Ticket #2185: templateFixes.patch

File templateFixes.patch, 82.4 KB (added by Adrián Chaves, 11 years ago)

Typo fixes for entities.

  • binaries/data/mods/public/simulation/templates/gaia/fauna_lioness.xml

    diff --git a/binaries/data/mods/public/simulation/templates/gaia/fauna_lioness.xml b/binaries/data/mods/public/simulation/templates/gaia/fauna_lioness.xml
    index d6e79d0..f9609a9 100644
    a b  
    1515  </Footprint>
    1616  <Identity>
    1717    <Civ>gaia</Civ>
    18     <SpecificName>Lion</SpecificName>
     18    <SpecificName>Lioness</SpecificName>
    1919    <Icon>gaia/fauna_lion.png</Icon>
    2020  </Identity>
    2121  <Position>
  • binaries/data/mods/public/simulation/templates/other/celt_homestead.xml

    diff --git a/binaries/data/mods/public/simulation/templates/other/celt_homestead.xml b/binaries/data/mods/public/simulation/templates/other/celt_homestead.xml
    index f6d6330..f1671df 100644
    a b  
    2121    <Civ>celt</Civ>
    2222    <GenericName>Homestead</GenericName>
    2323    <SpecificName>Caer</SpecificName>
    24     <History>This was be the centre of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.</History>
     24    <History>This was be the center of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.</History>
    2525    <Tooltip>A Celtic homestead.</Tooltip>
    2626  </Identity>
    2727  <Obstruction>
  • binaries/data/mods/public/simulation/templates/structures/athen_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/athen_dock.xml b/binaries/data/mods/public/simulation/templates/structures/athen_dock.xml
    index 23171a3..2ae1c99 100644
    a b  
    1010  <Identity>
    1111    <Civ>athen</Civ>
    1212    <SpecificName>Limḗn</SpecificName>
    13     <History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Athens, 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. Athens itself had a large sea port at Piraeus, which consisted of 3 separate harbors surrounded by mighty walls and easily chained off to prevent amphibious attacks by enemy fleets. As long as Piraeus was unconquered, Athens remained monarch of the seas. </History>
     13    <History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Athens, Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonization were thriving port centers, which traded with the local population. Athens itself had a large sea port at Piraeus, which consisted of 3 separate harbors surrounded by mighty walls and easily chained off to prevent amphibious attacks by enemy fleets. As long as Piraeus was unconquered, Athens remained monarch of the seas. </History>
    1414  </Identity>
    1515  <Obstruction>
    1616    <Static width="22.0" depth="26.0"/>
  • binaries/data/mods/public/simulation/templates/structures/athen_theatron.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/athen_theatron.xml b/binaries/data/mods/public/simulation/templates/structures/athen_theatron.xml
    index 3cd47a3..610e23e 100644
    a b  
    2323    <GenericName>Greek Theater</GenericName>
    2424    <SpecificName>Théātron</SpecificName>
    2525    <Classes>Theater</Classes>
    26     <Tooltip>Take advantage of the Hellenisation special technology.</Tooltip>
     26    <Tooltip>Take advantage of the Hellenization special technology.</Tooltip>
    2727    <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 and spreading its influence.</History>
    2828    <Icon>structures/theatron.png</Icon>
    2929  </Identity>
  • binaries/data/mods/public/simulation/templates/structures/athen_wonder.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/athen_wonder.xml b/binaries/data/mods/public/simulation/templates/structures/athen_wonder.xml
    index a24feea..5a6d275 100644
    a b  
    1616    <Civ>athen</Civ>
    1717    <SpecificName>Neṓs Parthenos</SpecificName>
    1818    <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.</History>
    19     <Tooltip>Bring glory to your civilisation and add large tracts of land to your empire. Garrison up to 30 units to heal them at a quick rate.</Tooltip>
     19    <Tooltip>Bring glory to your civilization and add large tracts of land to your empire. Garrison up to 30 units to heal them at a quick rate.</Tooltip>
    2020  </Identity>
    2121  <Obstruction>
    2222    <Static width="27.0" depth="57.0"/>
  • binaries/data/mods/public/simulation/templates/structures/brit_civil_centre.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/brit_civil_centre.xml b/binaries/data/mods/public/simulation/templates/structures/brit_civil_centre.xml
    index 70ce196..da147d0 100644
    a b  
    77  <Identity>
    88    <Civ>brit</Civ>
    99    <SpecificName>Caer</SpecificName>
    10     <History>This was be the centre of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.</History>
     10    <History>This was be the center of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.</History>
    1111  </Identity>
    1212<Health>
    1313  <SpawnEntityOnDeath>rubble/rubble_celt_cc</SpawnEntityOnDeath>
  • binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml b/binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml
    index 06908f6..82d005b 100644
    a b  
    2323    <Classes datatype="tokens">Naval</Classes>
    2424    <Tooltip>Increase population limit and defend waterways</Tooltip>
    2525    <SpecificName>Crannog</SpecificName>
    26     <History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
     26    <History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow lake floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defense as well as the availability of food in the form of fish nearby.</History>
    2727    <RequiredTechnology>phase_town</RequiredTechnology>
    2828  </Identity>
    2929  <Obstruction>
  • binaries/data/mods/public/simulation/templates/structures/brit_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/brit_dock.xml b/binaries/data/mods/public/simulation/templates/structures/brit_dock.xml
    index 0d162f9..7d104b4 100644
    a b  
    1313  <Identity>
    1414    <Civ>brit</Civ>
    1515    <SpecificName>Crannog</SpecificName>
    16     <History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
     16    <History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow lake floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defense as well as the availability of food in the form of fish nearby.</History>
    1717  </Identity>
    1818  <Obstruction>
    1919    <Static width="10.0" depth="22.0"/>
  • binaries/data/mods/public/simulation/templates/structures/brit_market.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/brit_market.xml b/binaries/data/mods/public/simulation/templates/structures/brit_market.xml
    index 3202db2..8a7a668 100644
    a b  
    1313  <Identity>
    1414    <Civ>brit</Civ>
    1515    <SpecificName>Marchnaty</SpecificName>
    16     <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.</History>
     16    <History>Efficient farming led to food surpluses and a developing social hierarchy through the period with administration and power centered 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 standardized pottery and this suggests that weights and measures were controlled to provide consistency in trade.</History>
    1717  </Identity>
    1818  <Obstruction>
    1919    <Static width="25.0" depth="23.0"/>
  • binaries/data/mods/public/simulation/templates/structures/cart_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/cart_dock.xml b/binaries/data/mods/public/simulation/templates/structures/cart_dock.xml
    index 408535f..6233f97 100644
    a b  
    1616    <Civ>cart</Civ>
    1717    <GenericName>Commercial Port</GenericName>
    1818    <SpecificName>Namel</SpecificName>
    19     <History>The Carthaginians were famous for their sea trade. Carthage itself had an entire harbour dedicated to nothing more than commercial sea trade.</History>
     19    <History>The Carthaginians were famous for their sea trade. Carthage itself had an entire harbor dedicated to nothing more than commercial sea trade.</History>
    2020    <Tooltip>Construct fishing boats to gather meat and merchant ships to trade with other docks.</Tooltip>
    2121  </Identity>
    2222  <Obstruction>
  • binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml b/binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml
    index b1f2451..44c2dc6 100644
    a b  
    1010    <GenericName>Naval Shipyard</GenericName>
    1111    <SpecificName>Cothon</SpecificName>
    1212    <Classes datatype="tokens">-City Town Shipyard</Classes>
    13     <History>The structure is based upon the centre island of the inner harbour constructed to house the war fleet of the Carthaginian navy at Carthage.</History>
     13    <History>The structure is based upon the center island of the inner harbor constructed to house the war fleet of the Carthaginian navy at Carthage.</History>
    1414    <Tooltip>Construct and repair mighty warships.</Tooltip>
    1515    <Icon>structures/uber_dock.png</Icon>
    1616    <RequiredTechnology>phase_town</RequiredTechnology>
  • binaries/data/mods/public/simulation/templates/structures/celt_civil_centre.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_civil_centre.xml b/binaries/data/mods/public/simulation/templates/structures/celt_civil_centre.xml
    index 1437580..447ea0a 100644
    a b  
    77  <Identity>
    88    <Civ>celt</Civ>
    99    <SpecificName>Caer</SpecificName>
    10     <History>This was be the centre of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.</History>
     10    <History>This was be the center of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.</History>
    1111  </Identity>
    1212  <Health>
    1313    <SpawnEntityOnDeath>rubble/rubble_celt_cc</SpawnEntityOnDeath>
  • binaries/data/mods/public/simulation/templates/structures/celt_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_dock.xml b/binaries/data/mods/public/simulation/templates/structures/celt_dock.xml
    index 20fe6ce..2fec1d9 100644
    a b  
    1313  <Identity>
    1414    <Civ>celt</Civ>
    1515    <SpecificName>Crannog</SpecificName>
    16     <History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
     16    <History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow lake floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defense as well as the availability of food in the form of fish nearby.</History>
    1717  </Identity>
    1818  <Obstruction>
    1919    <Static width="10.0" depth="22.0"/>
  • binaries/data/mods/public/simulation/templates/structures/celt_market.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_market.xml b/binaries/data/mods/public/simulation/templates/structures/celt_market.xml
    index fe41a70..9975275 100644
    a b  
    1313  <Identity>
    1414    <Civ>celt</Civ>
    1515    <SpecificName>Marchnaty</SpecificName>
    16     <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.</History>
     16    <History>Efficient farming led to food surpluses and a developing social hierarchy through the period with administration and power centered 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 standardized pottery and this suggests that weights and measures were controlled to provide consistency in trade.</History>
    1717  </Identity>
    1818  <Obstruction>
    1919    <Static width="25.0" depth="23.0"/>
  • binaries/data/mods/public/simulation/templates/structures/gaul_civil_centre.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/gaul_civil_centre.xml b/binaries/data/mods/public/simulation/templates/structures/gaul_civil_centre.xml
    index a4ae7d7..de83d31 100644
    a b  
    77  <Identity>
    88    <Civ>gaul</Civ>
    99    <SpecificName>Caer</SpecificName>
    10     <History>This was be the centre of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.</History>
     10    <History>This was be the center of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.</History>
    1111  </Identity>
    1212  <Health>
    1313    <SpawnEntityOnDeath>rubble/rubble_celt_cc</SpawnEntityOnDeath>
  • binaries/data/mods/public/simulation/templates/structures/gaul_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/gaul_dock.xml b/binaries/data/mods/public/simulation/templates/structures/gaul_dock.xml
    index 295d6dd..8195d1e 100644
    a b  
    1313  <Identity>
    1414    <Civ>gaul</Civ>
    1515    <SpecificName>Crannog</SpecificName>
    16     <History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
     16    <History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow lake floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defense as well as the availability of food in the form of fish nearby.</History>
    1717  </Identity>
    1818  <Obstruction>
    1919    <Static width="10.0" depth="22.0"/>
  • binaries/data/mods/public/simulation/templates/structures/gaul_market.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/gaul_market.xml b/binaries/data/mods/public/simulation/templates/structures/gaul_market.xml
    index 151a669..e551d3c 100644
    a b  
    1313  <Identity>
    1414    <Civ>gaul</Civ>
    1515    <SpecificName>Marchnaty</SpecificName>
    16     <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.</History>
     16    <History>Efficient farming led to food surpluses and a developing social hierarchy through the period with administration and power centered 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 standardized pottery and this suggests that weights and measures were controlled to provide consistency in trade.</History>
    1717  </Identity>
    1818  <Obstruction>
    1919    <Static width="25.0" depth="23.0"/>
  • binaries/data/mods/public/simulation/templates/structures/gaul_outpost.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/gaul_outpost.xml b/binaries/data/mods/public/simulation/templates/structures/gaul_outpost.xml
    index aaffb1f..e3d7723 100644
    a b  
    22<Entity parent="template_structure_defense_outpost">
    33  <Identity>
    44    <Civ>gaul</Civ>
    5     <SpecificName>Brythonic Outpost</SpecificName>
     5    <SpecificName>Gallic Outpost</SpecificName>
    66    <History>*I could not find any evidence of a celtic tower, but I'm giving them one for gameplay reasons.*</History>
    77  </Identity>
    88  <VisualActor>
  • binaries/data/mods/public/simulation/templates/structures/hele_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_dock.xml b/binaries/data/mods/public/simulation/templates/structures/hele_dock.xml
    index c8f4755..7e4214e 100644
    a b  
    1414  <Identity>
    1515    <Civ>hele</Civ>
    1616    <SpecificName>Limḗn</SpecificName>
    17     <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.</History>
     17    <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 Colonization were thriving port centers, which traded with the local population.</History>
    1818  </Identity>
    1919  <Obstruction>
    2020    <Static width="22.0" depth="26.0"/>
  • binaries/data/mods/public/simulation/templates/structures/hele_fortress.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_fortress.xml b/binaries/data/mods/public/simulation/templates/structures/hele_fortress.xml
    index 71f441b..65bbaa3 100644
    a b  
    1414    <Civ>hele</Civ>
    1515    <SpecificName>Teíchisma</SpecificName>
    1616    <Tooltip>Build siege engines. Garrison up to 15 soldiers inside for stout defense.</Tooltip>
    17     <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. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.</History>
     17    <History>The Akropolis was usually a fortified citadel in the upper part of the city. The Athenian Akropolis was renowned for its marvelous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defenses. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.</History>
    1818  </Identity>
    1919  <Obstruction>
    2020    <Static width="24.0" depth="26.0"/>
  • binaries/data/mods/public/simulation/templates/structures/hele_theatron.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_theatron.xml b/binaries/data/mods/public/simulation/templates/structures/hele_theatron.xml
    index 239c161..cf13005 100644
    a b  
    2222    <GenericName>Greek Theater</GenericName>
    2323    <SpecificName>Théātron</SpecificName>
    2424    <Classes>Theater</Classes>
    25     <Tooltip>Take advantage of the Hellenisation special technology.</Tooltip>
     25    <Tooltip>Take advantage of the Hellenization special technology.</Tooltip>
    2626    <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 and spreading its influence.</History>
    2727    <Icon>structures/theatron.png</Icon>
    2828  </Identity>
  • binaries/data/mods/public/simulation/templates/structures/iber_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/iber_dock.xml b/binaries/data/mods/public/simulation/templates/structures/iber_dock.xml
    index 49d508d..4d2fbef 100644
    a b  
    1010  <Identity>
    1111    <Civ>iber</Civ>
    1212    <SpecificName>Kai</SpecificName>
    13     <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.</History>
     13    <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 time frame of the game, we have chosen to model something similar to the inner port center at Carthage, with typical Iberian architectural applications applied to it. The largest port that was strictly Iberian, though said to have been founded by the Greeks (defaulting to the Iberian residents 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.</History>
    1414  </Identity>
    1515  <Obstruction>
    1616    <Static width="14.0" depth="24.0"/>
  • binaries/data/mods/public/simulation/templates/structures/iber_fortress.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/iber_fortress.xml b/binaries/data/mods/public/simulation/templates/structures/iber_fortress.xml
    index a318777..3915e38 100644
    a b  
    1414  <Identity>
    1515    <Civ>iber</Civ>
    1616    <SpecificName>Castro</SpecificName>
    17     <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 archaeological 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.</History>
     17    <History>The Castro can be likened to a more strongly fortified town center 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 archaeological 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.</History>
    1818  </Identity>
    1919  <Obstruction>
    2020    <Static width="27.0" depth="27.0"/>
  • binaries/data/mods/public/simulation/templates/structures/iber_market.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/iber_market.xml b/binaries/data/mods/public/simulation/templates/structures/iber_market.xml
    index 603fd4a..bba9d94 100644
    a b  
    1010  <Identity>
    1111    <Civ>iber</Civ>
    1212    <SpecificName>Merkatu</SpecificName>
    13     <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.</History>
     13    <History>The trade centers or marketplaces of the Iberian civilization 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.</History>
    1414  </Identity>
    1515  <Obstruction>
    1616    <Static width="16.0" depth="20.0"/>
  • binaries/data/mods/public/simulation/templates/structures/mace_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/mace_dock.xml b/binaries/data/mods/public/simulation/templates/structures/mace_dock.xml
    index 9e6b761..c2745b2 100644
    a b  
    1010  <Identity>
    1111    <Civ>mace</Civ>
    1212    <SpecificName>Limḗn</SpecificName>
    13     <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.</History>
     13    <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 Colonization were thriving port centers, which traded with the local population.</History>
    1414  </Identity>
    1515  <Obstruction>
    1616    <Static width="22.0" depth="26.0"/>
  • binaries/data/mods/public/simulation/templates/structures/mace_fortress.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/mace_fortress.xml b/binaries/data/mods/public/simulation/templates/structures/mace_fortress.xml
    index 0a092c1..f50cdad 100644
    a b  
    88    <Civ>mace</Civ>
    99    <SpecificName>Teíchisma</SpecificName>
    1010    <Tooltip>Build siege engines. Garrison up to 15 soldiers inside for stout defense.</Tooltip>
    11     <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. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.</History>
     11    <History>The Akropolis was usually a fortified citadel in the upper part of the city. The Athenian Akropolis was renowned for its marvelous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defenses. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.</History>
    1212  </Identity>
    1313  <Obstruction>
    1414    <Static width="24.0" depth="26.0"/>
  • binaries/data/mods/public/simulation/templates/structures/mace_theatron.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/mace_theatron.xml b/binaries/data/mods/public/simulation/templates/structures/mace_theatron.xml
    index 6226183..6b755ec 100644
    a b  
    2222    <Civ>mace</Civ>
    2323    <GenericName>Greek Theater</GenericName>
    2424    <SpecificName>Théātron</SpecificName>
    25     <Tooltip>Take advantage of the Hellenisation special technology.</Tooltip>
     25    <Tooltip>Take advantage of the Hellenization special technology.</Tooltip>
    2626    <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 and spreading its influence.</History>
    2727    <Icon>structures/theatron.png</Icon>
    2828  </Identity>
  • binaries/data/mods/public/simulation/templates/structures/maur_civil_centre.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/maur_civil_centre.xml b/binaries/data/mods/public/simulation/templates/structures/maur_civil_centre.xml
    index 72f57c5..c53a7c6 100644
    a b  
    77  <Identity>
    88    <Civ>maur</Civ>
    99    <SpecificName>Rajadhanika</SpecificName>
    10     <History>Civ Centre</History>
     10    <History>Civic Center.</History>
    1111  </Identity>
    1212  <Health>
    1313    <SpawnEntityOnDeath>rubble/rubble_maur_cc</SpawnEntityOnDeath>
  • binaries/data/mods/public/simulation/templates/structures/pers_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/pers_dock.xml b/binaries/data/mods/public/simulation/templates/structures/pers_dock.xml
    index 39e5687..1359eda 100644
    a b  
    1010  <Identity>
    1111    <Civ>pers</Civ>
    1212    <SpecificName>Nāvašta</SpecificName>
    13     <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.</History>
     13    <History>Situated on the Mediterranean coast, all Phoenician cities had excellent docks and harbors, the outstanding example being Tyre, which was situated on an island close to the shore.</History>
    1414  </Identity>
    1515  <Obstruction>
    1616    <Static width="23.0" depth="15.0"/>
  • binaries/data/mods/public/simulation/templates/structures/pers_market.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/pers_market.xml b/binaries/data/mods/public/simulation/templates/structures/pers_market.xml
    index d0a286c..10c0137 100644
    a b  
    1010  <Identity>
    1111    <Civ>pers</Civ>
    1212    <SpecificName>Ardatašta</SpecificName>
    13     <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.</History>
     13    <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 centers.</History>
    1414  </Identity>
    1515  <Obstruction>
    1616    <Static width="24.0" depth="24.0"/>
  • binaries/data/mods/public/simulation/templates/structures/rome_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_dock.xml b/binaries/data/mods/public/simulation/templates/structures/rome_dock.xml
    index 55a8b25..7807647 100644
    a b  
    1010  <Identity>
    1111    <Civ>rome</Civ>
    1212    <SpecificName>Portus</SpecificName>
    13     <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.</History>
     13    <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 harbor was planned by Julius Caesar and carried out by Claudius.</History>
    1414  </Identity>
    1515  <Obstruction>
    1616    <Static width="20.0" depth="24.0"/>
  • binaries/data/mods/public/simulation/templates/structures/spart_dock.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/spart_dock.xml b/binaries/data/mods/public/simulation/templates/structures/spart_dock.xml
    index f39ab63..ac708ea 100644
    a b  
    1010  <Identity>
    1111    <Civ>spart</Civ>
    1212    <SpecificName>Limḗn</SpecificName>
    13     <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.</History>
     13    <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 Colonization were thriving port center, which traded with the local population.</History>
    1414  </Identity>
    1515  <Obstruction>
    1616    <Static width="22.0" depth="26.0"/>
  • binaries/data/mods/public/simulation/templates/structures/spart_fortress.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/spart_fortress.xml b/binaries/data/mods/public/simulation/templates/structures/spart_fortress.xml
    index d54be9c..98fa3b3 100644
    a b  
    88    <Civ>spart</Civ>
    99    <SpecificName>Teíchisma</SpecificName>
    1010    <Tooltip>Build siege engines. Garrison up to 15 soldiers inside for stout defense.</Tooltip>
    11     <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. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.</History>
     11    <History>The Akropolis was usually a fortified citadel in the upper part of the city. The Athenian Akropolis was renowned for its marvelous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defenses. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.</History>
    1212  </Identity>
    1313  <Obstruction>
    1414    <Static width="24.0" depth="26.0"/>
  • binaries/data/mods/public/simulation/templates/structures/spart_theatron.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/spart_theatron.xml b/binaries/data/mods/public/simulation/templates/structures/spart_theatron.xml
    index e18e293..06767a6 100644
    a b  
    2222    <Civ>spart</Civ>
    2323    <GenericName>Greek Theater</GenericName>
    2424    <SpecificName>Théātron</SpecificName>
    25     <Tooltip>Take advantage of the Hellenisation special technology.</Tooltip>
     25    <Tooltip>Take advantage of the Hellenization special technology.</Tooltip>
    2626    <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 and spreading its influence.</History>
    2727    <Icon>structures/theatron.png</Icon>
    2828  </Identity>
  • binaries/data/mods/public/simulation/templates/structures/theb_theatron.xml

    diff --git a/binaries/data/mods/public/simulation/templates/structures/theb_theatron.xml b/binaries/data/mods/public/simulation/templates/structures/theb_theatron.xml
    index 69bfa16..4c8c8fb 100644
    a b  
    2222    <Civ>theb</Civ>
    2323    <GenericName>Greek Theater</GenericName>
    2424    <SpecificName>Théātron</SpecificName>
    25     <Tooltip>Take advantage of the Hellenisation civ bonus. (Currently a useless structure)</Tooltip>
     25    <Tooltip>Take advantage of the Hellenization civ bonus. (Currently a useless structure)</Tooltip>
    2626    <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.</History>
    2727    <Icon>structures/theatron.png</Icon>
    2828  </Identity>
  • binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
    index 8c29c38..cf1332c 100644
    a b  
    5252    <SpawnEntityOnDeath>rubble/rubble_stone_6x6</SpawnEntityOnDeath>
    5353  </Health>
    5454    <Identity>
    55     <GenericName>Civic Centre</GenericName>
     55    <GenericName>Civic Center</GenericName>
    5656    <Tooltip>Build to acquire large tracts of territory. Train citizens. Garrison: 20.</Tooltip>
    5757    <Classes datatype="tokens">
    5858      City
  • binaries/data/mods/public/simulation/templates/template_structure_gaia_settlement.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_structure_gaia_settlement.xml b/binaries/data/mods/public/simulation/templates/template_structure_gaia_settlement.xml
    index c176613..6f63496 100644
    a b  
    88    <Civ>gaia</Civ>
    99    <GenericName>Settlement</GenericName>
    1010    <SpecificName>Settlement</SpecificName>
    11     <Tooltip>Build a Civic Centre at this location to expand your territory.</Tooltip>
     11    <Tooltip>Build a Civic Center at this location to expand your territory.</Tooltip>
    1212    <Icon>gaia/special_settlement.png</Icon>
    1313  </Identity>
    1414  <Minimap>
  • binaries/data/mods/public/simulation/templates/template_structure_special.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_structure_special.xml b/binaries/data/mods/public/simulation/templates/template_structure_special.xml
    index 0ea162f..b452031 100644
    a b  
    4040  </Health>
    4141  <Identity>
    4242    <GenericName>Special Building</GenericName>
    43     <Tooltip>This is a special building unique to a particular civilisation.</Tooltip>
     43    <Tooltip>This is a special building unique to a particular civilization.</Tooltip>
    4444    <Classes datatype="tokens">
    4545      City
    4646      SpecialBuilding
  • binaries/data/mods/public/simulation/templates/template_structure_wonder.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml b/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml
    index 34598f3..1ee0e5e 100644
    a b  
    3333  </Health>
    3434  <Identity>
    3535    <GenericName>Wonder</GenericName>
    36     <Tooltip>Bring glory to your civilisation and add large tracts of land to your empire.</Tooltip>
     36    <Tooltip>Bring glory to your civilization and add large tracts of land to your empire.</Tooltip>
    3737    <Classes datatype="tokens">
    3838      City
    3939      Wonder
  • binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_archer.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_archer.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_archer.xml
    index fa6dfd5..0fb25ad 100644
    a b  
    3535  <Identity>
    3636    <Classes datatype="tokens">Bow</Classes>
    3737    <GenericName>Cavalry Archer</GenericName>
    38     <History>A 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. This was the most effective unit on the battlefield for several hundred years until the well armoured knight came along. Therefore, this unit will gain much more prominence in Part 2.</History>
     38    <History>A 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. This was the most effective unit on the battlefield for several hundred years until the well armored knight came along. Therefore, this unit will gain much more prominence in Part 2.</History>
    3939    <Tooltip>Classes: Ranged Cavalry Archer.
    4040Counters: 2x vs. Spearmen, 1.5x vs. Swordsmen.
    4141Countered by: Skirmishers and Elephants.</Tooltip>
  • binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_javelinist.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_javelinist.xml b/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_javelinist.xml
    index b64f248..3ba36cf 100644
    a b  
    3636  </Cost>
    3737  <Identity>
    3838    <Classes datatype="tokens">Ranged Javelin</Classes>
    39     <GenericName>Champion Cavalry Skirmisher.</GenericName>
    40     <Tooltip>Classes: Champion Ranged Cavalry Skirmisher.
     39    <GenericName>Champion Cavalry Skirmisher</GenericName>
     40    <Tooltip>Classes: Champion Ranged Cavalry Skirmisher.
    4141Counters: 2x vs. Archers, 1.5x vs. Cavalry Swordsmen.
    4242Countered by: Spearmen and Elephants.</Tooltip>
    4343  </Identity>
  • binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_spearman.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_spearman.xml b/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_spearman.xml
    index 1f082aa..be10179 100644
    a b  
    4343    <GenericName>Champion Spearman</GenericName>
    4444    <Classes datatype="tokens">Melee Spear</Classes>
    4545    <Tooltip>Classes: Champion Melee Infantry Spearman.
    46 Counters: 2x vs. All Cavalry. 
     46Counters: 2x vs. All Cavalry.
    4747Countered by: Skirmishers, Swordsmen, and Cavalry Archers.</Tooltip>
    4848  </Identity>
    4949  <Sound>
  • binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_pikeman.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_pikeman.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_pikeman.xml
    index b85c0a0..a53b233 100644
    a b  
    3939    <GenericName>Pikeman</GenericName>
    4040    <History>Pike, or sarissa, infantry were developed by Philip II of Macedon based on the hoplite of the Greek city-states. The Macedonian pikemen, or phalangites, wielded an extra long spear (sarissa) approximatly 4 to 7 meters (13–21 feet) in length. Because of it's length and weight, the pike required the use of both hands, so the shield was slung over the pikeman's shoulder with a leather strap. Front-line pikemen of the age were generally highly-armored, while those in the back lines were lightly armored. Such pike-wielding troops were employed by numerous states, from Carthage to Syria, and were used to fix enemy infantry in position while the army's cavalry worked to turn the enemy flanks.</History>
    4141    <Tooltip>Classes: Melee Infantry Spearman.
    42 Counters: 2x vs. All Cavalry. 
     42Counters: 2x vs. All Cavalry.
    4343Countered by: Skirmishers, Swordsmen, Cavalry Archers.</Tooltip>
    4444  </Identity>
    4545  <Loot>
  • binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_spearman.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_spearman.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_spearman.xml
    index 0261df7..77e77cb 100644
    a b  
    3535  <Identity>
    3636    <Classes datatype="tokens">Spear</Classes>
    3737    <GenericName>Spearman</GenericName>
    38     <History>Probably 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. It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer. Started 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). Later it was developed to combat cavalry. During the medieval period it evolved to the pike. These units tended to be armoured as heavily as possible.</History>
     38    <History>Probably 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. It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer. Started 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). Later it was developed to combat cavalry. During the medieval period it evolved to the pike. These units tended to be armored as heavily as possible.</History>
    3939    <Tooltip>Classes: Melee Infantry Spearman.
    4040Counters: 2x vs. All Cavalry.
    4141Countered by: Skirmishers, Swordsmen, Cavalry Archers.</Tooltip>
  • binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml
    index dd52ece..ea7a757 100644
    a b  
    5050  <Identity>
    5151    <Classes datatype="tokens">Sword</Classes>
    5252    <GenericName>Swordsman</GenericName>
    53     <History>Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword. It 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. Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon.</History>
     53    <History>Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword. It 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 maneuver. If flanked, they were easily cut down by a sword as demonstrated by the Romans at the battle of Cynoscephalae. Generally swordsmen were well armored, had shields, and tended to be nobles. A good sword was an expensive weapon.</History>
    5454    <Tooltip>Classes: Melee Infantry Swordsman.
    5555Counters: 2x vs. Spearmen, 1.5x vs. Skirmishers, and 1.25x vs. Elephants.
    5656Countered by: Archers, Cavalry Spearmen, and Cavalry Archers.</Tooltip>
  • binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml
    index aa3b423..9b48371 100644
    a b  
    3737  <Identity>
    3838    <Classes datatype="tokens">Bow</Classes>
    3939    <GenericName>Archer</GenericName>
    40     <History>They tended to be lightly armoured. They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy. Of 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. They 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.</History>
     40    <History>They tended to be lightly armored. They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy. Of 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. They 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.</History>
    4141    <Tooltip>Classes: Ranged Infantry Archer.
    4242Counters: 2x vs. Swordsmen, 1.25x vs. Cavalry Spearmen.
    4343Countered by: Cavalry Swordsmen, Cavalry Skirmishers.</Tooltip>
  • binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml
    index bc7da55..357bae5 100644
    a b  
    4343  <Identity>
    4444    <Classes datatype="tokens">Javelin</Classes>
    4545    <GenericName>Skirmisher</GenericName>
    46     <History>These 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. They 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. They didn't always have to throw their spears either. They used these light small spears in hand to hand similar to a quarterstaff. Also note that the development of the pilum was a key transition. The pilum was a weapon with a long steel shaft that would sink into a shield and was nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch.</History>
     46    <History>These were the skirmishers. These lightly armored units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat. They would do well against any unit that wasn't wearing proper armor, but more poorly if they fought hand to hand vs a well armored unit. They didn't always have to throw their spears either. They used these light small spears in hand to hand similar to a quarterstaff. Also note that the development of the pilum was a key transition. The pilum was a weapon with a long steel shaft that would sink into a shield and was nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch.</History>
    4747    <Tooltip>Classes: Ranged Infantry Skirmisher.
    4848Counters: 1.5x vs. Spearmen and Cavalry Archers, 1.25x vs. Elephants and Chariots.
    4949Countered by: Swordsmen, Cavalry Spearmen.</Tooltip>
  • binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml b/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml
    index 592508b..a5fac89 100644
    a b  
    5050  </Health>
    5151  <Identity>
    5252    <GenericName>Female Citizen</GenericName>
    53     <History>Women in the ancient world took on a variety of roles - from leadership (Celts) to servant (Greeks). Women are hard workers, the economic backbone of any civilisation. In history, it was typical when all the males (capable of fighting) were killed for the females, children, and elderly to be sold as slaves.</History>
     53    <History>Women in the ancient world took on a variety of roles - from leadership (Celts) to servant (Greeks). Women are hard workers, the economic backbone of any civilization. In history, it was typical when all the males (capable of fighting) were killed for the females, children, and elderly to be sold as slaves.</History>
    5454    <Tooltip>Classes: Support Female.
    5555Gather resources, build civic structures, and inspire nearby males to work faster. Bonused at foraging and farming.</Tooltip>
    5656    <Classes datatype="tokens">Worker Female Citizen</Classes>
  • binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml

    diff --git a/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml b/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml
    index dce2884..cbbf49c 100644
    a b  
    1212  <Identity>
    1313    <Classes datatype="tokens">Trader -ConquestCritical</Classes>
    1414    <GenericName>Trader</GenericName>
    15     <History>Trade was a very important part of ancient civilisation - effective trading and control of trade routes equaled wealth. Trade took place by many forms from foot to caravans to merchant ships. One of the most notorious examples of the power of trade was the Silk Road.</History>
     15    <History>Trade was a very important part of ancient civilization - effective trading and control of trade routes equaled wealth. Trade took place by many forms from foot to caravans to merchant ships. One of the most notorious examples of the power of trade was the Silk Road.</History>
    1616    <Tooltip>Classes: Support Trader.
    1717Trade resources between your own markets and those of your allies.</Tooltip>
    1818  </Identity>
  • binaries/data/mods/public/simulation/templates/units/brit_hero_boudicca.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/brit_hero_boudicca.xml b/binaries/data/mods/public/simulation/templates/units/brit_hero_boudicca.xml
    index 7e8feec..925cde2 100644
    a b  
    2929    <Classes datatype="tokens">Chariot</Classes>
    3030    <SpecificName>Boudicca</SpecificName>
    3131    <Tooltip>Hero Aura: Increased Attack and Speed for Champion Units.</Tooltip>
    32     <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.</History>
     32    <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 colors over which a thick cloak was fastened by a brooch.</History>
    3333    <Icon>units/celt_hero_boudicca.png</Icon>
    3434  </Identity>
    3535  <Obstruction>
  • binaries/data/mods/public/simulation/templates/units/celt_hero_boudicca.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/celt_hero_boudicca.xml b/binaries/data/mods/public/simulation/templates/units/celt_hero_boudicca.xml
    index ee8fcd0..688b44d 100644
    a b  
    2424    <Classes datatype="tokens">Chariot</Classes>
    2525    <SpecificName>Boudicca</SpecificName>
    2626    <Tooltip>Hero Aura: Increased Attack and Speed for Champion Units.</Tooltip>
    27     <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.</History>
     27    <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 colors over which a thick cloak was fastened by a brooch.</History>
    2828    <Icon>units/celt_hero_boudicca.png</Icon>
    2929  </Identity>
    3030  <Obstruction>
  • binaries/data/mods/public/simulation/templates/units/celt_hero_britomartus.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/celt_hero_britomartus.xml b/binaries/data/mods/public/simulation/templates/units/celt_hero_britomartus.xml
    index b14e92f..eb12ccd 100644
    a b  
    1313    <Civ>celt</Civ>
    1414    <SpecificName>Britomartus</SpecificName>
    1515    <Tooltip>Hero Aura: Gathering rates increased during his lifetime.</Tooltip>
    16     <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.</History>
     16    <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 colors and his armor shone with gold and silver. This armor, 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 armor.</History>
    1717    <Icon>units/celt_hero_britomartus.png</Icon>
    1818  </Identity>
    1919  <VisualActor>
  • binaries/data/mods/public/simulation/templates/units/gaul_hero_britomartus.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/gaul_hero_britomartus.xml b/binaries/data/mods/public/simulation/templates/units/gaul_hero_britomartus.xml
    index c618d61..5e5af93 100644
    a b  
    1313    <Civ>gaul</Civ>
    1414    <SpecificName>Britomartus</SpecificName>
    1515    <Tooltip>Hero Aura: Gathering rates increased during his lifetime.</Tooltip>
    16     <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.</History>
     16    <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 colors and his armor shone with gold and silver. This armor, 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 armor.</History>
    1717    <Icon>units/celt_hero_britomartus.png</Icon>
    1818  </Identity>
    1919  <VisualActor>
  • binaries/data/mods/public/simulation/templates/units/hele_champion_infantry_mace.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/hele_champion_infantry_mace.xml b/binaries/data/mods/public/simulation/templates/units/hele_champion_infantry_mace.xml
    index dedbba4..8e0a87a 100644
    a b  
    66    <SpecificName>Pezétairos</SpecificName>
    77    <Tooltip>Macedonian Champion Pikeman.
    88Heavy line infantry. Counters Cavalry and Infantry. Countered Ranged Units. Uses the Syntagma Formation.</Tooltip>
    9     <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+.</History>
     9    <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 armor. 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+.</History>
    1010    <Icon>units/hele_champion_infantry_mace.png</Icon>
    1111  </Identity>
    1212  <Vision>
  • binaries/data/mods/public/simulation/templates/units/iber_hero_caros.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/iber_hero_caros.xml b/binaries/data/mods/public/simulation/templates/units/iber_hero_caros.xml
    index 4e03712..96cb838 100644
    a b  
    1010    <SpecificName>Caros</SpecificName>
    1111    <Icon>units/iber_hero_caros.png</Icon>
    1212    <Tooltip>Hero Aura: "Tactica Guerilla." TBD.</Tooltip>
    13     <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 a small cavalry action the same evening and died soon thereafter, but he had carried off one of the most humiliating defeats that Rome ever suffered.</History>
     13    <History>Caros was a chief of the Belli tribe located just east of the Celtiberi (Numantines at the center). 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 a small cavalry action the same evening and died soon thereafter, but he had carried off one of the most humiliating defeats that Rome ever suffered.</History>
    1414  </Identity>
    1515  <VisualActor>
    1616    <Actor>units/iberians/hero_caros.xml</Actor>
  • binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_a.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_a.xml b/binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_a.xml
    index c3508f2..b8e71b6 100644
    a b  
    2929    <Civ>mace</Civ>
    3030    <GenericName>Macedonian Shield Bearer</GenericName>
    3131    <SpecificName>Hypaspistes</SpecificName>
    32     <History>The Hypaspistai, or "shield bearers", were the flower of the Macedonian infantry. They were the most battle hardened veterans  within the army and followed Philip II and Alexander the Great into over a dozen full scale engagements. These heavily armed and opulently armoured units acted as an intermediary between the phalanx and the cavalry arm, many times charging headlong with Alexander into a breech in the enemy lines. Sometimes they fought as slow pikemen, like the Pezhetairoi with 6 meter "sarissas", and other times they fought as Hoplites with large aspides and 2.5 meter-long spears, or "dorata". In later times they became known as the Argyraspidai, or "Silver Shields" when Alexander bestowed upon them armor and shields plated in pure silver, and played a decisive role in the early Diadochoi Wars of Alexander's "Successors."</History>
     32    <History>The Hypaspistai, or "shield bearers", were the flower of the Macedonian infantry. They were the most battle hardened veterans  within the army and followed Philip II and Alexander the Great into over a dozen full scale engagements. These heavily armed and opulently armored units acted as an intermediary between the phalanx and the cavalry arm, many times charging headlong with Alexander into a breech in the enemy lines. Sometimes they fought as slow pikemen, like the Pezhetairoi with 6 meter "sarissas", and other times they fought as Hoplites with large aspides and 2.5 meter-long spears, or "dorata". In later times they became known as the Argyraspidai, or "Silver Shields" when Alexander bestowed upon them armor and shields plated in pure silver, and played a decisive role in the early Diadochoi Wars of Alexander's "Successors."</History>
    3333    <Icon>units/macedonian_hypaspist.png</Icon>
    3434    <SelectionGroupName>units/mace_champion_infantry_a</SelectionGroupName>
    3535    <RequiredTechnology>phase_city</RequiredTechnology>
  • binaries/data/mods/public/simulation/templates/units/mace_infantry_spearman_b.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/mace_infantry_spearman_b.xml b/binaries/data/mods/public/simulation/templates/units/mace_infantry_spearman_b.xml
    index 140cc58..253c1a2 100644
    a b  
    1111    <SelectionGroupName>units/mace_infantry_spearman_b</SelectionGroupName>
    1212    <GenericName>Foot Companion</GenericName>
    1313    <SpecificName>Pezétairos</SpecificName>
    14     <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+.</History>
     14    <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 armor. 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+.</History>
    1515    <Icon>units/hele_champion_infantry_mace.png</Icon>
    1616  </Identity>
    1717  <Promotion>
  • binaries/data/mods/public/simulation/templates/units/mace_thorakites.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/mace_thorakites.xml b/binaries/data/mods/public/simulation/templates/units/mace_thorakites.xml
    index 9bfbb2e..b7d92bf 100644
    a b  
    22<Entity parent="template_unit_champion_infantry_swordsman">
    33  <Identity>
    44    <Civ>mace</Civ>
    5     <GenericName>Armoured Swordsman</GenericName>
     5    <GenericName>Armored Swordsman</GenericName>
    66    <SpecificName>Thorakites</SpecificName>
    7     <History>The Thorakites (plural: Thorakitai) was a soldier similar to thureophoroi. The literal translation of the term is curassiers, which suggests that they may have worn a short Celtic mail shirt or possibly a thorax. Thorakitai were used in armies of the Hellenistic Period in a variety of tactical situations. They were a type of armoured but mobile infantry who did not require a rigid formation to be effective in combat. From their name we can deduce that most wore armour and helmet. They bore a thureos (or thyreos), an oblong shield, and were armed with sword, javelins and spear, which were used according to their tactical use. It seems that the thorakitai were heavily armored thureophoroi, able to bear spears and do battle in a phalanx as well as irregularly attack the enemy in situations when such an action was required for tactical reasons, like to exploit or challenge rough terrain. Thorakitai are mentioned in the army of the Achaian League and in the army of the Seleucids. The Seleucid Thorakitai were used in the storming of the Elburz Range in 210 BC under Antiochus III. They were used with the lighter troops to climb the cliffs and fight hand to hand with the enemy who might have not been dislodged by the lighter troops in the assault. There is a tomb illustration from Sidon showing what could well be a thorakites. The fragmentary inscription indicates that he was an Anatolian.</History>
     7    <History>The Thorakites (plural: Thorakitai) was a soldier similar to thureophoroi. The literal translation of the term is curassiers, which suggests that they may have worn a short Celtic mail shirt or possibly a thorax. Thorakitai were used in armies of the Hellenistic Period in a variety of tactical situations. They were a type of armored but mobile infantry who did not require a rigid formation to be effective in combat. From their name we can deduce that most wore armor and helmet. They bore a thureos (or thyreos), an oblong shield, and were armed with sword, javelins and spear, which were used according to their tactical use. It seems that the thorakitai were heavily armored thureophoroi, able to bear spears and do battle in a phalanx as well as irregularly attack the enemy in situations when such an action was required for tactical reasons, like to exploit or challenge rough terrain. Thorakitai are mentioned in the army of the Achaian League and in the army of the Seleucids. The Seleucid Thorakitai were used in the storming of the Elburz Range in 210 BC under Antiochus III. They were used with the lighter troops to climb the cliffs and fight hand to hand with the enemy who might have not been dislodged by the lighter troops in the assault. There is a tomb illustration from Sidon showing what could well be a thorakites. The fragmentary inscription indicates that he was an Anatolian.</History>
    88    <Icon>units/mace_thorakites.png</Icon>
    99    <RequiredTechnology>phase_town</RequiredTechnology>
    1010  </Identity>
  • binaries/data/mods/public/simulation/templates/units/maur_champion_infantry.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/maur_champion_infantry.xml b/binaries/data/mods/public/simulation/templates/units/maur_champion_infantry.xml
    index 9ddbff0..54b35b3 100644
    a b  
    4343    <Civ>maur</Civ>
    4444    <GenericName>Warrior</GenericName>
    4545    <SpecificName>Yōddha</SpecificName>
    46     <History>Lightly armoured or no armour.</History>
     46    <History>Lightly armored or no armor.</History>
    4747    <Icon>units/maur_champion_maceman.png</Icon>
    4848    <Tooltip>Classes: Champion Melee Infantry Swordsman.
    4949Counters: 2x vs. Structures, 1.25x vs. Spearmen and Elephants.
  • binaries/data/mods/public/simulation/templates/units/rome_centurio_imperial.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/rome_centurio_imperial.xml b/binaries/data/mods/public/simulation/templates/units/rome_centurio_imperial.xml
    index d1e0028..33c5e97 100644
    a b  
    1515    <Civ>rome</Civ>
    1616    <GenericName>Roman Centurion</GenericName>
    1717    <SpecificName>Centurio Legionarius</SpecificName>
    18     <History>A Centurio, also known as an "hecatontarch" in Greek sources, was a professional officer of the Roman army after the Marian reforms of 107 BC. A Centurio, a title roughly analogous to a "colonel" or "captain" in modern armies, commanded a century (centuria) of 80 men, but senior Centurios could command whole cohorts or take senior staff roles in their legion. These men were harsh masters of war, serving their entire lives in service of Rome among the legions. With high armour and attack, these professionals are the bulwark of any Imperial Roman army.</History>
     18    <History>A Centurio, also known as an "hecatontarch" in Greek sources, was a professional officer of the Roman army after the Marian reforms of 107 BC. A Centurio, a title roughly analogous to a "colonel" or "captain" in modern armies, commanded a century (centuria) of 80 men, but senior Centurios could command whole cohorts or take senior staff roles in their legion. These men were harsh masters of war, serving their entire lives in service of Rome among the legions. With high armor and attack, these professionals are the bulwark of any Imperial Roman army.</History>
    1919    <Icon>units/rome_champion_legion_centurio.png</Icon>
    2020  </Identity>
    2121  <Promotion disable=""/>
  • binaries/data/mods/public/simulation/templates/units/rome_infantry_swordsman_b.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/rome_infantry_swordsman_b.xml b/binaries/data/mods/public/simulation/templates/units/rome_infantry_swordsman_b.xml
    index 32ca24c..17f334e 100644
    a b  
    2727    <GenericName>Roman Swordsman</GenericName>
    2828    <SpecificName>Hastatus</SpecificName>
    2929    <Icon>units/rome_infantry_swordsman.png</Icon>
    30     <History>The hastati were the first line of heavy infantry in the early Republican Roman army. They used pila and gladii as their main weapons, throwing the former into the enemy formation and then closing with the sword. For defence they used a large shield called a scutum and wore the best armor they could afford. Hastati were recruited from the young men of Rome, a small part of the 700,000 troops Rome could bring to bear against its opponents.</History>
     30    <History>The hastati were the first line of heavy infantry in the early Republican Roman army. They used pila and gladii as their main weapons, throwing the former into the enemy formation and then closing with the sword. For defense they used a large shield called a scutum and wore the best armor they could afford. Hastati were recruited from the young men of Rome, a small part of the 700,000 troops Rome could bring to bear against its opponents.</History>
    3131  </Identity>
    3232  <Promotion>
    3333    <Entity>units/rome_infantry_swordsman_a</Entity>
  • binaries/data/mods/public/simulation/templates/units/spart_hero_brasidas.xml

    diff --git a/binaries/data/mods/public/simulation/templates/units/spart_hero_brasidas.xml b/binaries/data/mods/public/simulation/templates/units/spart_hero_brasidas.xml
    index f6e1506..f4ff768 100644
    a b  
    1010    <Civ>spart</Civ>
    1111    <GenericName>Brasidas</GenericName>
    1212    <SpecificName>Brasidas</SpecificName>
    13     <Tooltip>Hero Aura: Nearby Helot Skirmishers have increased armour and attack.</Tooltip>
     13    <Tooltip>Hero Aura: Nearby Helot Skirmishers have increased armor and attack.</Tooltip>
    1414    <History>Because Brasidas has sponsored their citizenship in return for service, Helot Skirmishers fight longer and harder for Sparta while within range of him.</History>
    1515    <Icon>units/spart_hero_brasidas.png</Icon>
    1616  </Identity>