Rate:    ¦???
     5438Vision.LOS:     ¦???
     5439Special:         Experience;
     5440
     5441
     5442History:
     5443Probably one of the most primitive units in the game. Fighting with a sharp object at the end of the pole didn’t require a lot of technology to develop.
     5444It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer.
     5445Started with a fighting style similar to using a quarterstaff, then to using them in numbers as a ‘pin cushion’ vs. humans (sarissa in a phalanx).
     5446Later it was developed to combat cavalry.
     5447During the medieval period it evolved to the pike.
     5448These units tended to be armoured as heavily as possible.
     5449Infantry Javelinist
     5450
     5451Id.Class2:      Infantry
     5452Id.Class3:      Ranged
     5453Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; UnitJavelinists; FootJav;
     5454Armour.Crush:   ¦¦¦?
     5455Armour.Hack:    ¦???
     5456Armour.Pierce:  ¦???
     5457Armour.Value:   ¦???
     5458Attack.Accuracy:        ¦¦??
     5459Attack.Crush:   ????
     5460Attack.Damage:  ¦???
     5461Attack.Hack:    ¦¦??
     5462Attack.Pierce:  ¦¦??
     5463Attack.Range:   ¦???
     5464Attack.Speed:   ¦¦??
     5465Attack.Primary:  FootSpear
     5466Attack.Secondary:        CavArch
     5467Create.Construct:       ¦???
     5468Create.CostFood:        ¦???
     5469Create.CostOre: ¦???
     5470Create.CostWood:        ¦¦??
     5471Create.EntityList:       structure; field; corral;
     5472Create.Phase:    town (or village, depends on civ)
     5473Formation.Category:      ranged
     5474Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
     5475Gather.Speed:   ¦¦¦?
     5476Health.Hitpoints:       ¦¦??
     5477Health.Regen:   ¦???
     5478Move.Speed:     ¦¦??
     5479Population.Sub:  1
     5480Repair.Rate:    ¦???
     5481Vision.LOS:     ¦¦??
     5482Special:         Experience;
     5483
     5484
     5485History:
     5486These were the skirmishers. These lightly armoured units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat.
     5487They would do well against any unit that wasn’t wearing proper armour, but more poorly if they fought hand to hand vs a well armoured unit.
     5488They didn’t always have to thow their spears either. They used these light small spears in hand to hand similar to a quarterstaff.
     5489Also note that the development of the pilum was a key transition. This pilum was a weapon with a long steel shaft that would sink into a shield, nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch.
     5490Infantry Archer
     5491
     5492Id.Class2:       Infantry
     5493Id.Class3:       Ranged
     5494Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; UnitArchers; FootArch;
     5495Armour.Crush:   ¦¦¦?
     5496Armour.Hack:    ¦???
     5497Armour.Pierce:  ¦???
     5498Armour.Value:   ¦???
     5499Attack.Accuracy:        ¦???
     5500Attack.Crush:   ????
     5501Attack.Damage:  ¦???
     5502Attack.Hack:    ????
     5503Attack.Pierce:  ¦¦¦?
     5504Attack.Range:   ¦¦??
     5505Attack.Speed:   ¦???
     5506Attack.Primary:  FootSword
     5507Attack.Secondary:        CavSpear
     5508Create.Construct:       ¦???
     5509Create.CostFood:        ¦???
     5510Create.CostOre: ¦???
     5511Create.CostWood:        ¦¦¦?
     5512Create.EntityList:       structure; field; corral;
     5513Create.Phase:    town (or village, depends on civ)
     5514Formation.Category:      ranged
     5515Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
     5516Gather.Speed:   ¦¦¦?
     5517Health.Hitpoints:       ¦¦??
     5518Health.Regen:   ¦???
     5519Move.Speed:     ¦¦??
     5520Population.Sub:  1
     5521Repair.Rate:    ¦???
     5522Vision.LOS:     ¦¦??
     5523Special:         Experience;
     5524
     5525
     5526History:
     5527They tended to be lightly armoured.
     5528They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy.
     5529Of course they would have to stop shooting once the melee units closed in. This means their job was largely over once the ‘true battle’ was underway.
     5530They spent hours training with a bow, but if you were hit by an arrow it was more likely an act of random chance than being specifically targeted by an archer.
     5531Infantry Slinger
     5532
     5533Id.Class2:       Infantry
     5534Id.Class3:       Ranged
     5535Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; FootSling;
     5536Armour.Crush:   ¦¦¦?
     5537Armour.Hack:    ????
     5538Armour.Pierce:  ????
     5539Armour.Value:   ¦???
     5540Attack.Accuracy:        ¦¦??
     5541Attack.Crush:   ¦¦¦?
     5542Attack.Damage:  ¦???
     5543Attack.Hack:    ????
     5544Attack.Pierce:  ¦???
     5545Attack.Range:   ¦???
     5546Attack.Speed:   ¦¦??
     5547Attack.Primary:  (None)
     5548Attack.Secondary:        (None)
     5549Create.Construct:       ¦???
     5550Create.CostFood:        ¦???
     5551Create.CostStone:       ¦???
     5552Create.EntityList:       structure; field; corral;
     5553Create.Phase:    town (or village, depends on civ)
     5554Formation.Category:      ranged
     5555Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
     5556Gather.Speed:   ¦¦¦?
     5557Health.Hitpoints:       ¦¦??
     5558Health.Regen:   ¦???
     5559Move.Speed:     ¦¦¦?
     5560Population.Sub:  1
     5561Repair.Rate:    ¦???
     5562Vision.LOS:     ¦¦??
     5563Special:         Experience;
     5564
     5565
     5566History:
     5567They were amazing shots with their slings. They used choice rocks, and often specifically created ‘shot’ made from lead.
     5568They could pierce armour at close distances.
     5569They were lightly armoured because they needed the mobility in their arm regions.
     5570They could be outfitted with little expense.
     5571Because the slinger is the odd one out in the RPS dynamic, he'll be the jack of all trades, and master of none. The wild card. He has no particular advantage against any other unit class, but neither is he vulnerable to any particular counter-unit. A general-purpose unit, he doesn't have the long term advantages of the specialists, but in times of need and in significant numbers, he can be used to quickly bolster a weakened force or repel an incoming attack, for example.
     5572
     5573
     5574
     5575List: Entities: Player: Units 2 of 5 (Cavalry)
     5576
     5577UNITS
     5578
     5579¦¦¦¦ = all
     5580¦¦¦? = high
     5581¦¦?? = medium
     5582¦??? = low
     5583???? = none
     5584CAVALRY CITIZEN SOLDIERS
     5585
     5586Cavalry Swordsman
     5587Id.Class2:       Cavalry
     5588Id.Class3:       Melee
     5589Id.Type:         UnitMounted; UnitNonMechanical; UnitMilitary; UnitCavalry; UnitCitizenSoldier; UnitMelee; UnitSwordsman; CavSword;
     5590Armour.Crush:   ¦¦¦?
     5591Armour.Hack:    ¦???
     5592Armour.Pierce:  ¦???
     5593Armour.Value:   ¦¦??
     5594Attack.Crush:   ????
     5595Attack.Damage:  ¦???
     5596Attack.Hack:    ¦¦¦¦
     5597Attack.Pierce:  ????
     5598Attack.Speed:   ¦¦??
     5599Attack.Primary:  UnitSupport
     5600Attack.Secondary:        FootArch
     5601Create.CostFood:        ¦¦¦?
     5602Create.CostOre: ¦¦¦?
     5603Create.Phase:    town (or village, depends on civ)
     5604Formation.Category:      melee
     5605Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
     5606Gather.Speed:   ¦¦¦?
     5607Health.Hitpoints:       ¦¦??
     5608Health.Regen:   ¦???
     5609Move.Speed:     ¦¦??
     5610Population.Sub:  2
     5611Vision.LOS:     ¦???
     5612Special:         Experience;
     5613History:
     5614Fighting from horseback with a sword is a tricky thing to do. This required usage of a sword that was longer than the typical infantry sword.
     5615One needed a good reach to attack from the height of a horse.
     5616If you were without spear (the ideal weapon of choice) it was probably because you needed your hands free to do other tasks such as riding hard and fast.
     5617It wasn’t uncommon for the men to dismount and attack from foot if they were armed with only a sword.
     5618
     5619
     5620Cavalry Spearman
     5621Id.Class2:       Cavalry
     5622Id.Class3:       Melee
     5623Id.Type:         UnitMounted; UnitNonMechanical; UnitMilitary; UnitCavalry; UnitCitizenSoldier; UnitMelee; UnitSpearman; CavSpear;
     5624Armour.Crush:   ¦¦¦?
     5625Armour.Hack:    ¦???
     5626Armour.Pierce:  ¦???
     5627Armour.Value:   ¦¦??
     5628Attack.Crush:   ????
     5629Attack.Damage:  ¦???
     5630Attack.Hack:    ¦¦¦?
     5631Attack.Pierce:  ¦???
     5632Attack.Speed:   ¦¦??
     5633Attack.Primary:  FootSword
     5634Attack.Secondary:        FootJav
     5635Create.CostFood:        ¦¦¦?
     5636Create.CostOre: ¦¦??
     5637Create.CostWood:        ¦???
     5638Create.Phase:    town (or village, depends on civ)
     5639Formation.Category:      melee
     5640Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
     5641Gather.Speed:   ¦¦¦?
     5642Health.Hitpoints:       ¦¦??
     5643Health.Regen:   ¦???
     5644Move.Speed:     ¦¦??
     5645Population.Sub:  2
     5646Vision.LOS:     ¦???
     5647Special:         Experience;
     5648History:
     5649This was the weapon of choice from horseback.
     5650This was the unit that would eventually evolve to the medieval knight (after heavy influence by the Sarmartians and their lances).
     5651Infantry were an easy kill; just ride them down and skewer them with your stick and its point on the end.
     5652As with all cavalry – it was only the rich and the nobles who were able to fight from horseback due to the cost of owning such a beast.
     5653
     5654
     5655Cavalry Javelinist
     5656Id.Class2:       Cavalry
     5657Id.Class3:       Ranged
     5658Id.Type:         UnitMounted; UnitNonMechanical; UnitMilitary; UnitCavalry; UnitCitizenSoldier; UnitRanged; UnitJavelinists; CavJav;
     5659Armour.Crush:   ¦¦¦?
     5660Armour.Hack:    ¦???
     5661Armour.Pierce:  ¦???
     5662Armour.Value:   ¦¦??
     5663Attack.Accuracy:        ¦¦??
     5664Attack.Crush:   ????
     5665Attack.Damage:  ¦???
     5666Attack.Hack:    ¦¦??
     5667Attack.Pierce:  ¦¦??
     5668Attack.Range:   ¦???
     5669Attack.Speed:   ¦¦??
     5670Attack.Primary:  FootArch
     5671Attack.Secondary:        CavSword
     5672Create.CostFood:        ¦¦??
     5673Create.CostOre: ¦???
     5674Create.CostWood:        ¦¦??
     5675Create.Phase:    town (or village, depends on civ)
     5676Formation.Category:      ranged
     5677Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
     5678Gather.Speed:   ¦¦¦?
     5679Health.Hitpoints:       ¦¦??
     5680Health.Regen:   ¦???
     5681Move.Speed:      fast
     5682Population.Sub:  2
     5683Vision.LOS:     ¦¦??
     5684Special:         Experience;
     5685History:
     5686The javelins thrown from a horse’s back were probably 3 at most. The idea was to quickly advance with 3 in hand, then throw them all.
     5687After you had done that it was time to switch to your secondary weapon which was usually a spear or a sword.
     5688However, in the game - these units will only have ranged attack.
     5689
     5690
     5691Cavalry Archer
     5692Id.Class2:       Cavalry
     5693Id.Class3:       Ranged
     5694Id.Type:         UnitMounted; UnitNonMechanical; UnitMilitary; UnitCavalry; UnitCitizenSoldier; UnitRanged; UnitArchers; CavArch;
     5695Armour.Crush:   ¦¦¦?
     5696Armour.Hack:    ¦???
     5697Armour.Pierce:  ¦???
     5698Armour.Value:   ¦¦??
     5699Attack.Accuracy:        ¦???
     5700Attack.Crush:   ????
     5701Attack.Damage:  ¦???
     5702Attack.Hack:    ????
     5703Attack.Pierce:  ¦¦¦?
     5704Attack.Range:   ¦¦??
     5705Attack.Speed:   ¦???
     5706Attack.Primary:  CavJav
     5707Attack.Secondary:        UnitRanged
     5708Create.CostFood:        ¦¦??
     5709Create.CostOre: ¦???
     5710Create.CostWood:        ¦¦¦?
     5711Create.Phase:    town (or village, depends on civ)
     5712Formation.Category:      ranged
     5713Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
     5714Gather.Speed:   ¦¦¦?
     5715Health.Hitpoints:       ¦¦??
     5716Health.Regen:   ¦???
     5717Move.Speed:      fast
     5718Population.Sub:  2
     5719Vision.LOS:     ¦¦??
     5720Special:         Experience;
     5721History:
     5722A very rare unit in Part 1. It was used by the Persians, but it didn’t gain much traction until the Parthians, Huns, Mongols, and other people of the nomadic steeps introduced them to western Europe.
     5723This was the most effective unit on the battlefield for several hundred years until the well armoured knight came along.
     5724Therefore, this unit will gain much more prominence in Part 2.
     5725
     5726
     5727
     5728List: Entities: Player: Units 3 of 5 (Support)
     5729
     5730UNITS
     5731
     5732¦¦¦¦ = all
     5733¦¦¦? = high
     5734¦¦?? = medium
     5735¦??? = low
     5736???? = none
     5737SUPPORT
     5738
     5739Female Citizen
     5740Id.Class2:      Support
     5741Id.Type:         UnitFoot; UnitNonMechanical; UnitSupport; UnitWorker;
     5742Armour.Crush:   ¦¦¦?
     5743Armour.Hack:    ¦???
     5744Armour.Pierce:  ¦???
     5745Armour.Value:   ¦???
     5746Create.Construct:       ¦???
     5747Create.CostFood:        ¦???
     5748Create.EntityList:       farmstead; house; field; corral;
     5749Create.Phase:    village
     5750Gather.Speed:   ¦¦¦?
     5751Health.Hitpoints:       ¦???
     5752Health.Regen:   ¦???
     5753Move.Speed:     ¦¦??
     5754Population.Sub:  1
     5755Vision.LOS:     ¦¦??
     5756Special:         Allure Aura; Capturable (Cavalry); No Attack; No Repair; Greater Economic Attributes;
     5757History:
     5758Women in the ancient world took on a variety of roles - from leadership (Celts) to servant (Greeks).
     5759Women are hard workers, the economic backbone of any civilisation.
     5760In history, it was typical when all the males (capable of fighting) were killed for the females, children, and elderly to be sold as slaves.
     5761The Role of Women in the Ancient World
     5762
     5763
     5764Trader
     5765Id.Class2:      Support
     5766Id.Type:         UnitFoot (or UnitMounted); UnitNonMechanical; UnitSupport; UnitTrade;
     5767Armour.Crush:   ¦¦¦?
     5768Armour.Hack:    ¦???
     5769Armour.Pierce:  ¦???
     5770Armour.Value:   ¦???
     5771Create.CostFood:        ¦???
     5772Create.CostWood:        ¦???
     5773Create.Phase:    town
     5774Formation.Category:      protected
     5775Formation.Type:  box; column_c; column_o;
     5776Health.Hitpoints:       ¦???
     5777Health.Regen:   ¦???
     5778Move.Speed:     ¦¦??
     5779Population.Sub:  1 (or 2)
     5780Vision.LOS:     ¦¦??
     5781Special:         LootOnDeath; No Gather; No Repair; No Attack; Barter; Supply; Action.Trade (Patrols between Markets as trade routes);
     5782History:
     5783Trade was a very important part of ancient civilisation - effective trading and control of trade routes equaled wealth.
     5784Trade took place by many forms from foot to caravans to merchant ships.
     5785One of the most notorious examples of the power of trade was the Silk Road.
     5786
     5787
     5788Healer
     5789Id.Class2:      Support
     5790Id.Type:         UnitFoot; UnitNonMechanical; UnitSupport;
     5791Armour.Crush:   ¦¦¦?
     5792Armour.Hack:    ¦???
     5793Armour.Pierce:  ¦???
     5794Armour.Value:   ¦???
     5795Create.CostFood:        ¦¦¦?
     5796Create.Phase:    town
     5797Formation.Category:      protected
     5798Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
     5799Heal.Rate:      ¦???
     5800Health.Hitpoints:       ¦???
     5801Health.Regen:   ¦???
     5802Move.Speed:     ¦¦??
     5803Population.Sub:  1
     5804Vision.LOS:     ¦¦??
     5805Special:         No Gather; Heal; No Gather; No Repair; No Attack;
     5806History:
     5807Medics/Healers were not a 'normal' member of society in the ancient world.
     5808They were regarded as highly skilled or favoured by the gods.
     5809In some societies these figures took on a reverence and/or leadership in thier communities.
     5810Attending to community health issues wasn't just a job, but a lifestyle.
     5811Skills could include: medicine, nature studies, chemistry, mathematics, and politics to name a few.
     5812
     5813
     5814
     5815List: Entities: Player: Units 4 of 5 (Siege)
     5816
     5817UNITS
     5818
     5819¦¦¦¦ = all
     5820¦¦¦? = high
     5821¦¦?? = medium
     5822¦??? = low
     5823???? = none
     5824SIEGE ENGINES
     5825
     5826Onager
     5827Id.Class2:       Mechanical
     5828Id.Class3:       Siege
     5829Id.Type:         UnitMechanical; UnitSiege; UnitRanged;
     5830Armour.Crush:   ¦???
     5831Armour.Hack:    ¦???
     5832Armour.Pierce:  ¦¦??
     5833Armour.Value:   ¦???
     5834Attack.Accuracy:        ¦¦??
     5835Attack.Crush:   ¦¦??
     5836Attack.Damage:  ¦¦¦?
     5837Attack.Hack:    ¦¦??
     5838Attack.Pierce:  ¦¦??
     5839Attack.Range:   ¦¦??
     5840Attack.Speed:   ¦???
     5841Attack.Primary:  UnitCitizenSoldiers
     5842Attack.Secondary:        StructureDefensive
     5843Create.CostOre: ¦¦??
     5844Create.CostStone:       ¦¦??
     5845Create.CostWood:        ¦¦¦?
     5846Create.Phase:    town
     5847Formation.Category:      ranged
     5848Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
     5849Health.Hitpoints:       ¦???
     5850Move.Speed:     ¦???
     5851Population.Sub:  4
     5852Special:         Splash Damage;
     5853
     5854
     5855Ballista
     5856Id.Class2:       Mechanical
     5857Id.Class3:       Siege
     5858Id.Type:         UnitMechanical; UnitSiege; UnitRanged;
     5859Armour.Crush:   ¦???
     5860Armour.Hack:    ¦???
     5861Armour.Pierce:  ¦¦??
     5862Armour.Value:   ¦???
     5863Attack.Accuracy:        ¦???
     5864Attack.Crush:   ????
     5865Attack.Damage:  ¦¦¦?
     5866Attack.Hack:    ¦¦??
     5867Attack.Pierce:  ¦¦??
     5868Attack.Range:   ¦¦¦?
     5869Attack.Speed:   ¦???
     5870Attack.Primary:  UnitCavalry
     5871Attack.Secondary:        UnitInfantry
     5872Create.CostOre: ¦¦¦?
     5873Create.CostWood:        ¦¦??
     5874Create.Phase:    town
     5875Formation.Category:      ranged
     5876Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
     5877Health.Hitpoints:       ¦???
     5878Move.Speed:     ¦???
     5879Population.Sub:  4
     5880Special:       
     5881
     5882
     5883Ram
     5884Id.Class2:       Mechanical
     5885Id.Class3:       Siege
     5886Id.Type:         UnitMechanical; UnitSiege; UnitMelee;
     5887Armour.Crush:   ¦???
     5888Armour.Hack:    ¦???
     5889Armour.Pierce:  ¦¦¦?
     5890Armour.Value:   ¦¦¦?
     5891Attack.Crush:   ¦¦¦?
     5892Attack.Damage:  ¦¦¦?
     5893Attack.Hack:    ????
     5894Attack.Pierce:  ????
     5895Attack.Speed:   ¦¦??
     5896Attack.Primary:  StructureDefensive
     5897Attack.Secondary:        Structure
     5898Create.CostOre: ¦???
     5899Create.CostWood:        ¦???
     5900Create.Phase:    town
     5901Formation.Category:      ranged
     5902Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
     5903Health.Hitpoints:       ¦¦¦?
     5904Move.Speed:     ¦???
     5905Population.Sub:  2
     5906Special:       
     5907
     5908
     5909
     5910List: Entities: Player: Units 5 of 5 (Ships)
     5911
     5912UNITS
     5913
     5914¦¦¦¦ = all
     5915¦¦¦? = high
     5916¦¦?? = medium
     5917¦??? = low
     5918???? = none
     5919SHIPS Note: See the Visible Garrisoning quote under Traits.Garrison for details about garrisoned entities and the special behaviour of ships.
     5920
     5921Merchant Ship
     5922Id.Class2:       Mechanical
     5923Id.Class3:       Ship
     5924Id.Type:         UnitMechanical; UnitShips;
     5925Armour.Crush:   ¦???
     5926Armour.Hack:    ¦???
     5927Armour.Pierce:  ¦¦??
     5928Armour.Value:   ¦???
     5929Create.CostWood:        ¦¦??
     5930Create.Phase:    town
     5931Formation.Category:      protected
     5932Formation.Type:  box; column_c; column_o; line_c; line_o;
     5933Garrison.Capacity:       15;
     5934Garrison.EjectHealth:    10%;
     5935Garrison.PropList:       Trader; UnitInfantry; UnitHero;
     5936Garrison.PropPoints:     (3);
     5937Garrison.Type:   (All but ships:) UnitCitizenSoldier; UnitSupport; UnitSiege; UnitSuper; UnitHero;
     5938Health.Hitpoints:       ¦???
     5939Move.Speed:     ¦¦??
     5940Special:        Action.Trade between Docks when a Trader is aboard.
     5941
     5942
     5943Light Warship
     5944Id.Class2:       Mechanical
     5945Id.Class3:       Ship
     5946Id.Type:         UnitMechanical; UnitWarShips; UnitShips;
     5947Armour.Crush:   ¦???
     5948Armour.Hack:    ¦???
     5949Armour.Pierce:  ¦¦??
     5950Armour.Value:   ¦???
     5951Attack.Crush:   ¦¦¦¦
     5952Attack.Damage:  ¦???
     5953Attack.Speed:   ¦???
     5954Attack.Primary:  ships
     5955Create.CostOre: ¦???
     5956Create.CostWood:        ¦¦??
     5957Create.Phase:    town
     5958Formation.Category:      melee
     5959Formation.Type:  box; column_c; column_o; line_c; line_o;
     5960Garrison.Capacity:       20;
     5961Garrison.EjectHealth:    10%;
     5962Garrison.PropList:       UnitInfantry; UnitSiege; UnitHero;
     5963Garrison.PropPoints:     (4);
     5964Garrison.Type:   UnitCitizenSoldier; UnitSiege; UnitSuper; UnitHero;
     5965Health.Hitpoints:       ¦???
     5966Move.Speed:     ¦¦¦?
     5967Special:         Ram Attack (Splash Damage);
     5968
     5969
     5970Medium Warship
     5971Id.Class2:       Mechanical
     5972Id.Class3:       Ship
     5973Id.Type:         UnitMechanical; UnitWarShips; UnitShips;
     5974Armour.Crush:   ¦???
     5975Armour.Hack:    ¦???
     5976Armour.Pierce:  ¦¦??
     5977Armour.Value:   ¦¦??
     5978Attack.Crush:   ¦¦¦¦
     5979Attack.Damage:  ¦¦??
     5980Attack.Speed:   ¦???
     5981Attack.Primary:  ships
     5982Create.CostOre: ¦¦??
     5983Create.CostWood:        ¦¦??
     5984Create.Phase:    town
     5985Formation.Category:      melee
     5986Formation.Type:  box; column_c; column_o; line_c; line_o;
     5987Garrison.Capacity:       25;
     5988Garrison.EjectHealth:    10%;
     5989Garrison.PropList:       UnitInfantry; UnitSiege; UnitHero;
     5990Garrison.PropPoints:     (8);
     5991Garrison.Type:   UnitCitizenSoldier; UnitSiege; UnitSuper; UnitHero;
     5992Health.Hitpoints:       ¦¦??
     5993Move.Speed:     ¦¦??
     5994Special:        Ram Attack (Splash Damage);
     5995
     5996
     5997Heavy Warship
     5998Id.Class2:       Mechanical
     5999Id.Class3:       Ship
     6000Id.Type:         UnitMechanical; UnitWarShips; UnitShips;
     6001Armour.Crush:   ¦???
     6002Armour.Hack:    ¦???
     6003Armour.Pierce:  ¦¦??
     6004Armour.Value:   ¦¦¦?
     6005Attack.Crush:   ¦¦¦¦
     6006Attack.Damage:  ¦¦¦?
     6007Attack.Speed:   ¦???
     6008Attack.Primary:  ships
     6009Create.CostOre: ¦¦¦?
     6010Create.CostWood:        ¦¦¦?
     6011Create.Phase:   town
     6012Formation.Category:     melee
     6013Formation.Type: box; column_c; column_o; line_c; line_o;
     6014Garrison.Capacity:       30;
     6015Garrison.EjectHealth:    10%;
     6016Garrison.PropList:       UnitInfantry; UnitSiege; UnitHero;
     6017Garrison.PropPoints:     (12);
     6018Garrison.Type:   UnitCitizenSoldier; UnitSiege; UnitSuper; UnitHero;
     6019Health.Hitpoints:       ¦¦¦?
     6020Move.Speed:     ¦???
     6021Special:        1 per Civic Centre; Ram Attack (Splash Damage);
     6022
     6023
     6024
     6025List: Maps: Intro
     6026
     6027MAPS
     6028
     6029Environmental Objects Workbook
     6030
     6031More information in archived threads:
     6032Fauna
     6033Geological
     6034Plants
     6035Trees
     6036
     60371. MAP SIZES
     6038
     6039
     6040
     6041Diagram of Compared Map Sizes (Michael Hafer)
     6042
     6043Terrain maps come in the following four sizes. The following numbers are based upon "tiles" as in AoK, but will ultimately use own system of scale once it is established. The important thing to note is that the players are receiving roughly the same area of real-estate as the map size increases. Again, the numbers are arbitrary and used for demonstration.
     6044
     6045* Small 144*144 tiles for a total of 20,736 tiles or 10,368 tiles per player (2).
     6046* Medium 176*176 tiles for a total of 30,976 tiles or 10,325 tiles per player (3).
     6047* Large 208*208 tiles for a total of 43,264 tiles or 10,816 tiles per player (4).
     6048* Huge 272*272 tiles for a total of 73,984 tiles or 12,331 tiles per player (6).
     6049
     6050Here are the design interests on map size:
     6051
     6052* Small (normally a 2-player map): 2-6 Settlements.
     6053* Medium (normally a 3-player map): 2-9 Settlements.
     6054* Large (normally a 4-player map): 2-12 Settlements.
     6055* Huge (normally a 6-player map): 2-18 Settlements.
     6056
     6057Note that the size of the map does not limit the number of players. 2-6 players can play on any map size.
     6058
     6059With exception to Emigration and Nomadic game types, each map is required to have a minimum of one Settlement on the map in addition to a starting Civ Centre. Emigration game begins with only a single Civ Centre for each player. Nomadic game type maps have no starting Civ Centre). That is the base minimum (unless it is a custom scenario with a tactical objective). The host may then in his settings decide how many empty settlements he wants on the map (0-2 when the maximum number of people are playing the map). However, less players could potentially = more vacant settlements.
     6060
     60612. MAP GENERATION
     6062
     6063Representation of biome elevation profiles
     6064
     6065Maps are either generated by a Random Map Script (RMS) or custom-built from scratch in the Scenario Editor (either using a randomly generated map as a starting point, or beginning with a blank land or water map).
     6066
     6067Either way, a Scenario (map) is generated, which can then be saved and strung together into a Campaign.
     6068
     60692.1. Biomes in Random Map Scripts
     6070
     6071The different types of Random Map Scripts each define a filtered packet of elevation meshes for land Lowlands, Midlands and Highlands and Ocean Floor, terrain textures, and geology, fauna and flora objects that portray certain geographical regions, called a biome. Elevation range, terrain textures, and environmental gaia objects are specified and standardised for 'regular' RMS map categories/types (See: paragraphs 3.1 through 3.9, below) to be developed and supplied with the game. Climate (type, severity, and likelihood of weather) is also factored into the biome.
     6072
     6073Since the assets available in a Scenario are filtered by the Random Map Script, this reduces the number of assets that have to be loaded into the memory.
     6074
     6075The scenario designer or map scriptor may also select up to 10 Special Objects from those available for inclusion in the design of a customised scenario or a customised RMS map (although Special Objects are not included in regularised RMS mapscript biomes).
     6076
     6077However in the Scenario Editor, the player can filter by a particular biome, or pick and mix as he prefers (as long as the end result doesn't exceed maximum system requirements). Biome restrictions can also be disabled in the advanced settings of the Scenario Editor, but at risk of being unstable to the end user.
     6078
     6079Users will also be able to create their own custom biome packs from custom created textures and gaia objects or from the developer's content.
     6080
     6081A biome pack is assembled from:
     6082
     6083Elevation Meshes
     6084
     6085* Primary Elevation - Typically alloted to land Lowlands--elevation basically at 'sea level' with only slight variation in rise and fall of the terrain mesh to +1 elevation. If Seasons are selected, terrain patch presentation may visually change dynamically.
     6086
     6087* Secondary Elevation - Typically alloted to land Midlands--elevation basically hilly terrain with moderate rise and fall of terrain mesh. If Seasons are selected, terrain patch presentation may visually change dynamically.
     6088
     6089* Tertiary Elevation - Typically alloted to land Highlands--elevation typically mountainous terrain with higher rise and fall of terrain mesh to approximately twice that of Secondary texture mesh. If Seasons are selected, terrain patch presentation may visually change dynamically.
     6090
     6091* Quaternary Elevation - Typically for Water textures--elevation essentially at 'sea level' unless scripted to fall amongst Midlands as lakes. In some instances if Seasons are selected, terrain patch(es) may change dynamically, e.g., water turns to solid ice that units may move on during Winter.
     6092
     6093Terrain Textures
     6094
     6095* Land Terrain Texture - Specifies the principal textures that will be applied to 'open land' that is not covered by another texture type(s), typically Dirt, Grass, etc...
     6096
     6097* Water Color and Sub-Surface Texture - Typically specifies color and sub-surface terrain texture for oceans, lakes, and rivers. and lays the course on land terrains for rivers and streams at any elevations as may be defined as specified to a map category/type biome.
     6098
     6099* Beach Texture - Typically defining the division between Primary and Quaternary Texture though may in some instances present between Quaternary and either Secondary or Tertiary if those are scripted at some location to appear coadjacent to Quaternary; may also be scripted to appear coadjacent with River texture.
     6100
     6101* Intermediate Texture - Typically used to blend different gaia patches placed upon a texture as base terrains on land so that transition is pleasing to the eye.
     6102
     6103* Undergrowth Texture - Typically those Forest Floor texture(s) that are appropriate to map category/type with respect to elevation as specified. If Seasons are selected, undergrowth presentation may change dynamically.
     6104
     6105* Extra Texture - Provides for an additional Texture(s) to be scripted to Primary (Lowlands), or Seconday (Midlands), or Tertiary (Highlands) textures, or for the placement of Special Objects on a custom Scenario or custom RMS map at any of those elevations.
     6106
     6107A specified number of Terrain Objects may be scripted to the various texture types, dependent upon the prescribed map biome.
     6108
     6109Each map biome is normally limited to a total combination of textural patch and gaia object types that will range from 100 to 120 in number, based upon 10 'gaia objects' per Texture, or up to 12 if Extra Textures are not utilised/specified.
     6110
     6111
     6112Examples: (hypothetical mapscript biome packet)
     6113
     6114Land Terrain Textures:
     6115Assortment of 10~12 (dirt, sand, gress, etc...)
     6116----- Dirt 2
     6117----- Dirt 4
     6118----- Sand 1
     6119----- Grass 5
     6120----- Etc.
     6121
     6122Water Terrain Textures:
     6123Assortment of 10~12 (ocean and riverine)
     6124----- Ocean 1
     6125----- Ocean 2
     6126----- Ocean 3
     6127----- River 1
     6128----- River 2
     6129----- River 3
     6130----- River 7
     6131----- Ice 2
     6132----- Etc.
     6133
     6134Geological Objects:
     6135Assortment of 10~12 (rocks, waterfalls, mountain peaks, etc...)
     6136----- Settlement (special utility object)
     6137----- Rock 2 (consumeable stone)
     6138----- Rock 4 (nonconsumeable eye candy)
     6139----- Ore 1 (gravel)
     6140----- Ore 2 (vein)
     6141----- Cliff 3 (low--Lowlands to Midlands)
     6142----- Cliff 4 (high--Lowlands to Highlands)
     6143----- Waterfall 1 (low--Lowlands to Midlands or Midlands to Highlands)
     6144----- Mountain 5 (mesa--Highlands)
     6145----- Mountain 7 (pinnacle--Highlands)
     6146----- Mountain 9 (smoking shield volcano--Midlands)
     6147----- Etc...
     6148
     6149Flora Tree Objects:
     6150Assortment of 10~12 (palms, evergreens, deciduous, etc...)
     6151----- Tree 01 (Lowlands)
     6152----- Tree 05 (Lowlands, Midlands)
     6153----- Tree 15 (Midlands, Highlands)
     6154----- Tree 22 (Midlands)
     6155----- Etc...
     6156
     6157Flora Plant Objects:
     6158Assortment of 10~12 (bushes, flowers, etc...)
     6159----- Primary Plant - (some may wish to allot this as lowland)
     6160----- Secondary Plant - (some may wish to allot this as midland)
     6161----- Tertiary Plant - (some may wish to allot this as highland)
     6162----- Etc...
     6163
     6164Fauna Objects:
     6165Assortment of 10~12 (animals, birds, etc...)
     6166----- Violent Animal 3
     6167----- Aggressive Animal 2
     6168----- Passive Animal 1
     6169----- Passive Animal 4
     6170----- Bird 3
     6171----- Bird 5
     6172----- Fish 1
     6173----- Etc...
     6174
     6175In a perfect world, the player would be able to totally change the appearance of a map by simple applying a new biome to his map.
     6176
     61772.2. Custom Random Map Scripts
     6178
     6179Scripters can create their own Random Map scripts, although we will have to establish standards of filtering to ensure performance doesn't suffer from combinations of new and old objects. Generated Scenarios will be performance-tested when created for this reason.
     6180
     6181<span class='edit'>This post has been edited by Acumen: Nov 17 2004, 03:34 AM</span>
     6182
     6183
     6184List: Maps: Polar
     6185
     61863.8. Polar
     6187
     6188* Region:
     6189
     6190* Characteristics:
     6191(see Northern Lights)
     6192
     6193* Typical Polar type variations:
     6194* (none)
     6195
     6196* Packeting Parameters:
     6197*Elevation Meshes
     6198- Primary (Lowlands).
     6199- Secondary (Midlands).
     6200- Quaternary (Ocean Floor).
     6201*Terrain Textures
     6202- DIRT1
     6203- GRASS8
     6204- SNOW1
     6205- SNOW2
     6206- SNOW3
     6207- FORFLOOR8
     6208- WATER1
     6209- WATER2
     6210- WATER3
     6211- RIVER2
     6212- RIVER3
     6213- RIVER4
     6214- RIVER5
     6215- ICE1
     6216- ICE2
     6217*Flora Tree Objects
     6218- TREE21
     6219- TREE41
     6220*Flora Plant Objects
     6221- (none)
     6222*Fauna Objects
     6223- ANIMAL6
     6224- ANIMAL13
     6225- ANIMAL14
     6226- ANIMAL20
     6227- ANIMAL22
     6228- ANIMAL23
     6229- ANIMAL24
     6230- ANIMAL35
     6231- ANIMAL42
     6232- ANIMAL43
     6233*Geological Objects
     6234- GEOLOGICAL1
     6235- GEOLOGICAL3
     6236- GEOLOGICAL4
     6237- GEOLOGICAL5
     6238- GEOLOGICAL6
     6239- GEOLOGICAL7
     6240- GEOLOGICAL12
     6241- GEOLOGICAL20
     6242- GEOLOGICAL24
     6243- GEOLOGICAL25
     6244- GEOLOGICAL26
     6245
     6246Polar Land types:
     6247* (none)
     6248
     6249Polar Water types:
     62503.8.1. Northern Lights
     6251
     6252- Polar is a tough map to play, characterised by ubiquitous ice and snow, with some bits or passages of open water only during summer.
     6253- If seasons enabled, snow 'melts' in patches on land during a relatively brief summer.
     6254- If seasons are not enabled, it remains icebound all year.
     6255- If seasons are enabled, when the ice freezes up any ships on the water are frozen in place until the following summer thaw.
     6256- The weather is often bad, with blowing snow decreasing visibility except in summer; as the arctic is actually arid it never rains in summer.
     6257- Topographically it can have both hills and cliffs on land and pressure ridges in the ice over water (that bar passage on the ice).
     6258- Note that Polar biome maps are limited to elevation height of mid-level and below.
     6259- There is virtually no forest on this map and that only very sparse conifer such as small fir or deciduous larch, usually snow covered--so Wood must soon be purchased at the Trade Centre.
     6260- It is well enough populated by polar bear, seal and walrus on or near the beach during Summer or resting or moving about atop frozen sea surface and ice islands or floes during Winter, and caribou/reindeer on land in occasional herds at any time of the year.
     6261- Polar Bears can definitely be a hazard to hominid units on this map.
     6262- Stone and ore can be found in a normal quantity on the map except that ore can only be found in seams on exposed slope faces; mining or quarrying of any resource stops during winter as the weather is just 'too bad'.
     6263- Spring, summer and autumn are short seasons on this map, it is winter half of the time.
     6264- This is a watermap in its northern extremities, though it is only marginally navigable in places for part of the year after the ice breaks up and before it 'sets in' again.
     6265- Civ Territories divided proportionately as appropriate to the map.
     6266
     6267
     6268List: Maps: Tropic
     6269
     62703.9. Tropic
     6271
     6272* Region:
     6273
     6274* Characteristics:
     6275- Characterised by jungle with lots of forests and and usually open clearings/passage ways.
     6276- Has an abundance of animal life on it, including dangerous ones.
     6277- Abundantly endowed with wood, but except in one case, Paradise Lost, it is always a surprise as to how well endowed the tropic map will be with either stone or ore.
     6278- Except for rain forest types that are always wet or have rainfall at any season, is characterised weather-wise as having only 2 seasons in the year, "summer" as the dry one and "winter" as the rainy one, divided equally.
     6279
     6280* Typical Tropic type variations:
     6281*Fortress Paradise Lost
     6282*Nomadic
     6283*Herocide
     6284
     6285* Packeting Parameters:
     6286*Elevation Meshes
     6287- Primary (Lowlands).
     6288- Secondary (Midlands).
     6289- Tertiary (Highlands).
     6290- Quaternary (Ocean Floor).
     6291*Terrain Textures
     6292- DIRT1
     6293- DIRT3
     6294- GRASS9
     6295- SAND2
     6296- FORFLOOR9
     6297- ROAD1
     6298- ROAD2
     6299- WATER1
     6300- WATER2
     6301- WATER3
     6302- RIVER2
     6303- RIVER3
     6304- RIVER4
     6305- RIVER5
     6306- RIVER7
     6307*Flora Tree Objects
     6308- TREE3
     6309- TREE13
     6310- TREE15
     6311- TREE19
     6312- TREE24
     6313- TREE39
     6314- TREE42
     6315*Flora Plant Objects
     6316- PLANT1
     6317- PLANT4
     6318- PLANT5
     6319- PLANT11
     6320- PLANT15
     6321- PLANT16
     6322- PLANT17
     6323- PLANT18
     6324- PLANT20
     6325- PLANT21
     6326*Fauna Objects
     6327- ANIMAL1
     6328- ANIMAL3
     6329- ANIMAL4
     6330- ANIMAL7
     6331- ANIMAL11
     6332- ANIMAL14
     6333- ANIMAL15
     6334- ANIMAL16
     6335- ANIMAL26
     6336- ANIMAL32
     6337- ANIMAL33
     6338- ANIMAL35
     6339- ANIMAL36
     6340- ANIMAL40
     6341- ANIMAL41
     6342- ANIMAL42
     6343- ANIMAL43
     6344*Geological Objects
     6345- GEOLOGICAL1
     6346- GEOLOGICAL3
     6347- GEOLOGICAL4
     6348- GEOLOGICAL5
     6349- GEOLOGICAL6
     6350- GEOLOGICAL7
     6351- GEOLOGICAL8
     6352- GEOLOGICAL12
     6353- GEOLOGICAL15
     6354- GEOLOGICAL19
     6355- GEOLOGICAL22
     6356- GEOLOGICAL23
     6357- GEOLOGICAL27
     6358
     6359Tropic Land types:
     63603.9.1. Cameroon
     6361
     6362- Characterised by the deepest, densest, darkest 'rain forest' jungle terrain.
     6363- Foot units cannot move through forest on this map.
     6364- Raining miserably most of the time with few periods of bright sunshine, the ground is a saturated sponge that slows movement.
     6365- A dense jungle 'knock-off' of Black Forest in AoK otherwise having much the same characteristics.
     63663.9.2. Paradise Lost
     6367
     6368- Represents the legendary Lost Mines of Solomon region of the Great Rift Valley of East Africa.
     6369- Characterised by occasional high mountains.
     6370- Includes volcanoes and cliff escarpments.
     6371- Includes waterfalls, rivers, lakes that are usually connected by the rivers.
     6372- Open areas of meadow prolifically populated by animals for food along with some that are dangerous.
     6373- Dense and highly floriferous forests.
     6374- Perpetual springtime or summer with frequent but not overwhelming rains during winter (that lasts half the year).
     6375- Well endowed with all resources wood, stone and ore.
     6376- This map is the highest resourced and most eye-candied map in the regular game.
     6377
     6378Tropic Water types:
     63793.9.3. Congo River
     6380
     6381- Characterised by a large broad river running through the basically flatland map, with navigable tributaries running off it to either side.
     6382- Dense jungle terrains and clearings to either side of the rivers.
     6383- This map must be played as a watermap as there are no passages between clearings and settlement areas which are accessible only via waterways.
     6384- There are no shallows, rapids, or waterfalls on the broad Congo River or its relatively large tributaries to bar watercraft passage.
     6385- It can rain pretty frequently year-round on this map but not to the extent of that seen on Cameroon; it is always 'green'.
     6386- Crocodiles can occasionally be a hazard to hominid units on this map immediately adjacent to and along watercourse banks.
     6387
     6388
     6389List: Maps: Types: Alpine
     6390
     63913. BIOME CATEGORIES AND TYPES
     6392
     6393(Concept Art by Michael Hafer)
     6394
     6395These biomes represent real world geographical features that are appropriate environments for the game's civilisations.
     6396
     6397Excluding the special cases Polar, Tropical and Special, they lend an aura of historical authenticity to the game world.
     6398
     6399Though not exhaustive, they are the recommended list for first release of the game.
     6400
     64013.1. Alpine
     6402
     6403* Region: Central European “Alps”, Southwestern European "Pyrenees", or North African “Atlas”, "Caucasus", mountain and valley.
     6404
     6405* Characteristics:
     6406- Few broad open spaces for building large structures except relatively close about Civ Centres and in a few other places.
     6407- Snow covered peaks and much in the way of coniferous forest, some broadleaf deciduous forest.
     6408- Can snow at any season of the year except summer; rains periodically during summer.
     6409- If Seasons are not selected, Summer is the default and the map is very green.
     6410- Can have rivers and streams in the valleys or feeding into them including rapids, rocky fords, and cataract waterfalls, or lakes large and small.
     6411- Alpine is typically heavy in wood, stone and ore, and moderately well populated with animals near forest and in meadows at all levels.
     6412- An excellent defensive map as avenues of approach can be blocked by defensive structures.
     6413- This map is a land map or water map that could have some sea water on it if valleys opened out onto sea on both sides.
     6414- This map may have valleys running coadjacent with passes through the mountains connecting them, or passes connecting stream watersheds running both east and west down from the centre.
     6415
     6416* Typical Alpine type variations:
     6417*Alpine Fortress (characterised by having fortresses located at the ends of long lakes on Alpine Lakes)
     6418*Fortress (any)
     6419*Nomadic
     6420*Herocide
     6421
     6422* Packeting Parameters:
     6423*Elevation Meshes
     6424- Primary (Lowlands).
     6425- Secondary (Midlands).
     6426- Tertiary (Highlands).
     6427- Quaternary (Ocean Floor).
     6428*Terrain Textures
     6429- DIRT1
     6430- GRASS1
     6431- SAND2
     6432- FORFLOOR1
     6433- ROAD1
     6434- ROAD2
     6435- WATER1
     6436- WATER2
     6437- WATER3
     6438- RIVER1
     6439- RIVER2
     6440- RIVER3
     6441- RIVER4
     6442- RIVER5
     6443*Flora Tree Objects
     6444- TREE8
     6445- TREE12
     6446- TREE23
     6447- TREE25
     6448- TREE26
     6449- TREE29
     6450- TREE30
     6451- TREE36
     6452- TREE37
     6453- TREE41
     6454- TREE42
     6455*Flora Plant Objects
     6456- PLANT3
     6457- PLANT4
     6458- PLANT5
     6459- PLANT7
     6460- PLANT9
     6461- PLANT17
     6462- PLANT18
     6463*Fauna Objects
     6464- ANIMAL6
     6465- ANIMAL8
     6466- ANIMAL9
     6467- ANIMAL14
     6468- ANIMAL17
     6469- ANIMAL19
     6470- ANIMAL21
     6471- ANIMAL25
     6472- ANIMAL29
     6473- ANIMAL30
     6474- ANIMAL35
     6475- ANIMAL37
     6476- ANIMAL38
     6477- ANIMAL42
     6478- ANIMAL43
     6479*Geological Objects
     6480- GEOLOGICAL1
     6481- GEOLOGICAL3
     6482- GEOLOGICAL4
     6483- GEOLOGICAL5
     6484- GEOLOGICAL6
     6485- GEOLOGICAL7
     6486- GEOLOGICAL8
     6487- GEOLOGICAL12
     6488- GEOLOGICAL13
     6489- GEOLOGICAL14
     6490- GEOLOGICAL18
     6491- GEOLOGICAL26
     6492
     6493* Alpine Land types:
     64943.1.1. Alpine Valleys
     6495
     6496
     6497http://wildfiregames.com/~gamedesign/maps/...leys001-sml.jpg
     6498- Arranged along an east-west axis.
     6499- Might have small streams feeding to or running the length of valleys in which waterfalls and rocky fords interrupt riverine transport.
     6500- Frequent shallows including rocky fords for crossing.
     6501- Passes through mountains from valley to valley are principal means of access to other Civ Territories.
     6502- Civ Territories are divided at mountain passes and/or by tributary streams.
     6503
     6504* Alpine Water types:
     65053.1.2. Alpine Lakes
     6506
     6507- Traversing east-west.
     6508- Characterised by high mountains bordering deep valleys strung with mountain streams and broader finger-like lakes.
     6509- Will have fords but not have rocky fords crossing waterways that would bar the passage of watercraft from lake-to-lake along a simple or more complex waterway system.
     6510- Some shallows for crossing.
     6511- Lacks open land for building. Mostly at lakesides or along streams in valley bottoms and at passes through the high mountains.
     6512- Civ Territories may be divided at mountain passes and or by the narrower tributary streams in valleys.
     65133.1.3. Pyrennean Sierra
     6514
     6515http://wildfiregames.com/~gamedesign/maps/...erra001-sml.jpg
     6516http://www.wildfiregames.com/~gamedesign/m...Sierra-HRes.jpg
     6517http://www.wildfiregames.com/~gamedesign/m...nean-Sierra.jpg
     6518- Characterised by high mountainous spine crossing the centre of the map east-west.
     6519- Flanked on both sides north and south by subalpine meadowlike terrain.
     6520- Stream drainage with shallows for crossing coming off the mountains to either end of the range into an area of ocean that provides for two additional ways around the central massif.
     6521- Civ Territories are divided by passes through the mountainous spine and/or stream courses leading off to either ocean body of water.
     6522
     6523
     6524List: Maps: Types: Desert
     6525
     65263.6. Desert
     6527
     6528* Region: This map replicates the deserts of the Sahara or Arabia and to some extent the Iranian plain.
     6529
     6530* Characteristics:
     6531- A dry terrain map where it only rains in cloudbursts during the summertime and then only occasionally, or if locationally near the Nile delta very occasionally receive some light rains that blows in from the north during winter.
     6532- It may be wide open with sparse clumps of palms primarily clustered about infrequent oasis type small lakes, marshes, muddy watering holes, or ponds, or strung along infrequent watercourses or in the mouths of canyons.
     6533- Can have canyons and craggy rather barren ‘peaks’ spotted about.
     6534- Sandy terrain is a major characteristic with some areas of dunes being evident.
     6535- Desert is not well endowed with food or wood but is very well endowed with stone and ore.
     6536- If it is scripted to have lots of canyons and cliffs on it, it is a highly defensible map; if not it is more wide open to attack than any other but Steppe and a very open Savannah.
     6537- Desert may be either a land map or a water map with river crossing or seas adjacent to the land.
     6538
     6539* Typical Desert type variations:
     6540*Fortress
     6541*Nomadic
     6542*Herocide
     6543
     6544* Packeting Parameters:
     6545*Elevation Meshes
     6546- Primary (Lowlands).
     6547- Secondary (Midlands).
     6548- Tertiary (Highlands).
     6549- Quaternary (Ocean Floor).
     6550*Terrain Textures
     6551- DIRT1
     6552- DIRT2
     6553- GRASS6
     6554- SAND1
     6555- SAND2
     6556- SAND3
     6557- FORFLOOR6
     6558- ROAD1
     6559- ROAD2
     6560- WATER1
     6561- WATER2
     6562- WATER3
     6563- RIVER2
     6564- RIVER3
     6565- RIVER4
     6566- RIVER5
     6567*Flora Tree Objects
     6568- TREE1
     6569- TREE4
     6570- TREE32
     6571- TREE33
     6572- TREE34
     6573- TREE39
     6574- TREE40
     6575- TREE41
     6576- TREE42
     6577*Flora Plant Objects
     6578- PLANT2
     6579- PLANT4
     6580- PLANT5
     6581- PLANT8
     6582- PLANT14
     6583*Fauna Objects
     6584- ANIMAL3
     6585- ANIMAL4
     6586- ANIMAL9
     6587- ANIMAL14
     6588- ANIMAL16
     6589- ANIMAL18
     6590- ANIMAL21
     6591- ANIMAL26
     6592- ANIMAL27
     6593- ANIMAL29
     6594- ANIMAL30
     6595- ANIMAL31
     6596- ANIMAL34
     6597- ANIMAL35
     6598- ANIMAL39
     6599- ANIMAL41
     6600- ANIMAL42
     6601- ANIMAL43
     6602*Geological Objects
     6603- GEOLOGICAL2
     6604- GEOLOGICAL3
     6605- GEOLOGICAL4
     6606- GEOLOGICAL5
     6607- GEOLOGICAL6
     6608- GEOLOGICAL9
     6609- GEOLOGICAL10
     6610- GEOLOGICAL12
     6611- GEOLOGICAL16
     6612- GEOLOGICAL17
     6613- GEOLOGICAL20
     6614- GEOLOGICAL21
     6615- GEOLOGICAL27
     6616
     6617Desert Land types:
     66183.6.1. Neareastern Badlands
     6619
     6620- The map is characterised by being a jumbled maze of cliffs, canyons, rugged and barren mountains and passages going every which way.
     6621- It is probably the most defensible map in the regular game.
     6622- Civ Territories are divided proportionately to terrain on the map.
     66233.6.2. Saharan Oases
     6624
     6625- Each civ's starting Civ Centres and settlements are positioned near an oasis spotted about an otherwise bleak and sandy desert that is wide-open to assault and depredation.
     6626- Along with Steppe Anatolian Plateau, they are the 'fastest' maps in the regular game.
     6627- Civ Territories are divided proportionately to terrain on the map.
     66283.6.3. Median Oasis
     6629
     6630- This map is a knock-off from the Oasis map in AoK.
     6631- Civ Territories are divided by terrain features, principally cliffs and rugged vegetationally denuded highlands with passages through them, arranged like the spokes of a wheel around a large desert oasis.
     6632- The map is fairly defensible and can be walled-in early on, though continued wood harvesting on a narrowed front may necessitate expanding them.
     6633- Starting territorial Civ Centres are toward the centre where the land is generally better endowed with resources requisite to development.
     6634- Settlements are 'outback' amongst somewhat rugged lands with the requisite resources to barely support each province-being quite short on wood and land capable of supporting farming.
     6635- Resource locations are imbalanced, with the balance of animal life and wood resource being weighted toward the central oasis while the balance of stone and ore resources are weighted to the outback provinces.
     6636
     6637Desert Water types:
     66383.6.4. Nile Delta
     6639
     6640- The visual aspect of this map is that of a river entering from the bottom southern end of the map flowing northward expanding from the wrist into 5 fingers of the hand, thus dividing the land area on the map into 6 approximately equal parts (for as many as 6 Civ Territories).
     6641- The end of the delta opens onto the Mediterranean Sea at the northern top edge of the map.
     6642- There is a shallows crossing the Nile at the 'wrist' and another between each land segment further 'downriver'
     6643- The map is reasonably defensible at crossings but also highly navigable and civ territories are subject to invasion across waterways.
     6644- Crocodiles can occasionally be a hazard to hominid units on this map at fresh water shallows crossings or immediately adjacent to river banks.
     6645- There are no marshlands in the delta so this map is highly amenable to farming.
     6646- Civ Territories divided amongst the 'fingers' of the map proportionately to the number of players.
     66473.6.5. Nile River
     6648
     6649- Characterised as a water map only because the river is broad and in this case cannot be crossed by shallows, putting civs on either side of it at some disadvantage.
     6650- If co-located to side with enemies, the only allied help that can come would have to transport across the river
     6651- A good map for 3v3 teaming together or a good one for 1v1 initially defensive because of the breadth of the river.
     6652- The river as the staff of life enters the map from the south falling over an impassable cataract waterfall (the 1st Cataract) then flows on northward to approximately where it would begin dividing in the delta but in this case terminates at the edge of the map.
     6653- Crocodiles can occasionally be a hazard to hominid immediately adjacent to river banks.
     6654- As is the case for oases type maps, animal and wood bearing resources as well as farmable land are imbalanced toward the waterside, diminishing away from it while the converse is true for mineral resources.
     6655- Civ Territories are divided proportionately along either side of the river (this map won't play for 3-player).
     6656- Starting Civ Centres are most likely to fall closer to the river than away from it with settlements out somewhat beyond.
     6657
     6658
     6659List: Maps: Types: Mediterranean
     6660
     66613.4. Mediterranean
     6662
     6663* Region: The largest inland sea; between Europe, Africa and Asia.
     6664
     6665* Characteristics:
     6666- Runs the gamut from semi-tropical with palms and broad-headed pines at the lower elevation ...
     6667- To fairly high mountains with pine, cypress, fir and oaks of all classes inbetween, palms and pine at low-level along the littoral.
     6668- Though not heavily forested, has the broadest range of topography and resources on it.
     6669- Not as wet as Temperature.
     6670- Never snows except on the top of the highest peaks.
     6671- Precipitation is predominant and fairly frequent but light during winter except for very occasional periods when it may gloomily rain for several days on end saturating the terrain, rare in early spring and late autumn and non-existent during summer.
     6672- Long dry summers.
     6673- Typically good for either attack or defense because of the mix of terrains regardless of type.
     6674- Either a land map or a water map.
     6675- Excellent for islands or archipelago map types.
     6676- Mediterranean is the most versatile of the map categories and well balanced resource-wise.
     6677
     6678* Typical Mediterranean type variations:
     6679*Fortress
     6680*Nomadic
     6681*Herocide
     6682
     6683* Packeting Parameters:
     6684*Elevation Meshes
     6685- Primary (Lowlands).
     6686- Secondary (Midlands).
     6687- Tertiary (Highlands).
     6688- Quaternary (Ocean Floor).
     6689*Terrain Textures
     6690- DIRT1
     6691- GRASS4
     6692- SAND2
     6693- FORFLOOR4
     6694- ROAD1
     6695- ROAD2
     6696- WATER1
     6697- WATER2
     6698- WATER3
     6699- RIVER1
     6700- RIVER2
     6701- RIVER3
     6702- RIVER4
     6703- RIVER5
     6704- RIVER6
     6705*Flora Tree Objects
     6706- TREE2
     6707- TREE6
     6708- TREE7
     6709- TREE9
     6710- TREE10
     6711- TREE11
     6712- TREE12
     6713- TREE14
     6714- TREE16
     6715- TREE17
     6716- TREE18
     6717- TREE20
     6718- TREE23
     6719- TREE25
     6720- TREE27
     6721- TREE28
     6722- TREE38
     6723- TREE41
     6724- TREE42
     6725*Flora Plant Objects
     6726- PLANT1
     6727- PLANT3
     6728- PLANT4
     6729- PLANT5
     6730- PLANT10
     6731- PLANT14
     6732- PLANT17
     6733- PLANT18
     6734- PLANT19
     6735*Fauna Objects
     6736- ANIMAL3
     6737- ANIMAL4
     6738- ANIMAL6
     6739- ANIMAL8
     6740- ANIMAL9
     6741- ANIMAL10
     6742- ANIMAL14
     6743- ANIMAL17
     6744- ANIMAL19
     6745- ANIMAL21
     6746- ANIMAL25
     6747- ANIMAL26
     6748- ANIMAL27
     6749- ANIMAL28
     6750- ANIMAL29
     6751- ANIMAL30
     6752- ANIMAL32
     6753- ANIMAL34
     6754- ANIMAL35
     6755- ANIMAL37
     6756- ANIMAL39
     6757- ANIMAL41
     6758- ANIMAL42
     6759- ANIMAL43
     6760*Geological Objects
     6761- GEOLOGICAL1
     6762- GEOLOGICAL3
     6763- GEOLOGICAL4
     6764- GEOLOGICAL5
     6765- GEOLOGICAL6
     6766- GEOLOGICAL7
     6767- GEOLOGICAL12
     6768- GEOLOGICAL13
     6769- GEOLOGICAL18
     6770- GEOLOGICAL19
     6771- GEOLOGICAL22
     6772- GEOLOGICAL26
     6773
     6774QUOTE
     6775<span style='font-size:15pt;line-height:100%'>Mediterranean Biome</span>
     6776
     6777<span style='font-size:14pt;line-height:100%'>Flora Trees</span>
     6778
     6779<span style='color:purple'>Purple</span> = Palms
     6780<span style='color:red'>Red</span> = Evergreen Conifer
     6781<span style='color:orange'>Orange</span> = Evergreen Leafed
     6782<span style='color:green'>Green</span> = Deciduous Leafed
     6783<span style='color:gray'>Gray</span> = Dead Trees
     6784* = Priority
     6785<s>Crossed out</s> = Completed
     6786
     6787Lowland
     6788<span style='color:purple'>*02-MeditFan </span>
     6789<span style='color:red'>*11-MaritimePine</span>
     6790<span style='color:red'>10-ItalianCypress</span>
     6791<span style='color:orange'>14-Carob</span>
     6792<span style='color:orange'>17-Oleander</span>
     6793<span style='color:orange'>20-Citron</span>
     6794Lowland or Midland
     6795<span style='color:orange'>*18-Olive</span>
     6796<span style='color:green'>*27-Fig</span>
     6797
     6798Midlands
     6799<span style='color:green'>23-CommonOak</span>
     6800<span style='color:green'>28-LomPoplar</span>
     6801<span style='color:green'>38-Grape</span>
     6802Midlands or Highlands
     6803<span style='color:orange'>*06-AleppoPine</span>
     6804<span style='color:green'>*16-HollyOak</span>
     6805Highlands
     6806<span style='color:red'>*12-NordmannFir</span>
     6807<span style='color:red'>07-AtlanticCedar</span>
     6808<span style='color:red'>09-CedarOfLebanon</span>
     6809<span style='color:green'>25-EuroBeech</span>
     6810All
     6811<span style='color:gray'>*41-DdConifer</span>
     6812<span style='color:gray'>*42-DdLeafed</span>
     6813<span style='font-size:14pt;line-height:100%'>Fauna Objects</span>
     6814* = Essential to Biome
     6815
     6816Dangerous Non-Consumable
     6817*06-Wolf
     681803-Lion
     6819Dangerous Consumable
     6820*08-AurochBull
     6821*10-Boar
     682209-Bear
     6823Fearfull & Passive Consumable
     6824*17-Deer
     6825*19-Pheasant
     6826*21-Rabbit
     6827Domestic
     6828*25-AurochCow
     6829*28-Pig
     6830*29-Sheep
     683127-Goat
     683226-Chicken
     6833Breeding
     6834*30-Horse
     6835*32-NoAfFoEle (???)
     6836Cosmetic [eyecandy]
     6837*37-Goose
     6838*39-Hawk
     683935-Fish
     684034-Egret
     684141-Porpoise
     684242-Seagull
     684343-Vulture
     6844<span style='font-size:14pt;line-height:100%'>Flora Objects</span>
     6845
     6846Acuatics
     684701-WaterLily
     684803-Cattails
     684904-SeaweedFl
     685005-SeaweedB
     6851Bushes
     685210-Mediterran.
     6853Cacti
     685414-PricklyPear
     6855Ferns
     6856
     6857Wild Flowers
     685817-Daisy
     685918-Poppy
     686019-Artichoke
     6861TallGrass
     6862
     6863<span style='font-size:14pt;line-height:100%'>Terrains</span>
     6864Terrains are mostly finished though I want to make a few more for the Mediteranean set.
     6865
     6866<span style='font-size:14pt;line-height:100%'>Geological Objects</span>
     6867Consumeable Rock
     686801,02-Rock
     686901-Boulder
     6870Consumable Ore
     687103-Gravel
     687204-Vein
     6873Other Rock
     687405-Bch.Pebble
     687506-Riv.Stones
     6876Variable Cliff
     687707,09-Low
     6878Water Feature
     687912-Rapids
     688013-Low Falls
     6881Mountain Peak
     688218-Snowy Top
     688319-Forested
     688422-SmkVolc1
     6885Settlement
     688626-Hellenic
     6887
     6888
     6889
     6890
     6891
     6892Mediterranean Land types:
     68933.4.1. Andalucia
     6894
     6895- Characterised as the Guadalquivir River and Valley meandering northeast to southwest on the diagonal across the map to its outlet on the Atlantic near Cadiz (Gades).
     6896- Significant marshland to either side of the river delta, and island just off of the coast of the delta (site of Gades).
     6897- Mountains to both sides of the fairly broad river valley.
     6898- Main river navigable along its length.
     6899- Some shallows crossings of the river and over tributary streams (though tributaries may have rocky fords).
     6900- Some mountain valley and hilltop building spaces that are highly defensible while the river floodplain is basically flat and not very defensible.
     6901- Civs territorially divided along the southeast and northwest sides of the main river.
     6902(an alternative as 3.4.1a. could be Cisalpine Gaul or the Po River Valley that would have the foothills of the Alps to the north and Appenines to the south while the delta opens out onto the Adriatic Sea to the east)
     6903
     6904Mediterranean Water types:
     69053.4.2. Pillars of Hercules
     6906
     6907- Mediterranean landforms juxtaposed north and south to the Strait of Gibralter.
     6908- Massive mountains representing the gates.
     6909- Either the high Atlas to the South or the Sierra Nevada to the north.
     6910- Ranges backing up to the edges of the map behind the coastal plain.
     6911- Civs divided on either side of the strait as appropriate to the map.
     69123.4.3. Balearic Archipelago
     6913
     6914- Islands map constisting of 3 islands, the largest in the centre, on which player placement is randomised for all 3.
     6915- Highest elevation in the centre of the centre island more-or-less balancing exploitable/buildable area amongst all 3.
     6916- Civ Territories are divided proportionately to territory but may not be integral to a single island.
     69173.4.4. Cycladic Archipelago
     6918
     6919- Islands map constituted of many smallish islands in excess of the number of players, some of which can be volcanic.
     6920- All islands have some kinds of resources and may have a settlement if it doesn't already have a starting Civ Centre.
     6921- Civ Territories are divided proportionally on the map but are inclusive of more than one island.
     69223.4.5. Crete
     6923
     6924- Islands map with a longish very well resourced island oriented east-west on the lower half of the map and a number of scantily resourced 'cycladic' smaller islands arranged across the upper half of the map.
     6925- Some of the larger cyclads may be volcanic in one form or another (active and inactive).
     6926- The civs begin in the cyclads, each on its own small island with a starting Civ Centre, but then must emigrate to Crete to survive and expand.
     6927- This map is the classic Emigration map in the game, a combination of Standard .rms and Nomadic).
     69283.4.6. Peloponnesos
     6929
     6930- A quasi-continental type map.
     6931- Has two major land areas that are connected by only a very small narrow but barely navigable for passage by the largest of ships canal cutting through a 'land bridge' of no particular signifcance (unless it be towered-up) at about the centre of the map; the northerly one abuts the edge of the map while the southerly is surround by the sea and both are connected via shallows across the canal.
     6932- Many deep bay and inlet indentations about the periphery of its coastlines both north and south portions; some small islands off the various coasts.
     6933- Relatively mountainous with valleys extending inland from indentations and a few passes through the mountains.
     6934- Civ Territories divided around the coast of the peninsula principally by mountain ranges extending from the interior down to the coastal cliffs and promontories.
     69353.4.7. Central Mediterranean
     6936
     6937- Characterised by mediterranean landform landmasses to the north and the south sides of the map representing the boot of Italy and Tunisia/Carthago.
     6938- A large island rather triangularly shaped (base located on the east, apex to the west) located in the watermass between the two represents Sicily, having good defensible port locations geograpically at Syracuse, Messina, Palermo, and Motya/Lilybaeum (western tip).
     6939- Much of the central islands coastline consists of cliff with few beaches interspersed making it a difficult place for landings from ships (except around Catania on the east side north of Syracuse).
     6940- The central island always has an active volcanic mountain in its easternmost side (about centre near the coastline).
     6941- Few smallish streams accessing hinterlands.
     6942- Civ Territories divided on each land mass and island as appropriate to the map land proportions.
     69433.4.8 Corinthian Isthmus
     6944
     6945http://wildfiregames.com/~gamedesign/maps/...andetail001.jpg
     6946- (based upon RF_Gandalf's Isthmus map done for AoK--in the mediterranean motiff)
     6947- Civ Territories are divided north and south of the isthmus as appropriate to the map but the isthmus itself is a 'no man's land' belonging to none, and in this case the Corinthian canal doesn't exist.
     69483.4.9 Phoenician Levant
     6949http://wildfiregames.com/~gamedesign/maps/...anlevant001.jpg
     6950- Characterised by mediterranean landforms coastal-mountain-valleys arranged on the north-south axis on the right portion of the map.
     6951- Represents the land-bridge crossroads of Israel, Lebanon, Syria between Egypt to the south and the Fertile Crescent and Anatolia to the northeast and north.
     6952- Off the coast to the west is a fairly good sized island (eastern portion of) representing Cyprus which is initially uninhabited but well resourced especially in ore (was a tradtional source of copper--so it may be fought over).
     6953- The Civ Territories are arranged in a north-south tier divided proportionally on the eastern landmass, the Levant, with starting Civ Centres placed at coastal 'port' locations within.
     69543.4.10. Latium
     6955http://wildfiregames.com/~gamedesign/maps/3412-latium001.jpg
     6956- Representative of the central section of Italy-
     6957- The land runs north-south divided by a central range, the Appenines, with seacoasts on either side.
     6958- Similar to RF_Gandalf's '2 Seas' map for AoK.
     6959- This map is typical of central Italian typography, flora & fauna, and must always have an active volcano come up in the southwestern land quadrant not far from where the port of 'Naples' would be.
     6960- Has a few small islands off either east or west coast in the sea.
     6961- Civ Territories are divided by the Appenine spine to either side and proportionately north-south, and there are few narrow passes through the mountains connecting the sides.
     6962
     6963
     6964List: Maps: Types: Savanna
     6965
     69663.5. Savanna
     6967
     6968* Region:
     6969
     6970* Characteristics:
     6971- An inter-zonal map between better watered mountain and desert or desert and tropic
     6972- A map characterised by broadly spaced clumps of trees which are a mixture of oaken-leafed evergreen, deciduous baobab, palm type trees and scrub type plants
     6973- Typically a rather flat plane map having an occasional hummock rises here and there.
     6974- Relatively open but does have occasional ‘strag’ trees and rocky outcrops here and there.
     6975- Note that Savanna biome maps are limited to elevation heights of mid-level and below, low-level.
     6976- Rains are predominantly and frequently heavy in summer but never snows, dry 'winter' season.
     6977- Savanna has very little water on it though it may have an occasional lake, stream, or river and dry sandy or muddy lakebeds with water holes; streams may run for wahile and then empty into shallow marshy lake having no outlet to the sea in some cases.
     6978- It is very green during the rainy season and for awhile thereafter (Autumn) but rather sere at other times of the year.
     6979- It is well endowed with animals including dangerous ones.
     6980- Somewhat light on forest and stone but good for ore.
     6981- Defensively or agressively the map may be fairly well balanced to open to agression.
     6982
     6983* Typical Savanna type variations:
     6984*Fortress
     6985*Nomadic
     6986*Herocide
     6987
     6988* Packeting Parameters:
     6989*Elevation Meshes
     6990- Primary (Lowlands).
     6991- Secondary (Midlands).
     6992- Quaternary (Ocean Floor).
     6993*Terrain Textures
     6994- DIRT1
     6995- DIRT3
     6996- GRASS5
     6997- SAND2
     6998- FORFLOOR5
     6999- ROAD1
     7000- ROAD2
     7001- WATER1
     7002- WATER2
     7003- WATER3
     7004- RIVER1
     7005- RIVER2
     7006- RIVER3
     7007- RIVER4
     7008- RIVER5
     7009- RIVER6
     7010- RIVER7
     7011*Flora Tree Objects
     7012- TREE4
     7013- TREE22
     7014- TREE27
     7015- TREE39
     7016- TREE40
     7017- TREE41
     7018- TREE42
     7019*Flora Plant Objects
     7020- PLANT1
     7021- PLANT2
     7022- PLANT4
     7023- PLANT5
     7024- PLANT11
     7025- PLANT17
     7026- PLANT18
     7027- PLANT22
     7028*Fauna Objects
     7029- ANIMAL1
     7030- ANIMAL3
     7031- ANIMAL4
     7032- ANIMAL10
     7033- ANIMAL11
     7034- ANIMAL14
     7035- ANIMAL15
     7036- ANIMAL16
     7037- ANIMAL18
     7038- ANIMAL21
     7039- ANIMAL26
     7040- ANIMAL27
     7041- ANIMAL28
     7042- ANIMAL30
     7043- ANIMAL32
     7044- ANIMAL35
     7045- ANIMAL36
     7046- ANIMAL39
     7047- ANIMAL40
     7048- ANIMAL41
     7049- ANIMAL42
     7050- ANIMAL43
     7051*Geological Objects
     7052- GEOLOGICAL1
     7053- GEOLOGICAL3
     7054- GEOLOGICAL4
     7055- GEOLOGICAL5
     7056- GEOLOGICAL6
     7057- GEOLOGICAL7
     7058- GEOLOGICAL12
     7059- GEOLOGICAL19
     7060- GEOLOGICAL27
     7061
     7062Savanna Land types:
     70633.5.1. Sahel
     7064
     7065- Situated southside of the Atlas mountain range in North Africa.
     7066- Is a somewhat open map having almost all of the characteristics stated above except for having no river of significant size.
     7067- Civ Territories are divided as appropriate to the map.
     7068
     7069Savanna Water types:
     70703.5.2. Gambia River
     7071
     7072http://www.wildfiregames.com/~gamedesign/m...r-detail001.jpg
     7073- Characterised by having a river running through it east to west opening out onto the Atlantic Ocean toward the western edge of the map.
     7074- The river has a few shallows crossings and is loaded with crocodiless along its course.
     7075- Riverside stone or ore seam gathering is fraught with danger.
     7076- Civ Territories are divided proportionately north and south of along the course of the river).
     7077
     7078
     7079List: Maps: Types: Semi-Arid
     7080
     70813.7. Semi-Arid
     7082
     7083* Region: Represents such as the Mesopotamian or Fertile Crescent river valleys.
     7084
     7085* Characteristics:
     7086- This map has all the characteristics of Desert except that it is a better watered map, therefore greener, and it rains more frequently in summer to include infrequently in winter.
     7087- Usually better endowed with forest trees and animals and somewhat lesser endowed with stone, this map is very well endowed with ore making it a 'rich' land.
     7088- Nor will this map have a lot of cliffs and canyons on it but instead broad river courses running through semi-arid lands and much land that is amenable to farming for some distance from fresh water courses.
     7089- Note that the land “dries out” proceding away from a river.
     7090- Also note that Semi-Arid biome maps are limited to elevations heights of mid-level and below, low-level about oases in the desert, or marshes, lakes and ponds that may appear at either side of a river course and not far from it.
     7091- If there are parallel rivers on the map there are no uplands inbetween.
     7092
     7093* Typical Semi-Arid type variations:
     7094*Fortress
     7095*Nomadic
     7096*Herocide
     7097
     7098* Packeting Parameters:
     7099*Elevation Meshes
     7100- Primary (Lowlands).
     7101- Secondary (Midlands).
     7102- Quaternary (Ocean Floor).
     7103*Terrain Textures
     7104- DIRT1
     7105-DIRT2
     7106- GRASS7
     7107- SAND1
     7108- SAND2
     7109- FORFLOOR7
     7110- ROAD1
     7111- ROAD2
     7112- WATER1
     7113- WATER2
     7114- WATER3
     7115- RIVER1
     7116- RIVER2
     7117- RIVER3
     7118- RIVER4
     7119- RIVER5
     7120- RIVER6
     7121*Flora Tree Objects
     7122- TREE1
     7123- TREE2
     7124- TREE5
     7125- TREE17
     7126- TREE18
     7127- TREE20
     7128- TREE31
     7129- TREE32
     7130- TREE33
     7131- TREE34
     7132- TREE39
     7133- TREE41
     7134- TREE42
     7135*Flora Plant Objects
     7136- PLANT1
     7137- PLANT2
     7138- PLANT4
     7139- PLANT5
     7140- PLANT8
     7141- PLANT14
     7142- PLANT18
     7143- PLANT22
     7144*Fauna Objects
     7145- ANIMAL3
     7146- ANIMAL4
     7147- ANIMAL6
     7148- ANIMAL9
     7149- ANIMAL14
     7150- ANIMAL16
     7151- ANIMAL17
     7152- ANIMAL18
     7153- ANIMAL21
     7154- ANIMAL26
     7155- ANIMAL27
     7156- ANIMAL29
     7157- ANIMAL30
     7158- ANIMAL31
     7159- ANIMAL34
     7160- ANIMAL35
     7161- ANIMAL39
     7162- ANIMAL41
     7163- ANIMAL42
     7164- ANIMAL43
     7165*Geological Objects
     7166- GEOLOGICAL2
     7167- GEOLOGICAL3
     7168- GEOLOGICAL4
     7169- GEOLOGICAL5
     7170- GEOLOGICAL6
     7171- GEOLOGICAL9
     7172- GEOLOGICAL12
     7173- GEOLOGICAL20
     7174- GEOLOGICAL21
     7175- GEOLOGICAL27
     7176
     7177Semi-Arid Land types:
     71783.7.1. Cradle of Civilisation
     7179
     7180- Characterised by 2 rivers running from the head of the Persian Gulf northward.
     7181- They then meander apart and then towards one another again approximately parallel to one another, dividing the map into 3 approximately equal parts.
     7182- Marshy near the end of the gulf where the 2 rivers come together with some shallows crossings, permitting access to either of the 3 landmasses.
     7183- Civs divided to either side of the rivers with the land between the rivers leaving a 'no man's land' initially belonging to no one.
     7184- There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.
     71853.7.2. Syria
     7186
     7187- A plains and slightly rolling highlands map.
     7188- Randomly may or may not have a river with shallows running through it (if it doesn't, is a less defensible and faster map).
     7189- Sort of a cross between Green Arabia and Highland maps in AoK.
     7190- Well balanced in provincial resourcing in accordance with the overall specification for this map category.
     7191- Civ Territories are divided proportionately on the map.
     7192
     7193Semi-Arid Water types:
     71943.7.3. Fertile Crescent
     7195
     7196- Essentially the same map as Cradle of Civilisation except that numerous canals branch off of the two rivers running in roughly parallel stems 'downriver' bringing even more land into that which is highly desirable for farming (pushing the desert frontier back further away from the rivers).
     7197- Sometimes they reconnect with the river of watersource and sometimes not (though none connect the two rivers directly).
     7198- Though the main rivers are broad enough to support any ships manoeuver the canals are narrow and only support the passage of the smallest ships, e.g., merchantman and bireme.
     7199- Some shallows permit crossing of the canals in places but there are no shallows on the main rivers themselves necessitating water transport over them.
     7200- Shallows do also exist crossing the marshlands at the lower portion of the map just at where the 2 rivers come together to open onto the northern end of the Persian Gulf.
     7201- There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.
     7202- Civs territorially divided appropriately to the map on either side of and/or between the main river courses.
     7203
     7204
     7205List: Maps: Types: Special
     7206
     72074. SPECIALTY OR CUSTOM MAP TYPES
     7208
     7209Specialty maps 'break the rules' for environmental and geographical relevance in the other Map Categories.
     7210
     7211They bear no historical relevance and are just included for fun (though they'll need to abide by filtering requirements and list any Special Objects that they require).
     7212
     7213Custom maps are those "unofficial" scenarios/scripts that will be developed after release by the fanbase.
     7214
     72154.1. The Dragon's Lair
     7216(description to be decided)
     7217
     7218* Packeting Parameters:
     7219*Elevation Meshes
     7220- Primary (Lowlands).
     7221- Secondary (Midlands).
     7222- Tertiary (Highlands).
     7223- Quaternary (Ocean Floor).
     7224*Terrain Textures
     7225- TBD.
     7226*Flora Tree Objects
     7227- TBD.
     7228*Flora Plant Objects
     7229- TBD.
     7230*Fauna Objects
     7231- TBD.
     7232*Geological Objects
     7233- TBD.
     7234
     7235
     7236List: Maps: Types: Steppe
     7237
     72383.3. Steppe
     7239
     7240* Region: Those lands north of the Black Sea and extending eastward, and the area of the Anatolian Plateau interior of Turkey.
     7241
     7242* Characteristics:
     7243- Occasional low hills
     7244- Mostly broad plains.
     7245- Drier than Temperate.
     7246- Mostly grasslands with small leaf deciduous forest groves along nearby watercourses.
     7247- Some conifer groves atop low hilltops to moderately high elevations.
     7248- Mainly a plain to rolling hills aspect
     7249- Steppe biome maps are limited to an elevation height of mid-level and below, low level.
     7250- May snow frequently in winter.
     7251- Ice floes can appear in winter.
     7252- Infrequent rains during spring, summer, autumn.
     7253- Light on both wood and stone, normal for ore, and heavily endowed with herd animals.
     7254- An open map that is relatively hard to defend.
     7255
     7256* Typical Steppe type variations:
     7257*Fortress
     7258*Nomadic
     7259*Herocide
     7260
     7261* Packeting Parameters:
     7262*Elevation Meshes
     7263- Primary (Lowlands).
     7264- Secondary (Midlands).
     7265- Quaternary (Ocean Floor).
     7266*Terrain Textures
     7267- DIRT1
     7268- DIRT3
     7269- GRASS3
     7270- SAND2
     7271- FORFLOOR3
     7272- ROAD1
     7273- ROAD2
     7274- WATER1
     7275- WATER2
     7276- WATER3
     7277- RIVER2
     7278- RIVER3
     7279- RIVER4
     7280- RIVER5
     7281- RIVER6
     7282*Flora Tree Objects
     7283- TREE20
     7284- TREE26
     7285- TREE34
     7286- TREE35
     7287- TREE36
     7288- TREE37
     7289- TREE41
     7290- TREE42
     7291*Flora Plant Objects
     7292- PLANT3
     7293- PLANT4
     7294- PLANT5
     7295- PLANT17
     7296- PLANT18
     7297- PLANT22
     7298*Fauna Objects
     7299- ANIMAL4
     7300- ANIMAL6
     7301- ANIMAL9
     7302- ANIMAL14
     7303- ANIMAL16
     7304- ANIMAL19
     7305- ANIMAL21
     7306- ANIMAL25
     7307- ANIMAL26
     7308- ANIMAL29
     7309- ANIMAL30
     7310- ANIMAL31
     7311- ANIMAL35
     7312- ANIMAL37
     7313- ANIMAL39
     7314- ANIMAL41
     7315- ANIMAL42
     7316- ANIMAL43
     7317*Geological Objects
     7318- GEOLOGICAL1
     7319- GEOLOGICAL3
     7320- GEOLOGICAL4
     7321- GEOLOGICAL5
     7322- GEOLOGICAL6
     7323- GEOLOGICAL7
     7324- GEOLOGICAL12
     7325- GEOLOGICAL19
     7326- GEOLOGICAL26
     7327
     7328* Steppe Land types:
     73293.3.1. Anatolian Plateau
     7330
     7331- Archetypical land steppe map.
     7332- Broadly open and indefensible.
     7333- Civ Territories divided as appropriate to the map.
     7334
     7335* Steppe Water types:
     73363.3.2. The Crimea
     7337
     7338- Coastal type map.
     7339- Only a narrow isthmus connecting it to the northern edge of the map.
     7340- Relatively mountainous hinterland with some stream drainage generally not navigable due to rocky fords.
     7341- Civs are territorially arranged around the peninsula.
     73423.3.3. Black Sea
     7343
     7344- Similar to the Mediterranean map in AoK except:
     7345- It has the steppe motif for the adjacent landforms.
     7346- Watercourse inlet and outlet at both north (Azov channel) and south (Bosporus) and east (river in Georgia) and west (Danube delta) edges.
     7347- It is more in the way of wooded to the southerly side of the sea than to northerly, though the northerly is better endowed with animals.
     7348- Civs are territorially arranged around the central sea.
     73493.3.4. Black Sea Shallows
     7350
     7351- Same as Black Sea except that there are shallows crossing each ot the watercourses breaking up the landmass into four quadrants at north, south, east, and west edges of the map.
     7352
     7353
     7354List: Maps: Types: Temperate
     7355
     73563.2. Temperate
     7357
     7358* Region: Europe north of the Alps. Ranging from the Urals west to the British Isles and on down into northern 4/5th of France and the northwest portion of coastal Spain.
     7359
     7360* Characteristics:
     7361- On the wet side with rolling hills, knobs, and plains with mixed conifer/deciduous broad-leafed forest.
     7362- May be heavily forested or open.
     7363- Marshlands on more open plains near watercourses or coastal Netherlands.
     7364- May snow in winter; rains periodically at all other seasons of the year.
     7365- Can have large rivers and some lakes.
     7366- Can have some cliffs intersecting ranges of hills permitting the passage of rivers through cuts.
     7367- Temperate may be heavy in wood and animals but is otherwise normally endowed with stone and ore.
     7368- It is usually a reasonably good defensive map.
     7369- This map also makes for an excellent watermap for such as coastal, continental, and islands type maps.
     7370
     7371* Typical Temperate type variations:
     7372*Fortress Eire & Albion (fortresses are sited atop mounds, access is normally open)
     7373*Fortress Cantabrian Highlands (fortresses are sited atop hilltop heights, access may be reduced somewhat by adjacent forest on slopes)
     7374*Fortress (any)
     7375*Nomadic
     7376*Herocide
     7377
     7378* Packeting Parameters:
     7379*Elevation Meshes
     7380- Primary (Lowlands).
     7381- Secondary (Midlands).
     7382- Tertiary (Highlands).
     7383- Quaternary (Ocean Floor).
     7384*Terrain Textures
     7385- DIRT1
     7386- DIRT2
     7387- GRASS1
     7388- SAND2
     7389- FORFLOOR2
     7390- ROAD1
     7391- ROAD2
     7392- WATER1
     7393- WATER2
     7394- WATER3
     7395- RIVER1
     7396- RIVER2
     7397- RIVER3
     7398- RIVER4
     7399- RIVER5
     7400- RIVER6
     7401- ICE1
     7402*Flora Tree Objects
     7403- TREE12
     7404- TREE23
     7405- TREE25
     7406- TREE26
     7407- TREE29
     7408- TREE30
     7409- TREE35
     7410- TREE36
     7411- TREE37
     7412- TREE38
     7413- TREE41
     7414- TREE42
     7415*Flora Plant Objects
     7416- PLANT1
     7417- PLANT3
     7418- PLANT4
     7419- PLANT5
     7420- PLANT6
     7421- PLANT15
     7422- PLANT17
     7423- PLANT18
     7424*Fauna Objects
     7425- ANIMAL4
     7426- ANIMAL6
     7427- ANIMAL8
     7428- ANIMAL9
     7429- ANIMAL10
     7430- ANIMAL14
     7431- ANIMAL17
     7432- ANIMAL19
     7433- ANIMAL21
     7434- ANIMAL25
     7435- ANIMAL26
     7436- ANIMAL28
     7437- ANIMAL29
     7438- ANIMAL30
     7439- ANIMAL35
     7440- ANIMAL37
     7441- ANIMAL39
     7442- ANIMAL42
     7443- ANIMAL43
     7444*Geological Objects
     7445- GEOLOGICAL1
     7446- GEOLOGICAL3
     7447- GEOLOGICAL4
     7448- GEOLOGICAL5
     7449- GEOLOGICAL6
     7450- GEOLOGICAL7
     7451- GEOLOGICAL11
     7452- GEOLOGICAL12
     7453- GEOLOGICAL13
     7454- GEOLOGICAL14
     7455- GEOLOGICAL16
     7456- GEOLOGICAL18
     7457- GEOLOGICAL25
     7458- GEOLOGICAL26
     7459
     7460* Temperate Land types:
     74613.2.1. Cantabrian Highlands
     7462
     7463Detail View
     7464- Characterised by mid to relatively high hill lands.
     7465- Many heights have non-forested buildable space at their tops.
     7466- Some valleys also good for building.
     7467- Well wooded and watered
     7468- Other resources good.
     7469- Watercourses periodically shallowed or have rocky fords.
     7470- Civ Territories are divided as appropriate to the map.
     74713.2.2. Ardennes Forest
     7472
     7473- Similar to Black Forest in AoK.
     7474- Densely forested.
     7475- Variable-sized pocket clearings and narrow passages hugely over-endowed with Wood.
     7476- Other resources normal.
     7477- Civ Territories are divided as appropriate to the map via passageways through forested area.
     74783.2.3. Lorraine Plain
     7479
     7480- Cut through the centre by the Loire River traversing east-west with some shallows.
     7481- Fairly open-wooded and basically flat
     7482- Plenty of building room.
     7483- Well balanced resources.
     7484- Civ Territories are divided by main river and tributaries (with necessary shallows for crossings).
     7485
     7486* Temperate Water types:
     74873.2.4. Eire & Albion
     7488
     7489- Islands type map.
     7490- Two main islands oriented north-south but east and west of one another, one slightly smaller than the other.
     7491- Coastlines typically have a lot of cliffs with occasional breaks in them that may or may not be at river mouths.
     7492- Some smaller islands spotted in the channel between and to the east and north.
     7493- Nicely balanced for resources.
     7494- Civ Territories are allocated commensurate to space on the two larger islands.
     74953.2.5. English Channel
     7496
     7497- Albion and Gaul juxtaposed across the English Channel.
     7498- Coastlines typically have a lot of cliffs with occasional breaks in them that may or may not be at river mouths.
     7499- Civ Territories are divided between one landmass and the other with north-south separation provided by watercourses on land with occasional shallows.
     7500- Civ Territories divided by water features as appropriate.
     75013.2.6. Rhine Marshlands
     7502
     7503- The Netherlands.
     7504- Generally on an east-west orientation.
     7505- The map has many shallows crossing marshes and limited building space.
     7506- Open ocean lies to the west.
     7507- There are few beaches with adjacent land where ports can be developed.
     7508- Is a hard map to defend on so strategy must be aggressive.
     7509- Civ Territories are divided as appropriate to the map.
     7510
     7511
     7512XML: Cliff
     7513
     7514A cliff is a special kind of object that distorts the land mesh into a certain raised shape, and paints texture objects onto various parts of the cliff area.
     7515
     7516
     7517
     7518Icon
     7519
     7520BRIEF DESCRIPTION ::The sprite name of the icon to display for this cliff.
     7521
     7522Top
     7523
     7524BRIEF DESCRIPTION ::Paints the surface (the area above the wall) of the cliff with this terrain object. Passability info determines whether units can walk over the top of the cliff.
     7525
     7526Side
     7527
     7528BRIEF DESCRIPTION ::Paints the wall (the typically impassable side) of the cliff with this terrain object. Passability info determines whether units can walk up the side of the cliff.
     7529
     7530Edge
     7531
     7532BRIEF DESCRIPTION ::Paints the base (the bottom that touches the land's original terrain) of the cliff with this terrain object.
     7533
     7534Height
     7535
     7536BRIEF DESCRIPTION ::How tall the cliff is. Similar to water depth. The higher the number, the greater the terrain is raised when the cliff is placed.
     7537
     7538Style
     7539
     7540BRIEF DESCRIPTION ::The shape of the cliff.
     7541
     7542Determines the style in which the cliff area is distorted. Examples include "mesa" (shallow sides, flat top), "plateau" (similar to "mesa", but covering a wider area), "hill" (rounded top) and "mountain" (craggy).
     7543
     7544Not sure how we're going to define these. Presumably this points to a style file which defines the x/y/z nodes of the cliff mesh. AoM just hardcoded its cliff shapes, so we're not sure.
     7545
     7546Smoothness
     7547
     7548BRIEF DESCRIPTION ::The number of land tiles off the cliff edge to smooth when the cliff is placed (creates a more gradual incline from the surrounding terrain).
     7549
     7550Example:
     7551
     7552CODE
     7553
     7554<cliff Tag="Greek Cliff" Parent="Cliff"
     7555       icon="GCliff64"
     7556       top="grassdirt25"
     7557       side="CliffGreekA"
     7558       edge="grassdirt50"
     7559       height="2.0"
     7560       style="hill"
     7561       smoothness=""
     7562></cliff>
     7563
     7564
     7565
     7566XML: Formation
     7567
     7568A formation is a collection of specific units that receive special bonuses.
     7569
     7570Note that formations differ from groups (multiple units selected at the same time which can be commanded as one). A formation is a special state applied to a group of compatible units.
     7571
     7572Formations are used for strategic military engagements, have distinct limits on the number and type of units that can enter them, and distinct advantages to doing so. This encourages use of small, tactical formations for specific purposes, more effective than a larger, unruly mob.
     7573
     7574Bonus
     7575
     7576BRIEF DESCRIPTION ::The attribute that is bonused.
     7577
     7578This defines what attribues may be bonused.
     7579
     7580Typically the following attributes could be affected:
     7581
     7582Move.Speed
     7583Health.Hitpoints
     7584Health.Regen
     7585Armour.Value
     7586Vision.LOS
     7587Attack.Accuracy
     7588Attack.Damage
     7589Attack.Speed
     7590Attack.Range
     7591
     7592BonusType
     7593
     7594BRIEF DESCRIPTION:: The entity type that is bonused.
     7595
     7596This defines what entities in the formation will receive the bonus. These are defined by the entity's Id properties: Id.Type or Id.Generic.
     7597
     7598BonusValue
     7599
     7600BRIEF DESCRIPTION:: The value of the bonus
     7601
     7602This is the percentage of the bonus. If it is a value of .2 that gives a 20% bonus.
     7603
     7604Penalty
     7605
     7606BRIEF DESCRIPTION ::The attribute that is penalised.
     7607
     7608This defines what attributes may be penalised.
     7609
     7610Typically the following attributes could be affected:
     7611
     7612Move.Speed
     7613Health.Hitpoints
     7614Health.Regen
     7615Armour.Value
     7616Vision.LOS
     7617Attack.Accuracy
     7618Attack.Damage
     7619Attack.Speed
     7620Attack.Range
     7621
     7622PenaltyType
     7623
     7624BRIEF DESCRIPTION:: The entity type that is penalised.
     7625
     7626This defines what entities in the formation will receive the penalty. These are defined by the entities Id properties: Id.Type or Id.Generic.
     7627
     7628PenaltyValue
     7629
     7630BRIEF DESCRIPTION:: The value of the penalty.
     7631
     7632This is the percentage of the bonus. If it is a value of .1 that gives a 10% penalty.
     7633
     7634The penalty should always have less effect than the bonus. It's a give and a take situation that must give more than it takes, otherwise nobody will use the formation. We take in order to preserve balance and historical accuracy in military tactics.
     7635
     7636Width
     7637
     7638BRIEF DESCRIPTION ::The width of the formation.
     7639
     7640Theoretically, we would not need this for attributes of formations, but we will need it for groups that do not use the Formation.Order attribute.
     7641
     7642Required
     7643
     7644BRIEF DESCRIPTION ::The number of units required to make this formation.
     7645
     7646This specifies the minimun number of required units before it drops to the previous formation. See Prior for more details.
     7647
     7648Next
     7649
     7650BRIEF DESCRIPTION ::Points to the tag of the next formation after the formation cap is reached.
     7651
     7652In order to perserve the shape of the formations and their filling order, it is necessary to have a progression of formation 'shapes'. This attribute points to the next formation XML file that should be used if the number of entities exceeds the number of entity slots in the current formation.
     7653
     7654Prior
     7655
     7656BRIEF DESCRIPTION ::Points to the tag of the previous formation if the number of entities in the formation is not met.
     7657
     7658As the number of entities decreases, the formation must change to compensate for the 'gaps'. This points to the previous formation which has the proper configuration for the smaller quantity of entities. If this attribute does not exist, then it it means the formation is disbanded if the requirements are not met.
     7659
     7660Movement
     7661
     7662BRIEF DESCRIPTION ::The group form it takes when they are moving to a waypoint.
     7663
     7664When a formation is ordered to a waypoint, this attribute specifies what formation/group pattern they form when going to that destination. When they arrive at the waypoint, they revert back to their original formation.
     7665
     7666Note: this only affects movement to a waypoint; the formation does not change when ordered to attack. It retains its formation while it advances to attack.
     7667
     7668If this attribute is not specified, it retains its formation even in movement (such as testudo or phalanx).
     7669
     7670Category
     7671
     7672BRIEF DESCRIPTION ::The entity allowed at position.
     7673
     7674This corresponds to Entity.Formation.Category. This specifies what entity may go in what position.
     7675
     7676Some positions may be filled by multiple entity categories. The precedence of what goes in what position is: lead=>melee=>ranged=>support.
     7677
     7678So if a ranged unit is in a slot that a melee unit can fit in, then it bumps it to another ranged position. If there is no position available the ranged unit gets bumped out of the formation or the formation goes to the Next formation where an open slot would be available.
     7679
     7680Order
     7681
     7682BRIEF DESCRIPTION ::Entity position fill order.
     7683
     7684Order defines the fill order of the entities. The engine needs to check if the entity is allowed to partake in the formation, then it checks to see what Formation.Category it is, then it checks the positions to see if there is an available slot in this following order. If there is, it's added, if there isn't, it's not allowed to be added.
     7685
     7686fl
     7687
     7688BRIEF DESCRIPTION ::File, a row of entities.
     7689
     7690fl stands for file. This specifies a row of entities.
     7691
     7692rk
     7693
     7694BRIEF DESCRIPTION ::Rank, a position (cell) in a file (row).
     7695
     7696rk stands for rank. This specifies a slot in a row of entities.
     7697
     7698Example:
     7699
     7700CODE
     7701
     7702<formation Tag="Form Box 2"
     7703   bonus="stat.armour"
     7704   bonustype="unitmelee"
     7705   bonusval=".2"
     7706   penalty="move.rate"
     7707   penaltytype="unitmech,unitnonmech"
     7708   penaltyval=".1"
     7709   width="5"
     7710   required="10"
     7711   next="Form Box 3"
     7712   prior="Form Box 1"
     7713   movement="Group Line"
     7714
     7715   <fl category="melee">
     7716     <rk order="1"></rk>
     7717     <rk order="10"></rk>
     7718     <rk order="2"></rk>
     7719     <rk order="11"></rk>
     7720     <rk order="3"></rk>
     7721   </fl>
     7722   <fl category="melee">
     7723     <rk order="12"></rk>
     7724     <rk category="melee, ranged" order="18"></rk>
     7725     <rk category="melee, ranged" order="22"></rk>
     7726     <rk category="melee, ranged" order="19"></rk>
     7727     <rk order="13"></rk>
     7728   </fl>
     7729   <fl category="melee">
     7730     <rk order="4"></rk>
     7731     <rk category="melee, ranged" order="23"></rk>
     7732     <rk category="support, lead, ranged" order="5"></rk>
     7733     <rk category="melee, ranged" order="24"></rk>
     7734     <rk order="6"></rk>
     7735   </fl>
     7736   <fl category="melee">
     7737     <rk order="14"></rk>
     7738     <rk category="melee, ranged" order="20"></rk>
     7739     <rk category="melee, ranged" order="25"></rk>
     7740     <rk category="melee, ranged" order="21"></rk>
     7741     <rk order="15"></rk>
     7742   </fl>
     7743   <fl category="melee">
     7744     <rk order="7"></rk>
     7745     <rk order="16"></rk>
     7746     <rk order="8"></rk>
     7747     <rk order="17"></rk>
     7748     <rk order="9"></rk>
     7749   </fl>
     7750></formation
     7751
     7752
     7753QUOTE
     7754FORMATIONS
     7755
     7756Historian Article: Basic Formations and Movements
     7757
     77581. FORMATION CHARACTERISTICS
     7759
     7760SPEED
     7761* Formations can only move at the speed (MR) of the slowest unit within them.
     7762
     7763MOVEMENT INTERRUPTION
     7764* Moving formations, commanded over distance to go from point-to-point, are incapable of attack while moving (unless it's a special unit trait - Parthian cavalry archers, elephants, chariots).
     7765
     7766IDLE ORIENTATION
     7767* Idle formations will orientate themselves with the vector from their prior waypoint
     7768
     7769ATTACK
     7770* The formation's Attack command targets an area, and not a specific unit.  The units in a formation will then advance (if needed and if allowed by their AI stance) and attack according to their optimal RPS dynamics vs. their enemies in that area. 
     7771
     7772CONTROL
     7773* Most Formations can be constituted without being placed under control group numbers (Ctrl+...num).
     7774* Units can be added to formation by using a GUI 'join' command.
     7775
     7776FORMATION POSITIONS
     7777* Melee - Foot Hackers.
     7778* Protected - Units that should be protected - Healers, Female Citizens, etc.
     7779* Ranged - Ranged Units.
     7780* Lead - Hero units (and later in Part II, morale units)
     7781
     77822. FORMATION TYPES
     7783
     7784Graphical Representation
     7785
     7786BOX
     7787
     7788Minimum Number Required: 9
     7789Available to Classes: UnitMechanical, UnitMilitary, UnitSupport, Hero
     7790Bonus: Melee Armour.
     7791Debonus: Movement Rate.
     7792Special: N/A.
     7793Explanation: The Box Formation is typically used to surround units within it that are weaker, more vulnerable, or of high value to the player.  A formation with a defensive posture, that is good to use as a 'last stand'.
     7794
     7795CLOSED COLUMN
     7796
     7797Minimum Number Required: 9
     7798Available to Classes: UnitMilitary, UnitSupport, Hero
     7799Bonus: Movement Rate.
     7800Debonus: Melee Armour.
     7801Special: Width of 3 max
     7802Explanation:
     7803- Basic formation for rapid unit distance movement.
     7804- The stongest units assemble to the front of the column.
     7805
     7806CLOSED LINE
     7807
     7808Minimum Number Required: 9
     7809Available to Classes: UnitMechanical, UnitMilitary, Hero
     7810FormationCategory Positions
     7811* Melee = front.
     7812* Mobile = front.
     7813* Protected = back.
     7814* Ranged = middle/back.
     7815Bonus: Pierce Attack, Melee Attack.
     7816Debonus: Movement Rate, Pierce Armour.
     7817Special: Depth of 3 max, Closely Packed Together.
     7818Explanation:
     7819- The basic battle line.
     7820- Strongest units form to the front rank; if mixed hacker and ranged, melee to the front.
     7821
     7822OPEN COLUMN
     7823
     7824Bonus: Pierce Armour.
     7825Debonus: Melee Armour.
     7826Special: Width of 3 max, Loose formation.
     7827Explanation:
     7828- Like closed column, but staggered for protection against ranged attack and splash damage
     7829
     7830OPEN LINE
     7831
     7832Bonus: Pierce Armour, Crush Armour.
     7833Debonus: Movement Rate, Melee Armour.
     7834Special: Depth of 3 max, Loose formation.
     7835Explanation:
     7836- Like closed line, but staggered for protection against ranged attack and splash damage
     7837
     7838SKIRMISH
     7839
     7840Minimum Number Required: 9
     7841Available to Classes: UnitRanged
     7842Bonus: Movement Rate, Attack Rate, LOS.
     7843Debonus: Melee Armour.
     7844Special: Evades Enemy, max depth of 2 (terrain permitting).
     7845Explanation:
     7846- Resembles an Open Line
     7847- Limited to ranged units
     7848- Ideally, these guys will run up to within their range of the enemy, fire their weapon, then retreat then continue the cycle.
     7849
     7850FLYING WEDGE
     7851
     7852Minimum Number Required: 9.
     7853Available to Classes: UnitMechanical, UnitMilitary, UnitMedic, Hero
     7854Bonus: Movement Rate, Melee Attack.
     7855Debonus: Pierce Armour.
     7856Special:
     7857- Semi-unique to the 'barbarous' Celts and Iberians.
     7858- Protected go to the back middle.
     7859Explanation:
     7860- A break-through formation, mainly used by hackers.
     7861
     7862TESTUDO
     7863
     7864Minimum Number Required: 9.
     7865Available to Classes: FootSword
     7866Bonus: Armour
     7867Debonus: Movement Rate.
     7868Special:
     7869- Unique To Romans.
     7870Explanation:
     7871- The turtle formation.
     7872- Unable to attack while in this formation.
     7873- Ultra high resistance to attack.
     7874- Cannot enter Flank.
     7875- Retains its formation in movement, and very slow
     7876
     7877PHALANX
     7878
     7879Minimum Number Required: 12
     7880Available to Classes: FootSpearman
     7881Bonus: Armour
     7882Debonus: Movement Rate.
     7883Special: Unique To Hellenes.
     7884Explanation:
     7885- The standard phalanx of the Greek/Macedonian era
     7886- Retains its formation in movement, and slow
     7887
     7888
     7889XML: Terrain
     7890
     7891Terrain can be defined as the ground plane. It is the basic tile based foundation that establishes the game world. This document defines those attributes.
     7892
     7893The placement of what texture goes where is defined by random map script or a map editor. They will be able to control troop movement, structure placement, ambush points, strategic harbours, and impassable mountain ranges with these tools.
     7894
     7895There are going to be lots of different terrains, and many of them will share similar attributes. To reduce the hassle of creating XML for each terrain tile, terrain XML should have the following support:
     7896Multiple terrain objects can be stored in the same XML file (separated by their <terrain> tags).
     7897Multiple terrain XML files can be read from the same folder.
     7898Terrains can inherit attributes from other terrains by specifying a "parent" (see the section on inheritance in the XML Header Overview).
     7899Skin
     7900
     7901BRIEF DESCRIPTION ::Specifies the name and path of the terrain's texture. Note that the icon for the terrain is automatically generated as a thumbnail of this image.
     7902
     7903Animated textures can be specified here. This feature could be used for all sorts of effects: waterfalls, water effects, UI effects, fire, conveyor belts, skyboxes.
     7904
     7905Dirt
     7906- dirt1 - bare
     7907- dirt2 - cracked
     7908- dirt3 – mud
     7909
     7910Grass
     7911- grass1 - plain
     7912- grass2 - lush
     7913- grass3 - long
     7914- grass4 - weeds
     7915- grass5 – short/long mix
     7916- grass6 – bunched dry
     7917- grass7 – yellow
     7918- grass8 – dark tufts
     7919- grass9 – mixed greens, weeds
     7920
     7921Sand
     7922- sand1 - plain
     7923- sand2 - rippled
     7924- sand3 – rough, rocky
     7925
     7926Forrest
     7927- forest1 – leafy
     7928- forest2 – needles
     7929- forest3 – fronds
     7930- forest4 – scrub
     7931- forest5 – logged
     7932
     7933Road
     7934- road1 – Persian
     7935- road2 – Roman
     7936- road3 – Hellenic
     7937- road4 – Celtic
     7938- road5 – Carthaginian
     7939- road6 – Iberian
     7940- road7 – gravel - gray
     7941- road8 – gravel - brown
     7942
     7943Water Sub-Terrain
     7944- coral1 - brown
     7945- coral2 - turquoise
     7946- coral3 - red
     7947- rock1 - light
     7948- rock2 - medium
     7949- rock3 - dark
     7950- pebble1 - small
     7951- pebble2 - large
     7952
     7953Beach
     7954- sand1
     7955- sand2
     7956- sand3
     7957
     7958Cliff
     7959- cliff1 - brown
     7960- cliff2 – brown, vegetation
     7961- cliff3 – brown, cracks
     7962- cliff4 - gray
     7963- cliff5 – gray, vegetation
     7964- cliff6 – gray, cracks
     7965
     7966Special
     7967- furrows1 – dirt
     7968- furrows2 – dirt, small plants
     7969- furrows3 – dirt, large plants
     7970- black
     7971- lava
     7972- structure – under structures
     7973
     7974MMap
     7975
     7976BRIEF DESCRIPTION ::The RGB colour used to represent this terrain on the Mini Map.
     7977
     7978Note: If no value is specified, then the terrain colour is determined by finding the primary colour used in the skin, as in the current highly cool ScEd.
     7979
     7980Group
     7981
     7982BRIEF DESCRIPTION ::The types/classes/groups to which this terrain belongs.
     7983
     7984Used when painting by random group, and to specify under what categories it appears in the Editor. For example, if the user is painting group "Arid Grass", it'll randomly pick terrains with this type to paint. Actors like trees should use the same principle (eg an Oak Tree group for all oak trees).
     7985
     7986Properties
     7987
     7988BRIEF DESCRIPTION ::List of special properties for the terrain.
     7989
     7990For example, "buildable" means that structures can be built on the terrain, assuming that it is flat enough.
     7991
     7992Passable
     7993
     7994BRIEF DESCRIPTION ::Defines that a certain type of unit can move over this terrain, and the effects the terrain applies when the unit is moving over it.
     7995
     7996A terrain can have multiple Passable attributes to define different behaviours for different unit types walking over it.
     7997
     7998
     7999
     8000(Note that special actors that combine multiple terrain objects (such as water and cliffs) simply use the passable attributes for those terrains. For example, the only thing stopping units from walking up the wall of a cliff is that the wall terrain is impassable to units. Equally, the appropriate surface and shore terrains determine what units and ships can walk on the different areas of a water object.)
     8001
     8002A Passable attribute consists of:
     8003Type: The category of unit(s) that can pass over this terrain (determined by the entity's Id.Type).
     8004Speed: A percentage modifier to the unit's movement rate when moving over this terrain. 100% uses the unit's default movement rate. Higher numbers increase the unit's speed. Lower numbers decrease the unit's speed.
     8005Effect:: A list of special effects that occur when the unit is walking over this terrain. Effects include:
     8006Dust: eg sand, dry dirt. Clouds of dust particles appear around the entity as it moves over the terrain.
     8007Tracks: eg mud, wet dirt. Entities leave tracks on the terrain as they move. This is dependent upon the entity type. For example, foot units leave footprints, cavalry leave hoofprints, while wheeled units cut grooves into the ground.
     8008Splash: eg shallows, mud.
     8009Wakes: eg deep water. Ripples and wave deformations of the water mesh.
     8010QUOTE
     8011These are the general rules for terrain movement:
     8012
     8013
     8014
     8015
     8016Normal (undefined)
     8017Units – movement of any entity except ships.
     8018Structures – construction of any structure except Docks.
     8019
     8020
     8021
     8022
     8023Shallows
     8024Units – movement of any entity with feet (UnitNonMechanical).
     8025Structures - only the construction of water structures that may be
     8026built in the shallows (StructWallW, StructTowerW, Dock).
     8027
     8028A special note about the shallow type.  The first image shows some nuances of the shallow water. See that though the water is visually ‘shallow’ in a certain region of that picture… it isn’t ‘shallow type’ because it doesn’t have the correct shallow texture type (designated by the difference in the skin appearance).  In other words, 2 things must be in order before a
     8029terrain is considered shallow. It must not be too deep (elevation difference of the Z axis), and it must be the shallow terrain type.
     8030
     8031
     8032
     8033
     8034Water
     8035Units – movement only by ships (UnitShips).
     8036Structures – no structures may be built.
     8037
     8038
     8039
     8040
     8041Forest
     8042Units – only units with the Boolean attribute of walking in forests may walk in Forest type.
     8043Structures – no structures may be built.
     8044
     8045A special note about the forest type.  When a tree is placed on the terrain, the tile that the tree is placed on has the terrain’s secondary texture skin changed to a forest type.  When a cluster of trees are placed in adjacent tiles it changes the terrain enough to make a ‘closed’ forest terrain which means that all eight tiles around it also have a tree on them.  When that is the case, the terrain is now of the forest type and there are special permissions applied to it.
     8046
     8047
     8048
     8049
     8050
     8051
     8052Cliff
     8053Units – no unit may traverse.
     8054Structures – no structure may be built.
     8055
     8056
     8057
     8058
     8059
     8060
     8061Doodad
     8062
     8063BRIEF DESCRIPTION ::Doodads/goobers/decals that get randomly sprinkled over this terrain. Similar to props, except they aren't bonded to specific sockets.
     8064
     8065Useful for beautifying terrain and breaking up patterns in the texture (cacti, plants, lilies, reeds).
     8066
     8067Like the Passable attributes, a terrain can have multiple doodads.
     8068
     8069A Doodad attribute consists of:
     8070Name: The name of the prop or decal actor that can be placed.
     8071Max: Determines the maximum quantity of this doodad that could placed on the terrain (a random number of doodads is chosen when terrain is placed; this is the cap on that number, 0-max). Higher numbers have a higher likelihood of getting more doodads.
     8072Example:
     8073
     8074CODE
     8075
     8076<terrain tag="GrassRoughB" parent="GrassRoughA"
     8077       skin="textures/terrain/water/GrassRoughB.dds"
     8078       mmap="100, 200, 250"                         
     8079       type="grass, roughgrass"
     8080       properties="buildable"
     8081       <passable type="siege" speed="80" effect="grooves, dust"/>
     8082       <passable type="wheeled" speed="75" effect="grooves, dust"/>
     8083       <passable type="mounted" speed="90" effect="tracks, dust"/>
     8084       <passable type="foot" speed="102" effect="footprints, dust"/>
     8085       <doodad name="Shrub1" max="2">
     8086       <doodad name="Stone2" max="3">
     8087       <doodad name="Stone3" max="3">
     8088       <doodad name="Flower1" max="2">
     8089       <event on="WalkOver" ![CDATA[    // When something walks on the terrain,
     8090           walker.SetAnimation("onfire",3);
     8091           Destroy(walker, "FireDeath");  // Set the unit walking on it on fire, just for the hell of it.
     8092       ]]></event>
     8093></terrain>
     8094
     8095
     8096
     8097XML: Water
     8098
     8099Our goal is to accomplish a similar water appearance to this:
     8100
     8101http://wildfiregames.com/~gamedesign/water/tech01.jpg
     8102Elevation: The water uses a separately deformable heightmap, so that the water mesh can vary in height throughout the map. When the watermap is lower than the terrainmap, we have dry land; when higher, a water area occurs in that space.
     8103Terrains: Like cliffs, waters consist of several textures for the different areas of the water object, and so things like what units can move over water are determined by the terrains used.
     8104Blending: The different water types need to blend in a natural way (eg shore into shallows into deep water). We can calculate this taking the distance between the terrain plane and water plane to create a viscosity factor (the greater the difference between the two heightmaps, the darker the water) and blend factor (how much deep water texture, how much shallow water texture).
     8105Ripples: The water mesh should "shimmer" (deform motion on the surface and edges, with ripples and waves, noise distortion). It should be reflected and lit.
     8106Slopes: We won't be able to have sharp drops in water elevation and make it look good (textures will be severely stretched). But then, they don't occur in nature all that often anyway. For things like waterfalls, we'll have waterfall gaia objects that we can place between two rivers of differing height to hide the sharp drop.
     8107Waves: Animated foam sprites on the water surface (eg AoM, War3) don't really fit the hyper-realistic art style that the artists want to achieve, so we won't do them. We'll distort the mesh along the shoreline instead, attempting to create mesh-based waves.[list]The sprite name of the icon to display for this water.
     8108Icon
     8109
     8110BRIEF DESCRIPTION :: The sprite name of the icon to display for this water.
     8111
     8112Surface
     8113
     8114BRIEF DESCRIPTION :: The terrain object that gets placed on the surface of the water mesh.
     8115
     8116Consists of two sub-tags:
     8117Terrain: The name of the painted terrain object.
     8118Area: The percentage of the water area that uses this texture (range 0..1).
     8119Bank
     8120
     8121BRIEF DESCRIPTION :: The terrain object that gets placed on the edge of the water (typically shallows).
     8122
     8123Consists of two sub-tags:
     8124Terrain: The name of the painted terrain object.
     8125Area: The percentage of the water area that uses this texture (range 0..1).
     8126OuterBank
     8127
     8128BRIEF DESCRIPTION :: The terrain object that gets placed on the outer edge of the water (typically the shore).
     8129
     8130Consists of two sub-tags:
     8131Terrain: The name of the painted terrain object.
     8132Area: The percentage of the water area that uses this texture (range 0..1).
     8133Layer
     8134
     8135BRIEF DESCRIPTION :: A terrain that gets layered on the water when it reaches a certain depth. Layers occupy the same area as the "surface" terrain, just at a different depth.
     8136
     8137A water can have any number of water terrain layers. These typically are only used for deep expanses of water (ie oceans). Rivers don't tend to have them, except maybe a "bottom" layer.
     8138
     8139Consists of two sub-tags:
     8140Terrain: The name of the painted terrain object.
     8141Distance: The distance specifies how deep the water must be before this terrain is painted. The value "bottom" is a special distance that always appears on the very bottom of the water (it gets painted over the land mesh that's under the water), irrespective of depth. Note that if no bottom terrain is specified, the land will retain whatever texture was already applied when the water was painted.
     8142Colour
     8143
     8144BRIEF DESCRIPTION :: RGB colour of water transparency.
     8145
     8146This is used to tint the water a certain colour eg light blue coastal water, or dark blue deep ocean water. Shallow water would have a lighter coloured plane than deep water.
     8147
     8148Depth
     8149
     8150BRIEF DESCRIPTION ::Specifies how deep the water is. 4.0 means the water is 4 metres under the land terrain when applied.
     8151
     8152Smoothness
     8153
     8154BRIEF DESCRIPTION ::How many land tiles off the shoreline are smoothed when the water is placed (creates more gradual incline from land to water).
     8155
     8156Example:
     8157
     8158CODE
     8159
     8160<water Tag="North Atlantic Ocean" Parent="Ocean"
     8161       icon="nocean64"
     8162       <surface area="0.5" terrain="water"/>
     8163       <bank area="0.1" terrain="RiverSandyB"/>
     8164       <outerbank area="0.4" terrain="RiverSandyB"/>
     8165       <layer distance="bottom" terrain="RiverSandyA"/>
     8166       <layer distance="8.0" terrain="ShorelineAtlanticA"/>
     8167       <layer distance="12.0" terrain="UnderwaterIceA"/>
     8168       <layer distance="14.0" terrain="UnderwaterIceB"/>
     8169       <layer distance="16.0" terrain="UnderwaterIceC"/>
     8170       <layer distance="18.0" terrain="black"/>
     8171       colour="0 175 235"
     8172       depth="3.0"
     8173       smoothness="1"
     8174></water>
     8175
     8176
     8177QUOTE
     8178WATER
     8179
     8180Water colour will be based on a RGB colour picker tool. Water is alpha faded based on the depth of the terrain.  If any of the water has a degree of opacity to it, it is considered Shallow Water.  If it is opaque, then the water is considered Water.  Shallow Water has 3 different types with simply differentiated by visual effects and movement rates.  The map maker or RMS scripter may also choose the textures that lie below the water’s surface. 
     8181
     8182Water Sub-Terrain Textures
     8183- coral 1
     8184- coral 2
     8185- coral 3
     8186- rock 1
     8187- rock 2
     8188- rock 3
     8189- pebble1
     8190- pebble 2
     8191- sand 1
     8192- sand 2
     8193- sand 3
     8194
     8195Water Effects
     8196-       Ripple
     8197-       Wake
     8198-       Splash
     8199
     8200Suggestions for Appearances
     8201-       light blue
     8202-       dark blue
     8203-       green
     8204-       turquoise
     8205-       place gaia rocks on shore
     8206-       place sub-marine plants on terrain that is under water
     8207-       marshes consisting of multiple shallow watercourses interspersed with wetland terrain of muddy, grassy with reeds and cattails with various shallow connections.
     8208-       swamps consisting of multiple shallow watercourses interspersed with impassable hummocks of wetland terrain having jungle vegetation that is not buildable and only the scarcest of paths and shallows (for land units) and water courses for ships.
     8209-       Floating ice, and ice chunks
     8210-       Brown water
     8211
     8212Backburner Ideas
     8213-       Water puts out fire
     8214-       Mobile units afflicted with fire missile damage can be rushed to shallow water to extinguish the continued loss of hitpoints from fire.
     8215-       Rain Particles Ripple in water
     8216-       Water flow effect perpendicular to shore
     8217
     8218
     8219
     82200 A.D. Online Design Document v1.2
     8221All Information Copyright (©) 2004 Wildfire Games.