| 7 | == Current Modifications == |
| 8 | |
| 9 | ||= Tech Modification =||= Status =||= Notes =|| |
| 10 | {{{#!tr style="background: LightGreen" |
| 11 | ||`Attack/{Attack Type}/Bonuses/{Bonus Name}/Multiplier`|| Done || Add a new or Alter an existing bonus to the melee attack of the entity. || |
| 12 | }}} |
| 13 | {{{#!tr style="background: LightGreen" |
| 14 | ||`Attack/{Attack Type}/ElevationBonus`|| Done || || |
| 15 | }}} |
| 16 | {{{#!tr style="background: LightGreen" |
| 17 | ||`Attack/{Attack Type}/MaxRange`|| Done || || |
| 18 | }}} |
| 19 | {{{#!tr style="background: LightGreen" |
| 20 | ||`Attack/{Attack Type}/MinRange`|| Done || || |
| 21 | }}} |
| 22 | {{{#!tr style="background: LightGreen" |
| 23 | ||`Attack/{Attack Type}/PrepareTime`|| Done || || |
| 24 | }}} |
| 25 | {{{#!tr style="background: LightGreen" |
| 26 | ||`Attack/{Attack Type}/RepeatTime`|| Done || || |
| 27 | }}} |
| 28 | {{{#!tr style="background: LightGreen" |
| 29 | ||`Attack/{Attack Type}/Splash/Range`|| Done || || |
| 30 | }}} |
| 31 | {{{#!tr style="background: LightGreen" |
| 32 | ||`Attack/{Attack Type}/Splash/Damage/{DamageType}`||||Where `{Damage Type}` is "Crush", "Hack" or "Pierce"|| |
| 33 | }}} |
| 34 | {{{#!tr style="background: LightGreen" |
| 35 | ||`Attack/Ranged/Spread`|| Done || || |
| 36 | }}} |
| 37 | {{{#!tr style="background: LightGreen" |
| 38 | ||`AutoBuildable/Rate`|| Done || || |
| 39 | }}} |
| 40 | {{{#!tr style="background: LightGreen" |
| 41 | ||`BuildRestrictions/Distance/MaxDistance`|| Done || || |
| 42 | }}} |
| 43 | {{{#!tr style="background: LightGreen" |
| 44 | ||`BuildRestrictions/Distance/MinDistance`|| Done || || |
| 45 | }}} |
| 46 | {{{#!tr style="background: LightGreen" |
| 47 | ||`BuildRestrictions/Territory`|| Done || Change the territories (own, neutral, ally, enemy) where a building can be constructed. || |
| 48 | }}} |
| 49 | {{{#!tr style="background: LightGreen" |
| 50 | ||`Builder/Entities/_string`|| Done || || |
| 51 | }}} |
| 52 | {{{#!tr style="background: LightGreen" |
| 53 | ||`Builder/Rate`|| Done || || |
| 54 | }}} |
| 55 | {{{#!tr style="background: LightGreen" |
| 56 | ||`BuildingAI/DefaultArrowCount`|| Done || Increase the number of default arrows fired by this structure. || |
| 57 | }}} |
| 58 | {{{#!tr style="background: LightGreen" |
| 59 | ||`BuildingAI/GarrisonArrowMultiplier`|| Done || Increase the number of arrows per garrisoned soldier. || |
| 60 | }}} |
| 61 | {{{#!tr style="background: LightGreen" |
| 62 | ||`BuildingAI/MaxArrowCount`|| Done || || |
| 63 | }}} |
| 64 | {{{#!tr style="background: LightGreen" |
| 65 | ||`Capturable/CapturePoints`|| Done || || |
| 66 | }}} |
| 67 | {{{#!tr style="background: LightGreen" |
| 68 | ||`Capturable/GarrisonRegenRate`|| Done || || |
| 69 | }}} |
| 70 | {{{#!tr style="background: LightGreen" |
| 71 | ||`Capturable/RegenRate`|| Done || || |
| 72 | }}} |
| 73 | {{{#!tr style="background: LightGreen" |
| 74 | ||`Cost/BuildTime`|| Done || || |
| 75 | }}} |
| 76 | {{{#!tr style="background: LightGreen" |
| 77 | ||`Cost/PopulationBonus`|| Done || Increase the pop cap bonus this building gives. || |
| 78 | }}} |
| 79 | {{{#!tr style="background: LightGreen" |
| 80 | ||`Cost/Population`|| Done || || |
| 81 | }}} |
| 82 | {{{#!tr style="background: LightGreen" |
| 83 | ||`Cost/Resources/{Resource Type}`|| Done || || |
| 84 | }}} |
| 85 | {{{#!tr style="background: LightGreen" |
| 86 | ||`DeathDamage/Range`|| Done || Where `{Damage Type}` is "Crush", "Hack" or "Pierce" || |
| 87 | }}} |
| 88 | {{{#!tr style="background: LightGreen" |
| 89 | ||`GarrisonHolder/BuffHeal`|| Done || Increase or decrease the garrisoned healing rate of a structure. || |
| 90 | }}} |
| 91 | {{{#!tr style="background: LightGreen" |
| 92 | ||`GarrisonHolder/Max`|| Done || || |
| 93 | }}} |
| 94 | {{{#!tr style="background: LightGreen" |
| 95 | ||`Heal/Health`|| Done || || |
| 96 | }}} |
| 97 | {{{#!tr style="background: LightGreen" |
| 98 | ||`Heal/Interval`|| Done || || |
| 99 | }}} |
| 100 | {{{#!tr style="background: LightGreen" |
| 101 | ||`Heal/Range`|| Done || || |
| 102 | }}} |
| 103 | {{{#!tr style="background: LightGreen" |
| 104 | ||`Health/IdleRegenRate`|| Done || || |
| 105 | }}} |
| 106 | {{{#!tr style="background: LightGreen" |
| 107 | ||`Health/Max`|| Done || || |
| 108 | }}} |
| 109 | {{{#!tr style="background: LightGreen" |
| 110 | ||`Health/RegenRate`|| Done || || |
| 111 | }}} |
| 112 | {{{#!tr style="background: LightGreen" |
| 113 | ||`Loot/{Resource Type}`|| Done || || |
| 114 | }}} |
| 115 | {{{#!tr style="background: LightGreen" |
| 116 | ||`Loot/xp`|| Done || || |
| 117 | }}} |
| 118 | {{{#!tr style="background: LightGreen" |
| 119 | ||`Market/InternationalBonus`|| Done || || |
| 120 | }}} |
| 121 | {{{#!tr style="background: LightGreen" |
| 122 | ||`Pack/Time`|| Done || || |
| 123 | }}} |
| 124 | {{{#!tr style="background: LightGreen" |
| 125 | ||`Player/BarterMultiplier/Buy/{Resource Type}`|| Done || || |
| 126 | }}} |
| 127 | {{{#!tr style="background: LightGreen" |
| 128 | ||`Player/BarterMultiplier/Sell/{Resource Type}`|| Done || || |
| 129 | }}} |
| 130 | {{{#!tr style="background: LightGreen" |
| 131 | ||`Player/MaxPopulation`|| Done || || |
| 132 | }}} |
| 133 | {{{#!tr style="background: LightGreen" |
| 134 | ||`Player/SpyCostMultiplier`|| Done || || |
| 135 | }}} |
| 136 | {{{#!tr style="background: LightGreen" |
| 137 | ||`ProductionQueue/BatchTimeModifier`|| Done ||Used to modify the batch time bonus.|| |
| 138 | }}} |
| 139 | {{{#!tr style="background: LightGreen" |
| 140 | ||`ProductionQueue/Entities/_string`|| Done || || |
| 141 | }}} |
| 142 | {{{#!tr style="background: LightGreen" |
| 143 | ||`ProductionQueue/Technologies/_string`|| Done || || |
| 144 | }}} |
| 145 | {{{#!tr style="background: LightGreen" |
| 146 | ||`ProductionQueue/TechCostMultiplier/{Resource Type}`|| Done ||Used to modify the technology cost.|| |
| 147 | }}} |
| 148 | {{{#!tr style="background: LightGreen" |
| 149 | ||`Promotion/RequiredXp`|| Done || Increase or decrease amount of XP needed to promote to next rank. || |
| 150 | }}} |
| 151 | {{{#!tr style="background: LightGreen" |
| 152 | ||`Promotion/TrickleRate`|| Done || Trickle of XP gained each second. || |
| 153 | }}} |
| 154 | {{{#!tr style="background: LightGreen" |
| 155 | ||`Resistance/{Foundation|Entity}/Capture`|| Done || Add this value to all `Resistance` types of that form. || |
| 156 | }}} |
| 157 | {{{#!tr style="background: LightGreen" |
| 158 | ||`Resistance/{Foundation|Entity}/Damage/{Damage Type}`|| Done || || |
| 159 | }}} |
| 160 | {{{#!tr style="background: LightGreen" |
| 161 | ||`ResourceDropsite/Types`|| Done || || |
| 162 | }}} |
| 163 | {{{#!tr style="background: LightGreen" |
| 164 | ||`ResourceGatherer/BaseSpeed`|| Done || Affects all gathering rates within one value. Default is 1.0 || |
| 165 | }}} |
| 166 | {{{#!tr style="background: LightGreen" |
| 167 | ||`ResourceGatherer/Capacities/{Resource Type}`|| Done || || |
| 168 | }}} |
| 169 | {{{#!tr style="background: LightGreen" |
| 170 | ||`ResourceGatherer/Rates/{Resource Type}`|| Done || || |
| 171 | }}} |
| 172 | {{{#!tr style="background: LightGreen" |
| 173 | ||`ResourceSupply/DiminishingReturns`|| Done || || |
| 174 | }}} |
| 175 | {{{#!tr style="background: LightGreen" |
| 176 | ||`ResourceTrickle/Interval`|| Done || || |
| 177 | }}} |
| 178 | {{{#!tr style="background: LightGreen" |
| 179 | ||`ResourceTrickle/Rates/{Resource Type}`|| Done || || |
| 180 | }}} |
| 181 | {{{#!tr style="background: LightGreen" |
| 182 | ||`TerritoryDecay/DecayRate`|| Done ||Reduce or Increase building decay.|| |
| 183 | }}} |
| 184 | {{{#!tr style="background: LightGreen" |
| 185 | ||`TerritoryInfluence/Radius`|| Done || Increase the territory effect of this class of structure. || |
| 186 | }}} |
| 187 | {{{#!tr style="background: LightGreen" |
| 188 | ||`Trader/GainMultiplier`|| Done || Increase the profitability of a trading mission. || |
| 189 | }}} |
| 190 | {{{#!tr style="background: LightGreen" |
| 191 | ||`Trader/GarrisonGainMultiplier`|| Done || || |
| 192 | }}} |
| 193 | {{{#!tr style="background: LightGreen" |
| 194 | ||`UnitMotion/RunMultiplier`|| Done || || |
| 195 | }}} |
| 196 | {{{#!tr style="background: LightGreen" |
| 197 | ||`UnitMotion/WalkSpeed`|| Done || || |
| 198 | }}} |
| 199 | {{{#!tr style="background: LightGreen" |
| 200 | ||`Upgrade/Cost/{Resource Type}`|| Done || || |
| 201 | }}} |
| 202 | {{{#!tr style="background: LightGreen" |
| 203 | ||`Upgrade/Time`|| Done || || |
| 204 | }}} |
| 205 | {{{#!tr style="background: LightGreen" |
| 206 | ||`Vision/Range`|| Done || || |
| 207 | }}} |
| 208 | {{{#!tr style="background: LightGreen" |
| 209 | ||`VisionSharing/Duration`|| Done || || |
| 210 | }}} |
| 211 | {{{#!tr style="background: LightGreen" |
| 212 | ||`VisualActor/Actor`|| Done || || |
| 213 | }}} |
| 214 | {{{#!tr style="background: LightGreen" |
| 215 | ||`VisualActor/FoundationActor`|| Done || Could change the look of an object as a side effects of a technology. || |
| 216 | }}} |
| 217 | |
| 218 | |
9 | | ||= Tech Modification =||= Status =||= Notes =|| |
10 | | ||!Resistance/Entity/Damage/All|| ||Add this value to all Armour types|| |
11 | | {{{#!tr style="background: LightGreen" |
12 | | ||!Resistance/Entity/Damage/Hack|| Done || || |
13 | | }}} |
14 | | {{{#!tr style="background: LightGreen" |
15 | | ||!Resistance/Entity/Damage/Pierce|| Done || || |
16 | | }}} |
17 | | {{{#!tr style="background: LightGreen" |
18 | | ||!Resistance/Entity/Damage/Crush|| Done || || |
19 | | }}} |
20 | | {{{#!tr style="background: LightGreen" |
21 | | ||!Resistance/Entity/Capture|| Done || || |
22 | | }}} |
23 | | ||Attack/(!Melee/Ranged)/All|| ||Add this value to all Attack types|| |
24 | | {{{#!tr style="background: LightGreen" |
25 | | ||Attack/(!Melee/Ranged)/Damage/{!DamageType}|| Done ||Where {!DamageType} is "Crush", "Hack" or "Pierce"|| |
26 | | }}} |
27 | | ||!Attack/Melee/Bonuses|| ||Add a new or Alter an existing bonus to the melee attack of the entity.|| |
28 | | ||!Attack/Ranged/Bonuses|| || || |
29 | | {{{#!tr style="background: LightGreen" |
30 | | ||Attack/(!Melee/Ranged)/!MaxRange|| Done || || |
31 | | }}} |
32 | | {{{#!tr style="background: LightGreen" |
33 | | ||Attack/(!Melee/Ranged)/!MinRange|| Done || || |
34 | | }}} |
35 | | {{{#!tr style="background: LightGreen" |
36 | | ||Attack/(!Melee/Ranged)/!PrepareTime|| Done || || |
37 | | }}} |
38 | | {{{#!tr style="background: LightGreen" |
39 | | ||Attack/(!Melee/Ranged)/!RepeatTime|| Done || || |
40 | | }}} |
41 | | {{{#!tr style="background: LightGreen" |
42 | | ||!Attack/Ranged/Spread|| Done || || |
43 | | }}} |
44 | | {{{#!tr style="background: LightGreen" |
45 | | ||Attack/(!Melee/Ranged)/!Splash/Damage/{!DamageType}|| Done ||Where {!DamageType} is "Crush", "Hack" or "Pierce"|| |
46 | | }}} |
47 | | {{{#!tr style="background: LightGreen" |
48 | | ||!Attack/Capture/MaxRange|| Done || || |
49 | | }}} |
50 | | {{{#!tr style="background: LightGreen" |
51 | | ||!Attack/Capture/RepeatTime|| Done || || |
52 | | }}} |
53 | | {{{#!tr style="background: LightGreen" |
54 | | ||!Attack/Capture/Value|| Done || || |
55 | | }}} |
56 | | {{{#!tr style="background: LightGreen" |
57 | | ||!Builder/Rate|| Done || || |
58 | | }}} |
59 | | {{{#!tr style="background: LightGreen" |
60 | | ||BuildingAI/DefaultArrowCount|| Done ||Increase the number of default arrows fired by this structure.|| |
61 | | }}} |
62 | | {{{#!tr style="background: LightGreen" |
63 | | ||BuildingAI/GarrisonArrowMultiplier|| Done ||Increase the number of arrows per garrisoned soldier.|| |
64 | | }}} |
65 | | {{{#!tr style="background: LightGreen" |
66 | | ||BuildingAI/MaxArrowCount|| Done || || |
67 | | }}} |
68 | | {{{#!tr style="background: LightGreen" |
69 | | ||!BuildRestrictions/Territory|| Done ||Change the territories (own, neutral, ally, enemy) where a building can be constructed.|| |
70 | | }}} |
71 | | {{{#!tr style="background: LightGreen" |
72 | | ||!BuildRestrictions/Distance/MinDistance|| Done || || |
73 | | }}} |
74 | | {{{#!tr style="background: LightGreen" |
75 | | ||!BuildRestrictions/Distance/MaxDistance|| Done || || |
76 | | }}} |
77 | | {{{#!tr style="background: LightGreen" |
78 | | ||!Capturable/CapturePoints|| Done || || |
79 | | }}} |
80 | | {{{#!tr style="background: LightGreen" |
81 | | ||!Capturable/RegenRate|| Done || || |
82 | | }}} |
83 | | {{{#!tr style="background: LightGreen" |
84 | | ||!Capturable/GarrisonRegenRate|| Done || || |
85 | | }}} |
86 | | {{{#!tr style="background: LightGreen" |
87 | | ||!Cost/PopulationBonus|| Done ||Increase the pop cap bonus this building gives.|| |
88 | | }}} |
89 | | {{{#!tr style="background: LightGreen" |
90 | | ||!Cost/BuildTime|| Done || || |
91 | | }}} |
92 | | {{{#!tr style="background: LightGreen" |
93 | | ||!Cost/Resources/food|| Done || || |
94 | | }}} |
95 | | {{{#!tr style="background: LightGreen" |
96 | | ||!Cost/Resources/wood|| Done || || |
97 | | }}} |
98 | | {{{#!tr style="background: LightGreen" |
99 | | ||!Cost/Resources/stone|| Done || || |
100 | | }}} |
101 | | {{{#!tr style="background: LightGreen" |
102 | | ||!Cost/Resources/metal|| Done || || |
103 | | }}} |
104 | | {{{#!tr style="background: LightGreen" |
105 | | ||!DeathDamage/Damage/{!DamageType}|| Done ||Where {!DamageType} is "Crush", "Hack" or "Pierce"|| |
106 | | }}} |
107 | | ||Formations/tokens|| ||Add formations for these units. May need a formation system overhaul, because right now the formations aren't really controlled in the entity templates.|| |
108 | | {{{#!tr style="background: LightGreen" |
109 | | ||!GarrisonHolder/Max|| Done || || |
110 | | }}} |
111 | | {{{#!tr style="background: LightGreen" |
112 | | ||!GarrisonHolder/BuffHeal|| Done ||Increase or decrease the garrisoned healing rate of a structure. |
113 | | }}} |
114 | | ||!GarrisonHolder/List/tokens|| ||Add or remove classes of units capable of garrisoning in this structure/|| |
115 | | {{{#!tr style="background: LightGreen" |
116 | | ||Heal/HP|| Done || || |
117 | | }}} |
118 | | {{{#!tr style="background: LightGreen" |
119 | | ||!Heal/Range|| Done || || |
120 | | }}} |
121 | | {{{#!tr style="background: LightGreen" |
122 | | ||!Heal/Rate|| Done || || |
123 | | }}} |
124 | | {{{#!tr style="background: LightGreen" |
125 | | ||!Health/IdleRegenRate|| Done || || |
126 | | }}} |
127 | | {{{#!tr style="background: LightGreen" |
128 | | ||!Health/Max|| Done || || |
129 | | }}} |
130 | | {{{#!tr style="background: LightGreen" |
131 | | ||!Health/RegenRate|| Done || || |
132 | | }}} |
133 | | {{{#!tr style="background: LightGreen" |
134 | | ||Loot/food|| Done || || |
135 | | }}} |
136 | | {{{#!tr style="background: LightGreen" |
137 | | ||Loot/wood|| Done || || |
138 | | }}} |
139 | | {{{#!tr style="background: LightGreen" |
140 | | ||Loot/metal|| Done || || |
141 | | }}} |
142 | | {{{#!tr style="background: LightGreen" |
143 | | ||Loot/stone|| Done || || |
144 | | }}} |
145 | | {{{#!tr style="background: LightGreen" |
146 | | ||Loot/xp|| Done || || |
147 | | }}} |
148 | | {{{#!tr style="background: LightGreen" |
149 | | ||!Looter/Resource/food|| Done || Add an extra bonus to the looter (a "plunder" unit can collect more resources) || |
150 | | }}} |
151 | | {{{#!tr style="background: LightGreen" |
152 | | ||!Looter/Resource/wood|| Done || Add an extra bonus to the looter (a "plunder" unit can collect more resources) || |
153 | | }}} |
154 | | {{{#!tr style="background: LightGreen" |
155 | | ||!Looter/Resource/metal|| Done || Add an extra bonus to the looter (a "plunder" unit can collect more resources) || |
156 | | }}} |
157 | | {{{#!tr style="background: LightGreen" |
158 | | ||!Looter/Resource/stone|| Done || Add an extra bonus to the looter (a "plunder" unit can collect more resources) || |
159 | | }}} |
160 | | {{{#!tr style="background: LightGreen" |
161 | | ||!Market/InternationalBonus|| Done || || |
162 | | }}} |
163 | | {{{#!tr style="background: LightGreen" |
164 | | ||!Pack/Time|| Done || || |
165 | | }}} |
166 | | {{{#!tr style="background: LightGreen" |
167 | | ||!Player/BarterMultiplier/Buy/(res)|| Done ||Used to modify the barter buy prices of the resource (res).|| |
168 | | }}} |
169 | | {{{#!tr style="background: LightGreen" |
170 | | ||!Player/BarterMultiplier/Sell/(res)|| Done ||Used to modify the barter sell prices of the resource (res).|| |
171 | | }}} |
172 | | {{{#!tr style="background: LightGreen" |
173 | | ||!Player/MaxPopulation|| Done ||Change the maximum population limit.|| |
174 | | }}} |
175 | | {{{#!tr style="background: LightGreen" |
176 | | ||!ProductionQueue/BatchTimeFactor|| Done ||Used to modify the batch time bonus.|| |
177 | | }}} |
178 | | {{{#!tr style="background: LightGreen" |
179 | | ||!ProductionQueue/TechCostMultiplier/food|| Done ||Used to modify the technology food cost.|| |
180 | | }}} |
181 | | {{{#!tr style="background: LightGreen" |
182 | | ||!ProductionQueue/TechCostMultiplier/wood|| Done ||Used to modify the technology wood cost.|| |
183 | | }}} |
184 | | {{{#!tr style="background: LightGreen" |
185 | | ||!ProductionQueue/TechCostMultiplier/stone|| Done ||Used to modify the technology stone cost.|| |
186 | | }}} |
187 | | {{{#!tr style="background: LightGreen" |
188 | | ||!ProductionQueue/TechCostMultiplier/metal|| Done ||Used to modify the technology metal cost.|| |
189 | | }}} |
190 | | {{{#!tr style="background: LightGreen" |
191 | | ||!ProductionQueue/TechCostMultiplier/time|| Done ||Used to modify the technology research time.|| |
192 | | }}} |
193 | | {{{#!tr style="background: LightGreen" |
194 | | ||!Promotion/RequiredXp|| Done ||Increase or decrease amount of XP needed to promote to next rank.|| |
195 | | }}} |
196 | | {{{#!tr style="background: LightGreen" |
197 | | ||!Promotion/TrickleRate|| Done ||Trickle of XP gained each second.|| |
198 | | }}} |
199 | | {{{#!tr style="background: LightGreen" |
200 | | ||!ResourceGatherer/BaseSpeed|| Done ||Affects all gathering rates within one value. Default is 1.0|| |
201 | | }}} |
202 | | {{{#!tr style="background: LightGreen" |
203 | | ||!ResourceGatherer/Rates/food.fish|| Done || || |
204 | | }}} |
205 | | {{{#!tr style="background: LightGreen" |
206 | | ||!ResourceGatherer/Rates/food.fruit|| Done || || |
207 | | }}} |
208 | | {{{#!tr style="background: LightGreen" |
209 | | ||!ResourceGatherer/Rates/food.grain|| Done || || |
210 | | }}} |
211 | | {{{#!tr style="background: LightGreen" |
212 | | ||!ResourceGatherer/Rates/food.meat|| Done || || |
213 | | }}} |
214 | | {{{#!tr style="background: LightGreen" |
215 | | ||!ResourceGatherer/Rates/wood.tree|| Done || || |
216 | | }}} |
217 | | {{{#!tr style="background: LightGreen" |
218 | | ||!ResourceGatherer/Rates/wood.ruins|| Done || || |
219 | | }}} |
220 | | {{{#!tr style="background: LightGreen" |
221 | | ||!ResourceGatherer/Rates/stone.rock|| Done || || |
222 | | }}} |
223 | | {{{#!tr style="background: LightGreen" |
224 | | ||!ResourceGatherer/Rates/stone.ruins|| Done || || |
225 | | }}} |
226 | | {{{#!tr style="background: LightGreen" |
227 | | ||!ResourceGatherer/Rates/metal.ore|| Done || || |
228 | | }}} |
229 | | {{{#!tr style="background: LightGreen" |
230 | | ||!ResourceGatherer/Capacities/food|| Done || || |
231 | | }}} |
232 | | {{{#!tr style="background: LightGreen" |
233 | | ||!ResourceGatherer/Capacities/wood|| Done || || |
234 | | }}} |
235 | | {{{#!tr style="background: LightGreen" |
236 | | ||!ResourceGatherer/Capacities/stone|| Done || || |
237 | | }}} |
238 | | {{{#!tr style="background: LightGreen" |
239 | | ||!ResourceGatherer/Capacities/metal|| Done || || |
240 | | }}} |
241 | | ||!ResourceSupply/Amount|| ||Change the supply of a resource, like farms or mines. Imagine a mining tech that "gives new life" to "exhausted" mines by increasing their amount of Metal or Stone.|| |
242 | | {{{#!tr style="background: LightGreen" |
243 | | ||!ResourceSupply/DiminishingReturns|| Done || || |
244 | | }}} |
245 | | {{{#!tr style="background: LightGreen" |
246 | | ||!ResourceTrickle/Rates/food|| Done || || |
247 | | }}} |
248 | | {{{#!tr style="background: LightGreen" |
249 | | ||!ResourceTrickle/Rates/wood|| Done || || |
250 | | }}} |
251 | | {{{#!tr style="background: LightGreen" |
252 | | ||!ResourceTrickle/Rates/stone|| Done || || |
253 | | }}} |
254 | | {{{#!tr style="background: LightGreen" |
255 | | ||!ResourceTrickle/Rates/metal|| Done || || |
256 | | }}} |
257 | | {{{#!tr style="background: LightGreen" |
258 | | ||!TerritoryDecay/DecayRate|| Done ||Reduce or Increase building decay.|| |
259 | | }}} |
260 | | ||!TerritoryInfluence/Root|| ||True or False.|| |
261 | | {{{#!tr style="background: LightGreen" |
262 | | ||!TerritoryInfluence/Radius|| Done ||Increase the territory effect of this class of structure.|| |
263 | | }}} |
264 | | {{{#!tr style="background: LightGreen" |
265 | | ||!Trader/GainMultiplier|| Done ||Increase the profitability of a trading mission.|| |
266 | | }}} |
267 | | {{{#!tr style="background: LightGreen" |
268 | | ||!UnitMotion/WalkSpeed|| Done || || |
269 | | }}} |
270 | | {{{#!tr style="background: LightGreen" |
271 | | ||!UnitMotion/Run/Speed|| Done || || |
272 | | }}} |
273 | | {{{#!tr style="background: LightGreen" |
274 | | ||!Upgrade/Cost/food|| Done || || |
275 | | }}} |
276 | | {{{#!tr style="background: LightGreen" |
277 | | ||!Upgrade/Cost/wood|| Done || || |
278 | | }}} |
279 | | {{{#!tr style="background: LightGreen" |
280 | | ||!Upgrade/Cost/stone|| Done || || |
281 | | }}} |
282 | | {{{#!tr style="background: LightGreen" |
283 | | ||!Upgrade/Cost/metal|| Done || || |
284 | | }}} |
285 | | {{{#!tr style="background: LightGreen" |
286 | | ||!Upgrade/Time|| Done || || |
287 | | }}} |
288 | | {{{#!tr style="background: LightGreen" |
289 | | ||!Vision/Range|| Done || || |
290 | | }}} |
291 | | {{{#!tr style="background: LightGreen" |
292 | | ||!VisionSharing/Duration|| Done || || |
293 | | }}} |
294 | | {{{#!tr style="background: LightGreen" |
295 | | ||!VisualActor/Actor|| Done ||Could change the look of an object as a side effects of a technology.|| |
296 | | }}} |
| 221 | ||= Tech Modification =||= Notes =|| |
| 222 | ||`Attack/{Attack Type}/All`|| Add this value to all the `Damage` types of that attack. || |
| 223 | ||`Formations/tokens`||Add formations for these units. May need a formation system overhaul, because right now the formations aren't really controlled in the entity templates.|| |
| 224 | ||`GarrisonHolder/List/tokens`||Add or remove classes of units capable of garrisoning in this structure/|| |
| 225 | ||`ResourceSupply/Amount`||Change the supply of a resource, like farms or mines. Imagine a mining tech that "gives new life" to "exhausted" mines by increasing their amount of Metal or Stone.|| |
| 226 | ||`TerritoryInfluence/Root`|| True or False. || |