STRUCTURES
VILLAGE PHASE
Civic Centre (Village Centre=>Town Centre=>City Centre)
- Requirements: Settlement.
- Footprint: 5x5.
- LOS: 1.
- Housing: +10.
- Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range.
- Train:
- 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ).
- Female Citizen.
- Advancement:
- Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre).
- Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock).
- Special:
- 1 per Province.
- Must be built on a Settlement.
- If destroyed, Settlement site is revealed.
- 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)
House
- Requirements: Village Centre.
- Footprint: 2x2.
- LOS: 1.
- Housing: +5.
Farmstead
- Requirements: Village Centre
- Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots.
- LOS: 1.
- Housing: +5.
- Garrison: 5 (Foot, Support).
- Special:
- 2 per Province.
- Vacant Lots appear at positions around it as long as they're not obstructed.
Field
- Requirements: Farmstead.
- Footprint: 3x6/6x3.
- LOS: 0.
- Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation.
- Production:
- Special:
- Must be built on Vacant Lot.
- Infinite supply.
- Garrisoned units "gather" to generate Food.
- Decays if left unattended (ungarrisoned) for a while.
Corral
- Requirements: Farmstead.
- Footprint: 3x6/6x3.
- LOS: 0.
- Garrison: 6 (Herdable animals). All propped and perform idle/graze animation.
- Production:
- Special:
- Must be built on Vacant Lot.
- Infinite supply.
- Garrisoned units "gather" to generate Food.
- Garrisoned animals do not fatten.
Mill
- Requirements: Village Centre.
- Footprint: 3x3.
- LOS: 1.
- Special:
- "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.
Outpost
- Requirements: Village Centre.
- Footprint: 1x1.
- LOS: 2.
- Garrison: 3 (Ranged Infantry). All propped and attack opponents in range.
Wall
- Requirements: Village Centre.
- Footprint: 1x1.
- LOS: 1.
- Special:
- Can be built in shallows.
Tower
- Requirements: Unbroken wall of specified length.
- Footprint: 1x1.
- LOS: 1.
- Garrison: 5 (Ranged Infantry). All propped and attack opponents in range.
- Special:
- Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments.
Gate (Upgrade)
- Requirements: Unbroken wall of specified length.
- Footprint: 1x2.
- LOS: 1.
- Special:
- Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments.
- Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed).
TOWN PHASE
Dock
- Requirements: Town Centre.
- Footprint: 4x4.
- LOS: 1.
- Housing: +15.
- Train: Merchantman, Bireme, Trireme, Quinquereme.
- Special:
- 1 per Province.
- Must be built on shoreline.
- Merchantmen use them as waypoints in trade route.
Market
- Requirements: Town Centre.
- Footprint: 4x4.
- LOS: 1.
- Housing: +10.
- Garrison: 10 (Traders). No prop points.
- Train: Trader.
- Special:
- 1 per Province.
- Traders use them as waypoints in trade route.
- Has special market interface to barter resources.
Barracks
- Requirements: Town Centre.
- Footprint: 4x4.
- LOS: 1.
- Train:
- Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.
- Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
- Special: 2 per Province by default (adjustable at Session Creation).
Temple
- Requirements: Town Centre.
- Footprint: 3x3.
- LOS: 1.
- Housing: +5.
- Train: Healer.
- Special: "Heal" Aura regenerates health of nearby damaged organic units.
CITY PHASE
Fortress
- Requirements: City Centre.
- Footprint: 5x5.
- LOS: 1.
- Housing: +20.
- Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range.
- Train:
- Super Infantry Unit, Super Cavalry/Siege? Unit.
- Hero1, Hero2, Hero3.
- Onager, Ballista, Ram.
<Entity Tag="Name of Entity." Parent="Entity's Parent."
// It uses this Actor.
<Actor
primary="Primary Actor name."
></Actor>
<Actions>
// It can train/research these units and techs.
<Create
entitylist="List of entity tags it can train."
techlist="List of tech tags it can research."
construct="Modifier to the default rate of construction, if needed."
></Create>
// This gives the Market a resource-trading interface.
<Barter
foodratio="1 (1:1 ratio for Food.)"
woodratio="2 (2:1 ratio for Wood.)"
stoneratio="2 2:1 ratio for Stone.)"
oreratio="4 (4:1 ratio for Ore.)"
></Barter>
// Gates have a Lock ability to lock the Gate open or closed.
<Lock></Lock>
</Actions>
<Traits>
<Id
specific="Specific name of structure (civ version)."
generic="Generic name of structure (class version)."
civ="List of civilisations that can create this structure."
civ_code="4-character codes of civilisations that can create this structure."
class1="Primary class: structure."
class2="Secondary class: eg norm."
class3="Tertiary class: eg military."
icon="Icon name for structure's portrait."
rollover="Localised rollover text for GUI description."
history="History paragraph for GUI description."
type="Additional descriptor categories for structure."
version="Version number."
internal_only="false"
type.structure="true"
type ... etc
(ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)
</Id>
// It has this ability to resist damage.
<Armour
value="Armour value."
crush="Crush percentage."
hack="Hack percentage."
pierce="Pierce percentage."
></Armour>
// A couple of structures use Auras eg Mills create a Gather area, Temples heal.
<Aura
name="Name of the Aura (localised)."
affects="List of entity tags or groups affected by this Aura."
allegiance="List of player groups affected by this Aura."
radius="Size of Aura range."
time="Time target must stay in Aura before effect occurs."
cooldown="Time to wait before starting the timer for another target."
hitpoints="Target can't have more than this percentage of its hitpoints."
duration="How long the effect will remain on the target once applied."
></Aura>
// Specify the logic of the Aura effect under the condition that it occurs.
<event on="AuraTime" ![CDATA[
// Scripting goes here.
]]></event>
// These are the constraints under which the structure can be built.
<Creation
costfood="How much Food it will cost to build."
costore="How much Wood it will cost to build."
coststone="How much Stone it will cost to build."
costwood="How much Wood it will cost to build."
phase="The player must upgrade to this phase before he can build it."
req="List of other entities that must be created before he can build it."
time="Time it takes to build it."
distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."
limit="Player cannot have more than this number of this structure per Civ Centre."
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."
zvariance="Degree of terrain height variance permissible for the structure to be built at this location."
paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."
buildclear="If true, clears all entities in the footprint when entity is placed."
flattensterrain="If true, when placed, this entity flattens the terrain it sits on."
placeanywhere="If true, ignores collision boundaries and can be built on anything."
></Creation>
// Units can be garrisoned and propped.
<Garrison
list="List of entity types that can garrison."
capacity="Number of entities that can garrison."
ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."
proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."
proplist="List of entities that can appear at prop points."
autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."
></Garrison>
// Specify the effects applied to garrisoned units.
<event on="GarrisonEnter" ![CDATA[
// Regeneration rate is increased +1.
ev.target.health.regen++;
]]></event>
<event on="SocketEnter" ![CDATA[
// If garrisoned unit is at a prop point,
// His LOS and attack range is +1.
ev.target.traits.vision.los++;
ev.target.traits.attack.range++;
// His armour is +2.
ev.target.traits.armour.value = ev.target.traits.armour.value+2;
]]></event>
// Occurs when structure is ungarrisoned.
<event on="GarrisonEmpty" ![CDATA[
// Reduce current hitpoints until structure is regarrisoned or destroyed.
ev.entity.traits.health.hpcurr--;
]]></event>
// Structure can take this much damage.
<Health
curr="Structure's current hitpoints."
hitpoints="Structure's maximum hitpoints."
decay="Rate of hitpoint decay."
vacant="Hitpoints decay if left unattended for this time."
nohpbar="If true, no hitpoint bar."
></Health>
// Quantity of resources received in plunder when destroying this structure.
<Loot
food="Resources received in plunder."
wood="Resources received in plunder."
stone="Resources received in plunder."
ore="Resources received in plunder."
up="Number of upgrade points to give when destroyed."
></Loot>
// How is this structure represented on the Mini-Map?
<MiniMap
red="Minimap RGB red value."
green="Minimap RGB green value."
blue="Minimap RGB blue value."
class="Minimap class (typically Structure)."
></MiniMap>
// How much housing the structure adds to population limit.
<Population
add="Number of housing points to add to Population Limit."
></Population>
// Quantity of contained resources for eg Fields.
<Supply
curr="Current supply."
supply="Maximum quantity of Supply."
initial="Initial supply when first created (if doesn't start at max)."
regen="Rate of supply regeneration."
type="Supply resource."
subtype="Subtype of supply resource, if appropriate."
decay="Rate of supply decay."
vacant="Supply decays if left unattended for this time."
lootondeath="Percentage of current supply is added to Resource Pool of destroyer."
></Supply>
// Structures don't tend to transform into others, but can earn others upgrade points when destroyed.
<Transform
newentity="Entity name of other structure to become."
food="Amount of Food to upgrade to new entity."
wood="Amount of Wood to upgrade to new entity."
stone="Amount of Stone to upgrade to new entity."
ore="Amount of Ore to upgrade to new entity."
time="Amount of Time to upgrade to new entity."
req="List of required entities to upgrade to new entity."
phase="Phase required to upgrade to new entity."
></Transform>
// The structure's visibility.
<Vision
LOS="1"
></Vision>
</Traits>
></Entity>