Changes between Version 2 and Version 3 of List:_Entities:_Player:_Structures


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Timestamp:
2009-07-20 17:56:08 (4 years ago)
Author:
feneur
Comment:

began formatting

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  • List:_Entities:_Player:_Structures

    v2 v3  
    11'''[[TOC]]''' 
    22 
    3 '''VILLAGE PHASE''' [[BR]][[BR]][[BR]]'''Civic Centre''' (Village Centre=>Town Centre=>City Centre) 
    4  * Requirements: Settlement. 
    5  * Footprint: 5x5. 
    6  * LOS: 1. 
    7  * Housing: +10. 
    8  * Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range. 
    9  * Train: [[BR]]=> 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ). [[BR]]=> Female Citizen. 
    10  * Advancement: [[BR]]=> Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre). [[BR]]=> Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock). 
    11  * Special: [[BR]]=> 1 per Province. [[BR]]=> Must be built on a Settlement. [[BR]]=> If destroyed, Settlement site is revealed. [[BR]]=> 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). 
     3'''VILLAGE PHASE''' [[BR]][[BR]][[BR]]'''Civic Centre''' (Village Centre=>Town Centre=>City Centre) 
    124 
    13 [[BR]][[BR]][[BR]]'''House''' 
    14  * Requirements: Village Centre. 
    15  * Footprint: 2x2. 
    16  * LOS: 1. 
    17  * Housing: +5. 
     5 * '''Requirements:''' Settlement. 
     6 * '''Footprint:''' 5x5. 
     7 * '''LOS:''' 1. 
     8 * '''Housing:''' +10. 
     9 * '''Garrison:''' 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range. 
     10 * '''Train: ''' 
     11   * 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ).  
     12   * Female Citizen. 
     13 * '''Advancement:'''  
     14   * Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre).  
     15   * Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock). 
     16 * '''Special: ''' 
     17   * 1 per Province.  
     18   * Must be built on a Settlement.  
     19   * If destroyed, Settlement site is revealed.  
     20   * 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) 
     21 
     22'''House''' 
     23 
     24 * '''Requirements: '''Village Centre. 
     25 * '''Footprint:''' 2x2. 
     26 * '''LOS:''' 1. 
     27 * '''Housing:''' +5. 
    1828 
    1929[[BR]][[BR]]'''Farmstead''' 
    20  * Requirements: Village Centre 
    21  * Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots. 
    22  * LOS: 1. 
    23  * Housing: +5. 
    24  * Garrison: 5 (Foot, Support). 
    25  * Special: [[BR]]=> 2 per Province. [[BR]]=> Vacant Lots appear at positions around it as long as they're not obstructed. 
     30 
     31 * '''Requirements:''' Village Centre 
     32 * '''Footprint:''' 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots. 
     33 * '''LOS:''' 1. 
     34 * '''Housing:''' +5. 
     35 * '''Garrison:''' 5 (Foot, Support). 
     36 * '''Special: ''' 
     37   * 2 per Province.  
     38   * Vacant Lots appear at positions around it as long as they're not obstructed. 
    2639 
    2740'''Field''' 
     41 
    2842 * Requirements: Farmstead. 
    2943 * Footprint: 3x6/6x3. 
     
    3145 * Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation. 
    3246 * Production: 
    33  * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food.[[BR]]=> Decays if left unattended (ungarrisoned) for a while. 
     47 * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food.[[BR]]=> Decays if left unattended (ungarrisoned) for a while. 
    3448 
    3549'''Corral''' 
     50 
    3651 * Requirements: Farmstead. 
    3752 * Footprint: 3x6/6x3. 
     
    3954 * Garrison: 6 (Herdable animals). All propped and perform idle/graze animation. 
    4055 * Production: 
    41  * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food. [[BR]]=> Garrisoned animals do not fatten. 
     56 * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food. [[BR]]=> Garrisoned animals do not fatten. 
    4257 
    4358[[BR]]'''Mill''' 
     59 
    4460 * Requirements: Village Centre. 
    4561 * Footprint: 3x3. 
    4662 * LOS: 1. 
    47  * Special: [[BR]]=> "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. 
     63 * Special: [[BR]]=> "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. 
    4864 
    4965[[BR]]'''Outpost''' 
     66 
    5067 * Requirements: Village Centre. 
    5168 * Footprint: 1x1. 
     
    5471 
    5572'''Wall''' 
     73 
    5674 * Requirements: Village Centre. 
    5775 * Footprint: 1x1. 
     
    6078 
    6179'''Tower''' 
     80 
    6281 * Requirements: Unbroken wall of specified length. 
    6382 * Footprint: 1x1. 
     
    6685 * Special:[[BR]]=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments. 
    6786 
    68 '''Gate''' (Upgrade) 
     87'''Gate''' (Upgrade) 
     88 
    6989 * Requirements: Unbroken wall of specified length. 
    7090 * Footprint: 1x2. 
     
    7292 * Special:[[BR]]=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments.[[BR]]=> Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed). 
    7393 
    74 '''TOWN PHASE''' [[BR]][[BR]][[BR]]'''Dock''' 
     94'''TOWN PHASE''' [[BR]][[BR]][[BR]]'''Dock''' 
     95 
    7596 * Requirements: Town Centre. 
    7697 * Footprint: 4x4. 
     
    7899 * Housing: +15. 
    79100 * Train: Merchantman, Bireme, Trireme, Quinquereme. 
    80  * Special: [[BR]]=> 1 per Province. [[BR]]=> Must be built on shoreline. [[BR]]=> Merchantmen use them as waypoints in trade route. 
     101 * Special: [[BR]]=> 1 per Province. [[BR]]=> Must be built on shoreline. [[BR]]=> Merchantmen use them as waypoints in trade route. 
    81102 
    82103[[BR]][[BR]][[BR]]'''Market''' 
     104 
    83105 * Requirements: Town Centre. 
    84106 * Footprint: 4x4. 
     
    87109 * Garrison: 10 (Traders). No prop points. 
    88110 * Train: Trader. 
    89  * Special: [[BR]]=> 1 per Province. [[BR]]=> Traders use them as waypoints in trade route. [[BR]]=> Has special market interface to barter resources. 
     111 * Special: [[BR]]=> 1 per Province. [[BR]]=> Traders use them as waypoints in trade route. [[BR]]=> Has special market interface to barter resources. 
    90112 
    91113[[BR]][[BR]][[BR]]'''Barracks''' 
     114 
    92115 * Requirements: Town Centre. 
    93116 * Footprint: 4x4. 
    94117 * LOS: 1. 
    95118 * Train:[[BR]]=> Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.[[BR]]=> Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.[[BR]]=> Onager, Ballista, Ram. 
    96  * Special: [[BR]]=> 2 per Province by default (adjustable at Session Creation). 
     119 * Special: [[BR]]=> 2 per Province by default (adjustable at Session Creation). 
    97120 
    98121[[BR]][[BR]][[BR]]'''Temple''' 
     122 
    99123 * Requirements: Town Centre. 
    100124 * Footprint: 3x3. 
     
    102126 * Housing: +5. 
    103127 * Train: => Healer. 
    104  * Special: [[BR]]=> "Heal" Aura regenerates health of nearby damaged organic units. 
     128 * Special: [[BR]]=> "Heal" Aura regenerates health of nearby damaged organic units. 
    105129 
    106 [[BR]][[BR]]'''CITY PHASE''' [[BR]][[BR]] [[BR]]'''Fortress''' 
     130[[BR]][[BR]]'''CITY PHASE''' [[BR]][[BR]] [[BR]]'''Fortress''' 
     131 
    107132 * Requirements: City Centre. 
    108133 * Footprint: 5x5. 
     
    112137 * Train:[[BR]]=> Super Infantry Unit, Super Cavalry/Siege Unit.[[BR]]=> Hero1, Hero2, Hero3. 
    113138 
    114 CODE[[BR]]<Entity Tag="Name of Entity." Parent="Entity's Parent."[[BR]]   // It uses this Actor.[[BR]]   <Actor[[BR]]       primary="Primary Actor name."[[BR]]   ></Actor>[[BR]]   <Actions>[[BR]]       // It can train/research these units and techs.[[BR]]       <Create[[BR]]           entitylist="List of entity tags it can train."[[BR]]           techlist="List of tech tags it can research."[[BR]]           construct="Modifier to the default rate of construction, if needed."[[BR]]       ></Create>[[BR]]       // This gives the Market a resource-trading interface.[[BR]]       <Barter[[BR]]           foodratio="1 (!1:1 ratio for Food.)"[[BR]]           woodratio="2 (!2:1 ratio for Wood.)"[[BR]]           stoneratio="2 !2:1 ratio for Stone.)"[[BR]]           oreratio="4 (!4:1 ratio for Ore.)"[[BR]]       ></Barter>[[BR]]       // Gates have a Lock ability to lock the Gate open or closed.[[BR]]       <Lock></Lock>[[BR]]       </Actions>[[BR]]   <Traits>[[BR]]       <Id[[BR]]           specific="Specific name of structure (civ version)."[[BR]]           generic="Generic name of structure (class version)."[[BR]]           civ="List of civilisations that can create this structure."[[BR]]           civ_code="4-character codes of civilisations that can create this structure."[[BR]]           class1="Primary class: structure."[[BR]]           class2="Secondary class: eg norm."[[BR]]           class3="Tertiary class: eg military."[[BR]]           icon="Icon name for structure's portrait."[[BR]]           rollover="Localised rollover text for GUI description."[[BR]]           history="History paragraph for GUI description."[[BR]]           type="Additional descriptor categories for structure."[[BR]]           version="Version number."[[BR]]           internal_only="false"[[BR]]           type.structure="true"[[BR]]           type ... etc[[BR]]           (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)[[BR]]       </Id>[[BR]]       // It has this ability to resist damage.[[BR]]       <Armour[[BR]]           value="Armour value."[[BR]]           crush="Crush percentage."[[BR]]           hack="Hack percentage."[[BR]]           pierce="Pierce percentage."[[BR]]       ></Armour>[[BR]]       // A couple of structures use Auras eg Mills create a Gather area, Temples heal.[[BR]]       <Aura[[BR]]           name="Name of the Aura (localised)."[[BR]]           affects="List of entity tags or groups affected by this Aura."[[BR]]           allegiance="List of player groups affected by this Aura."[[BR]]           radius="Size of Aura range."[[BR]]           time="Time target must stay in Aura before effect occurs."[[BR]]           cooldown="Time to wait before starting the timer for another target."[[BR]]           hitpoints="Target can't have more than this percentage of its hitpoints."[[BR]]           duration="How long the effect will remain on the target once applied."[[BR]]       ></Aura>[[BR]]       // Specify the logic of the Aura effect under the condition that it occurs.[[BR]]       <event on="!AuraTime" ![CDATA[ [[BR]]           // Scripting goes here.[[BR]]       ]]></event>[[BR]]       // These are the constraints under which the structure can be built.[[BR]]       <Creation[[BR]]           costfood="How much Food it will cost to build."[[BR]]           costore="How much Wood it will cost to build."[[BR]]           coststone="How much Stone it will cost to build."[[BR]]           costwood="How much Wood it will cost to build."[[BR]]           phase="The player must upgrade to this phase before he can build it."[[BR]]           req="List of other entities that must be created before he can build it."[[BR]]           time="Time it takes to build it."[[BR]]           distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."[[BR]]           limit="Player cannot have more than this number of this structure per Civ Centre."[[BR]]           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."[[BR]]           zvariance="Degree of terrain height variance permissible for the structure to be built at this location."[[BR]]           paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."[[BR]]           buildclear="If true, clears all entities in the footprint when entity is placed."[[BR]]           flattensterrain="If true, when placed, this entity flattens the terrain it sits on."[[BR]]           placeanywhere="If true, ignores collision boundaries and can be built on anything."[[BR]]       ></Creation>[[BR]]       // Units can be garrisoned and propped.[[BR]]       <Garrison[[BR]]           list="List of entity types that can garrison."[[BR]]           capacity="Number of entities that can garrison."[[BR]]           ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."[[BR]]           proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."[[BR]]           proplist="List of entities that can appear at prop points."[[BR]]           autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."[[BR]]       ></Garrison>[[BR]]       // Specify the effects applied to garrisoned units.[[BR]]       <event on="!GarrisonEnter" ![CDATA[ [[BR]]              // Regeneration rate is increased +1.[[BR]]              ev.target.health.regen++;[[BR]]       ]]></event>[[BR]]       <event on="!SocketEnter" ![CDATA[ [[BR]]           // If garrisoned unit is at a prop point,[[BR]]              // His LOS and attack range is +1.[[BR]]              ev.target.traits.vision.los++;[[BR]]              ev.target.traits.attack.range++;[[BR]]              // His armour is +2.[[BR]]              ev.target.traits.armour.value = ev.target.traits.armour.value+2;[[BR]]       ]]></event>[[BR]]       // Occurs when structure is ungarrisoned.[[BR]]       <event on="!GarrisonEmpty" ![CDATA[[[BR]]              // Reduce current hitpoints until structure is regarrisoned or destroyed.[[BR]]              ev.entity.traits.health.hpcurr--;[[BR]]       ]]></event>[[BR]]       // Structure can take this much damage.[[BR]]       <Health[[BR]]           curr="Structure's current hitpoints."[[BR]]           hitpoints="Structure's maximum hitpoints."[[BR]]           decay="Rate of hitpoint decay."[[BR]]           vacant="Hitpoints decay if left unattended for this time."[[BR]]           nohpbar="If true, no hitpoint bar."[[BR]]       ></Health>[[BR]]       // Quantity of resources received in plunder when destroying this structure.[[BR]]       <Loot[[BR]]           food="Resources received in plunder."[[BR]]           wood="Resources received in plunder."[[BR]]           stone="Resources received in plunder."[[BR]]           ore="Resources received in plunder."[[BR]]           up="Number of upgrade points to give when destroyed."[[BR]]       ></Loot>[[BR]]       // How is this structure represented on the Mini-Map? [[BR]]       <!MiniMap[[BR]]           red="Minimap RGB red value."[[BR]]           green="Minimap RGB green value."[[BR]]           blue="Minimap RGB blue value."[[BR]]           class="Minimap class (typically Structure)."[[BR]]       ></!MiniMap>[[BR]]       // How much housing the structure adds to population limit.[[BR]]       <Population[[BR]]           add="Number of housing points to add to Population Limit."[[BR]]       ></Population>[[BR]]       // Quantity of contained resources for eg Fields.[[BR]]       <Supply[[BR]]           curr="Current supply."[[BR]]           supply="Maximum quantity of Supply."[[BR]]           initial="Initial supply when first created (if doesn't start at max)."[[BR]]           regen="Rate of supply regeneration."[[BR]]           type="Supply resource."[[BR]]           subtype="Subtype of supply resource, if appropriate."[[BR]]           decay="Rate of supply decay."[[BR]]           vacant="Supply decays if left unattended for this time."[[BR]]           lootondeath="Percentage of current supply is added to Resource Pool of destroyer."[[BR]]       ></Supply>[[BR]]       // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.[[BR]]       <Transform[[BR]]           newentity="Entity name of other structure to become."[[BR]]           food="Amount of Food to upgrade to new entity."[[BR]]           wood="Amount of Wood to upgrade to new entity."[[BR]]           stone="Amount of Stone to upgrade to new entity."[[BR]]           ore="Amount of Ore to upgrade to new entity."[[BR]]           time="Amount of Time to upgrade to new entity."[[BR]]           req="List of required entities to upgrade to new entity."[[BR]]           phase="Phase required to upgrade to new entity."[[BR]]       ></Transform>[[BR]]       // The structure's visibility.[[BR]]       <Vision[[BR]]           LOS="1"[[BR]]       ></Vision>[[BR]]   </Traits>[[BR]]></Entity> 
     139CODE[[BR]]<Entity Tag="Name of Entity." Parent="Entity's Parent."[[BR]]   // It uses this Actor.[[BR]]   <Actor[[BR]]       primary="Primary Actor name."[[BR]]   ></Actor>[[BR]]   <Actions>[[BR]]       // It can train/research these units and techs.[[BR]]       <Create[[BR]]           entitylist="List of entity tags it can train."[[BR]]           techlist="List of tech tags it can research."[[BR]]           construct="Modifier to the default rate of construction, if needed."[[BR]]       ></Create>[[BR]]       // This gives the Market a resource-trading interface.[[BR]]       <Barter[[BR]]           foodratio="1 (!1:1 ratio for Food.)"[[BR]]           woodratio="2 (!2:1 ratio for Wood.)"[[BR]]           stoneratio="2 !2:1 ratio for Stone.)"[[BR]]           oreratio="4 (!4:1 ratio for Ore.)"[[BR]]       ></Barter>[[BR]]       // Gates have a Lock ability to lock the Gate open or closed.[[BR]]       <Lock></Lock>[[BR]]       </Actions>[[BR]]   <Traits>[[BR]]       <Id[[BR]]           specific="Specific name of structure (civ version)."[[BR]]           generic="Generic name of structure (class version)."[[BR]]           civ="List of civilisations that can create this structure."[[BR]]           civ_code="4-character codes of civilisations that can create this structure."[[BR]]           class1="Primary class: structure."[[BR]]           class2="Secondary class: eg norm."[[BR]]           class3="Tertiary class: eg military."[[BR]]           icon="Icon name for structure's portrait."[[BR]]           rollover="Localised rollover text for GUI description."[[BR]]           history="History paragraph for GUI description."[[BR]]           type="Additional descriptor categories for structure."[[BR]]           version="Version number."[[BR]]           internal_only="false"[[BR]]           type.structure="true"[[BR]]           type ... etc[[BR]]           (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)[[BR]]       </Id>[[BR]]       // It has this ability to resist damage.[[BR]]       <Armour[[BR]]           value="Armour value."[[BR]]           crush="Crush percentage."[[BR]]           hack="Hack percentage."[[BR]]           pierce="Pierce percentage."[[BR]]       ></Armour>[[BR]]       // A couple of structures use Auras eg Mills create a Gather area, Temples heal.[[BR]]       <Aura[[BR]]           name="Name of the Aura (localised)."[[BR]]           affects="List of entity tags or groups affected by this Aura."[[BR]]           allegiance="List of player groups affected by this Aura."[[BR]]           radius="Size of Aura range."[[BR]]           time="Time target must stay in Aura before effect occurs."[[BR]]           cooldown="Time to wait before starting the timer for another target."[[BR]]           hitpoints="Target can't have more than this percentage of its hitpoints."[[BR]]           duration="How long the effect will remain on the target once applied."[[BR]]       ></Aura>[[BR]]       // Specify the logic of the Aura effect under the condition that it occurs.[[BR]]       <event on="!AuraTime" ![CDATA[ [[BR]]           // Scripting goes here.[[BR]]       ]]></event>[[BR]]       // These are the constraints under which the structure can be built.[[BR]]       <Creation[[BR]]           costfood="How much Food it will cost to build."[[BR]]           costore="How much Wood it will cost to build."[[BR]]           coststone="How much Stone it will cost to build."[[BR]]           costwood="How much Wood it will cost to build."[[BR]]           phase="The player must upgrade to this phase before he can build it."[[BR]]           req="List of other entities that must be created before he can build it."[[BR]]           time="Time it takes to build it."[[BR]]           distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."[[BR]]           limit="Player cannot have more than this number of this structure per Civ Centre."[[BR]]           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."[[BR]]           zvariance="Degree of terrain height variance permissible for the structure to be built at this location."[[BR]]           paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."[[BR]]           buildclear="If true, clears all entities in the footprint when entity is placed."[[BR]]           flattensterrain="If true, when placed, this entity flattens the terrain it sits on."[[BR]]           placeanywhere="If true, ignores collision boundaries and can be built on anything."[[BR]]       ></Creation>[[BR]]       // Units can be garrisoned and propped.[[BR]]       <Garrison[[BR]]           list="List of entity types that can garrison."[[BR]]           capacity="Number of entities that can garrison."[[BR]]           ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."[[BR]]           proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."[[BR]]           proplist="List of entities that can appear at prop points."[[BR]]           autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."[[BR]]       ></Garrison>[[BR]]       // Specify the effects applied to garrisoned units.[[BR]]       <event on="!GarrisonEnter" ![CDATA[ [[BR]]              // Regeneration rate is increased +1.[[BR]]              ev.target.health.regen++;[[BR]]       ]]></event>[[BR]]       <event on="!SocketEnter" ![CDATA[ [[BR]]           // If garrisoned unit is at a prop point,[[BR]]              // His LOS and attack range is +1.[[BR]]              ev.target.traits.vision.los++;[[BR]]              ev.target.traits.attack.range++;[[BR]]              // His armour is +2.[[BR]]              ev.target.traits.armour.value = ev.target.traits.armour.value+2;[[BR]]       ]]></event>[[BR]]       // Occurs when structure is ungarrisoned.[[BR]]       <event on="!GarrisonEmpty" ![CDATA[[[BR]]              // Reduce current hitpoints until structure is regarrisoned or destroyed.[[BR]]              ev.entity.traits.health.hpcurr--;[[BR]]       ]]></event>[[BR]]       // Structure can take this much damage.[[BR]]       <Health[[BR]]           curr="Structure's current hitpoints."[[BR]]           hitpoints="Structure's maximum hitpoints."[[BR]]           decay="Rate of hitpoint decay."[[BR]]           vacant="Hitpoints decay if left unattended for this time."[[BR]]           nohpbar="If true, no hitpoint bar."[[BR]]       ></Health>[[BR]]       // Quantity of resources received in plunder when destroying this structure.[[BR]]       <Loot[[BR]]           food="Resources received in plunder."[[BR]]           wood="Resources received in plunder."[[BR]]           stone="Resources received in plunder."[[BR]]           ore="Resources received in plunder."[[BR]]           up="Number of upgrade points to give when destroyed."[[BR]]       ></Loot>[[BR]]       // How is this structure represented on the Mini-Map? [[BR]]       <!MiniMap[[BR]]           red="Minimap RGB red value."[[BR]]           green="Minimap RGB green value."[[BR]]           blue="Minimap RGB blue value."[[BR]]           class="Minimap class (typically Structure)."[[BR]]       ></!MiniMap>[[BR]]       // How much housing the structure adds to population limit.[[BR]]       <Population[[BR]]           add="Number of housing points to add to Population Limit."[[BR]]       ></Population>[[BR]]       // Quantity of contained resources for eg Fields.[[BR]]       <Supply[[BR]]           curr="Current supply."[[BR]]           supply="Maximum quantity of Supply."[[BR]]           initial="Initial supply when first created (if doesn't start at max)."[[BR]]           regen="Rate of supply regeneration."[[BR]]           type="Supply resource."[[BR]]           subtype="Subtype of supply resource, if appropriate."[[BR]]           decay="Rate of supply decay."[[BR]]           vacant="Supply decays if left unattended for this time."[[BR]]           lootondeath="Percentage of current supply is added to Resource Pool of destroyer."[[BR]]       ></Supply>[[BR]]       // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.[[BR]]       <Transform[[BR]]           newentity="Entity name of other structure to become."[[BR]]           food="Amount of Food to upgrade to new entity."[[BR]]           wood="Amount of Wood to upgrade to new entity."[[BR]]           stone="Amount of Stone to upgrade to new entity."[[BR]]           ore="Amount of Ore to upgrade to new entity."[[BR]]           time="Amount of Time to upgrade to new entity."[[BR]]           req="List of required entities to upgrade to new entity."[[BR]]           phase="Phase required to upgrade to new entity."[[BR]]       ></Transform>[[BR]]       // The structure's visibility.[[BR]]       <Vision[[BR]]           LOS="1"[[BR]]       ></Vision>[[BR]]   </Traits>[[BR]]></Entity>