wiki:List:_Entities:_Player:_Structures

Version 9 (modified by michael, 15 months ago) (diff)

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NOTES

STRUCTURES

STARTING STRUCTURE

Civic Centre (Village Centre=>Town Centre=>City Centre)

  • Territory Radius: 180 meters. Is a Root structure.
  • Footprint: 30x30 meters.
  • Vision: 90 meters.
  • Dropsite: Food Wood Stone Metal.
  • Housing: +20.
  • Garrison: 20 (Support, Infantry, Cavalry).
  • Has Ranged Attack: Yes.
  • 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 and Mill).
    • Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock).
  • Special:
    • Is a <Root> building, meaning it prevents territory decay for those structures congruent with the CC's territory.
    • Starting structure. Also buildable by citizens in the Town Phase.

VILLAGE PHASE

House

  • Requirements: Own Territory.
  • Territory Radius: 20 meters.
  • Footprint: 10x10 meters (Barbarian). 14x14 meters (Civilized),
  • Vision: 20 meters.
  • Housing: +5 for Barbarian factions. +10 for Civilized factions.

Farmstead

  • Requirements: Own Territory.
  • Territory Radius: 20 meters.
  • Footprint: Varies. Roughly 14x14 meters.
  • Vision: 20 meters.
  • Dropsite: Food.
  • Garrison: 5 (Foot, Support).
  • Special:
    • Unlocks Field.
    • Unlocks Corral.
    • Is a required structure for Advancement to Town Phase.

Field

  • Requirements: Farmstead. Own Territory.
  • Territory Radius: 0 meters.
  • Footprint: 28x28 meters.
  • Vision: 0 meters.
  • Garrison: 5 (Infantry Citizen Soldier, Female Citizen).
  • Production: Food.
  • Special:
    • Unlocked by Farmstead.
    • Garrisoned units "gather" to generate Food. Gather rate diminishes for
    • Finite supply, unless seeded onto

Corral

  • Requirements: Farmstead. Own Territory.
  • Territory Radius: 0 meters.
  • Footprint: Varies. Roughly 12x12 meters.
  • Vision: 20 meters.
  • Garrison: 10 (Herdable animals). All propped and perform idle/graze animation.
  • Train: Depends on Faction.
    • Cattle, Sheep, Goat.
  • Special:
    • Garrisoned animals generate Food at a slow rate.

Mill

  • Requirements: Own Territory.
  • Territory Radius: 16 meters.
  • Footprint: 14x14 meters.
  • Vision: 20 meters.
  • Dropsite: Wood Stone Metal.
  • Special:
    • Is a required structure for Advancement to Town Phase.

Outpost

  • Requirements: Own or Neutral Territory.
  • Territory Radius: 0 meters.
  • Footprint: 7x7 meters.
  • Vision: 80 meters.
  • Garrison: 1 (Infantry, Support).

Palisade Wall

  • Requirements: Own Territory.
  • Territory Radius: 0 meters.
  • Footprint: 4x8 meters, 4x12 meters, 4x16 meters.
  • Vision: 0 meters.
  • Special:
    • Long segments (4x16) may be upgraded to Palisade Gates.

Palisade Joint

  • Requirements: Palisade Wall.
  • Territory Radius: 0 meters.
  • Footprint: 6x6 meters.
  • Vision: 0 meters.
  • Special:
    • Cannot be built. Automatically inserted at end-points of Palisades and at joints between Palisade Wall segments.

Palisade Gate (Upgrade)

  • Requirements: Unbroken Palisade of required length.
  • Territory Radius: 0 meters.
  • Footprint: .
  • Vision: 0 meters.
  • Special:
    • Palisade Gate automatically opens to allow passage of player and allied units. Has Lock ability to prevent unwanted passage of units.

TOWN PHASE

Dock

  • Requirements: Town Centre. Shoreline.
  • Territory Radius: 0 meters.
  • Footprint: Varies. Roughly 20x20 meters.
  • Vision: 40 meters.
  • Dropsite: Food Wood Stone Metal.
  • Housing: +5.
  • Train: Fisherman, Merchantman, Bireme, Trireme, Quinquereme.
  • Special:
    • Must be built on shoreline. No other territory restrictions or effects.
    • Merchantmen use them as waypoints in trade route.
    • Fishermen use them as dropsites for food.
    • Is a required structure for Advancement to City Phase.

Market

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 40 meters.
  • Footprint: Varies. Roughly 24x24 meters.
  • Vision: 32.
  • Garrison: 10 (Support).
  • Train: Trader.
  • Special:
    • Traders use them as waypoints in trade route. 
    • Has special market interface to barter resources.
    • Is a required structure for Advancement to City Phase.

Barracks

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 38 meters.
  • Footprint: Varies. Roughly 18x18 meters.
  • Vision: 32 meters.
  • Garrison: 10 (Infantry, Cavalry).
  • Train:
    • Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.
    • Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
  • Special:
    • Research building for Military Improvements.
    • Is a required structure for Advancement to City Phase.

Temple

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 40 meters.
  • Footprint: Varies. Roughly 18x24 meters.
  • Vision: 40 meters.
  • Housing: +5.
  • Garrison: 15 (Organic).
  • Train: Healer.
  • Special:
    • "Heal" Aura regenerates health of nearby damaged organic units. Garrison up to 15 units inside for even faster healing.
    • Is a required structure for Advancement to City Phase.

Defense Tower

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 40 meters.
  • Footprint: 8x8 meters.
  • Vision: 80 meters.
  • Garrison: 5 (Support, Infantry).
  • Has Ranged Attack: Yes. Each garrisoned Infantry unit adds 1 arrow to the turret's ranged attack.
  • Special:
    • .

Wall

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 0 meters.
  • Footprint: 6x12 meters, 6x18 meters, 6x24 meters.
  • Vision: 20 meters.
  • Special:
    • Can be built in shallows.

Wall Turret

  • Requirements: Wall.
  • Territory Radius: 0 meters.
  • Footprint: 8x8 meters.
  • Vision: 60 meters.
  • Garrison: 5 (Support, Infantry).
  • Has Ranged Attack: Yes. Each garrisoned Infantry unit adds 1 arrow to the turret's ranged attack.
  • Special:
    • Cannot be built. Automatically inserted at end-points of walls and at joints between wall segments.

City Gate (Upgrade)

  • Requirements: Unbroken wall of specified length.
  • Territory Radius: 0 meters.
  • Footprint: 6x24 meters.
  • Vision: 1.
  • Special:
    • Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed).

Civic Centre

  • Requirements: 180 meters Distance from nearest other Civic Centre. Own or Neutral Territory.

CITY PHASE

Fortress

  • Requirements: City Centre. Own Territory.
  • Territory Radius: 100 meters.
  • Footprint: 25x25 meters.
  • Vision: 80 meters.
  • Housing: +20.
  • Garrison: 20 (Support, Infantry, Cavalry, Siege).
  • Has Ranged Attack: Yes. Each garrisoned Infantry unit adds 1 arrow to the Fortress' ranged attack.
  • Train:
    • Champion Infantry Unit, Champion Cavalry/Siege? Unit.
    • Hero1, Hero2, Hero3.
    • Onager, Ballista, Ram, Siege Tower.