Ticket #3902: tech.2.diff
File tech.2.diff, 31.8 KB (added by , 8 years ago) |
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binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json
3 3 "specificName": { 4 4 "maur": "Wootz Steel", 5 5 "iber": "Toledo Steel" 6 6 }, 7 7 "description": "Secret steel working techniques give sword blades distinctive and beautiful markings. Not only that, but the steel's hardness is unparalleled.", 8 "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 200},9 "requirements": { "tech": "phase_city"},8 "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 200 }, 9 "requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "iber" }, { "civ": "maur" }] }] }, 10 10 "requirementsTooltip": "Unlocked in City Phase.", 11 11 "icon": "metalworker.png", 12 12 "researchTime": 60, 13 13 "tooltip": "+2 attack for all sword units.", 14 "modifications": [{ "value": "Attack/Melee/Hack", "add": 2.0}],14 "modifications": [{ "value": "Attack/Melee/Hack", "add": 2.0 }], 15 15 "affects": ["Sword"], 16 16 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" 17 17 } -
binaries/data/mods/public/simulation/data/technologies/pair_walls_01.json
1 1 { 2 2 "genericName": "Walls build time vs. Health", 3 3 "top": "buildtime_walls_rubble", 4 "bottom": "health_walls_geometric_masonry" 4 "bottom": "health_walls_geometric_masonry", 5 "requirements": { "notciv": "iber" } 5 6 } -
binaries/data/mods/public/simulation/data/technologies/phase_city.json
3 3 "specificName": { 4 4 "mace": "Megalópolis", 5 5 "spart": "Megalópolis" 6 6 }, 7 7 "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.", 8 "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750},9 "requirements": { " class": "Town", "number": 4},8 "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 }, 9 "requirements": { "all": [{ "class": "Town", "number": 4 }, { "notciv": "athen" }] }, 10 10 "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).", 11 11 "supersedes": "phase_town", 12 12 "icon": "city_phase.png", 13 13 "researchTime": 60, 14 14 "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%", 15 15 "modifications": [ 16 { "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre"},17 { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier"},18 { "value": "Capturable/GarrisonRegenRate", "add": 1.5, "affects": "Structure"}16 { "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre" }, 17 { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" }, 18 { "value": "Capturable/GarrisonRegenRate", "add": 1.5, "affects": "Structure" } 19 19 ], 20 20 "soundComplete": "interface/alarm/alarm_phase.xml" 21 21 } -
binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json
2 2 "genericName": "City Phase", 3 3 "specificName": { 4 4 "athen": "Megalópolis" 5 5 }, 6 6 "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.", 7 "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750},8 "requirements": { " class": "Town", "number": 4},7 "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 }, 8 "requirements": { "all": [{ "class": "Town", "number": 4 }, { "civ": "athen" }] }, 9 9 "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).", 10 10 "supersedes": "phase_town_athen", 11 11 "replaces": ["phase_city"], 12 12 "icon": "city_phase.png", 13 13 "researchTime": 60, 14 14 "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Silver Owls civ bonus grants an extra +10% metal gather rate to all workers.", 15 15 "modifications": [ 16 { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker"},17 { "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre"},18 { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier"},19 { "value": "Capturable/GarrisonRegenRate", "add": 1.5, "affects": "Structure"}16 { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" }, 17 { "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre" }, 18 { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" }, 19 { "value": "Capturable/GarrisonRegenRate", "add": 1.5, "affects": "Structure" } 20 20 ], 21 21 "soundComplete": "interface/alarm/alarm_phase.xml" 22 22 } -
binaries/data/mods/public/simulation/data/technologies/phase_town.json
4 4 "mace": "Kōmópolis", 5 5 "spart": "Kōmópolis" 6 6 }, 7 7 "description": "Advances from a small village to a bustling town, ready to expand rapidly.", 8 8 "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, 9 "requirements": { " class": "Village", "number": 5},9 "requirements": { "all": [{ "class": "Village", "number": 5 }, { "notciv": "athen" }] }, 10 10 "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).", 11 11 "supersedes": "phase_village", 12 12 "icon": "town_phase.png", 13 13 "researchTime": 30, 14 14 "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%", 15 15 "modifications": [ 16 { "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre"},17 { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier"},18 { "value": "Capturable/GarrisonRegenRate", "add": 2.0, "affects": "Structure"}16 { "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre" }, 17 { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" }, 18 { "value": "Capturable/GarrisonRegenRate", "add": 2.0, "affects": "Structure" } 19 19 ], 20 20 "soundComplete": "interface/alarm/alarm_phase.xml" 21 21 } -
binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json
2 2 "genericName": "Town Phase", 3 3 "specificName": { 4 4 "athen": "Kōmópolis" 5 5 }, 6 6 "description": "Advances from a small village to a bustling town, ready to expand rapidly. This is the Athenian town phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.", 7 "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0},8 "requirements": { " class": "Village", "number": 5},7 "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, 8 "requirements": { "all": [{ "class": "Village", "number": 5 }, { "civ": "athen" }] }, 9 9 "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).", 10 10 "supersedes": "phase_village", 11 11 "replaces": ["phase_town"], 12 12 "icon": "town_phase.png", 13 13 "researchTime": 30, 14 14 "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. 'Silver Owls' civ bonus grants an extra +10% metal gather rate to all workers.", 15 15 "modifications": [ 16 { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker"},17 { "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre"},18 { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier"},19 { "value": "Capturable/GarrisonRegenRate", "add": 2.0, "affects": "Structure"}16 { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" }, 17 { "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre" }, 18 { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" }, 19 { "value": "Capturable/GarrisonRegenRate", "add": 2.0, "affects": "Structure" } 20 20 ], 21 21 "soundComplete": "interface/alarm/alarm_phase.xml" 22 22 } -
binaries/data/mods/public/simulation/data/technologies/siege_armor.json
1 1 { 2 2 "genericName": "Armor plating", 3 3 "description": "Increased armor on siege weapons", 4 "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250},5 "requirements": { "tech": "phase_city"},4 "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250 }, 5 "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] }, 6 6 "requirementsTooltip": "Unlocked in City Phase.", 7 7 "icon": "armor_plates_gold.png", 8 8 "researchTime": 40, 9 9 "tooltip": "All Siege weapons +2 Hack armor levels.", 10 "modifications": [{ "value": "Armour/Hack", "add": 2.0}],10 "modifications": [{ "value": "Armour/Hack", "add": 2.0 }], 11 11 "affects": ["Siege"], 12 12 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" 13 13 } -
binaries/data/mods/public/simulation/data/technologies/siege_attack.json
1 1 { 2 2 "genericName": "Advanced Siege", 3 3 "description": "Advanced technologies improve siege efficiency", 4 "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 500},5 "requirements": { "tech": "phase_city"},4 "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 500 }, 5 "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] }, 6 6 "requirementsTooltip": "Unlocked in City Phase.", 7 7 "icon": "siege_ram.png", 8 8 "researchTime": 40, 9 9 "tooltip": "All siege weapons +25% Crush damage.", 10 10 "modifications": [ -
binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json
1 1 { 2 2 "genericName": "Bolt Accuracy", 3 3 "description": "Improvement to projectile accuracy", 4 "cost": { "food": 0, "wood": 250, "stone": 0, "metal": 250},5 "requirements": { "tech": "phase_city"},4 "cost": { "food": 0, "wood": 250, "stone": 0, "metal": 250 }, 5 "requirements": { "all": [{ "tech": "phase_city" }, { "all": [{ "notciv": "brit"}, { "notciv": "gaul" }, { "notciv": "iber" }, { "notciv": "maur" }, { "notciv": "pers" }] } ]}, 6 6 "requirementsTooltip": "Unlocked in City Phase.", 7 7 "icon": "accuracy_bolt.png", 8 8 "researchTime": 40, 9 9 "tooltip": "Bolt shooter accuracy increased 25%.", 10 "modifications": [{ "value": "Attack/Ranged/Spread", "multiply": 0.8}],10 "modifications": [{ "value": "Attack/Ranged/Spread", "multiply": 0.8 }], 11 11 "affects": ["Bolt Shooter"], 12 12 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" 13 13 } -
binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json
1 1 { 2 2 "genericName": "Metalworker", 3 3 "description": "Siege weapons require less metal resource", 4 "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 0},5 "requirements": { "tech": "phase_city"},4 "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 0 }, 5 "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] }, 6 6 "requirementsTooltip": "Unlocked in City Phase.", 7 7 "icon": "metalworker.png", 8 8 "researchTime": 40, 9 9 "tooltip": "Siege weapons cost 20% less metal", 10 "modifications": [{ "value": "Cost/Resources/metal", "multiply": 0.8}],10 "modifications": [{ "value": "Cost/Resources/metal", "multiply": 0.8 }], 11 11 "affects": ["Siege"], 12 12 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" 13 13 } -
binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json
1 1 { 2 2 "genericName": "Artillery Instructors", 3 3 "description": "Siege weapons cost less wood", 4 "cost": { "food": 500, "wood": 0, "stone": 250, "metal": 500},5 "requirements": { "tech": "phase_city"},4 "cost": { "food": 500, "wood": 0, "stone": 250, "metal": 500 }, 5 "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] }, 6 6 "requirementsTooltip": "Unlocked in City Phase.", 7 7 "icon": "anvil.png", 8 8 "researchTime": 40, 9 9 "tooltip": "Siege weapons cost 20% less wood", 10 "modifications": [{ "value": "Cost/Resources/wood", "multiply": 0.8}],10 "modifications": [{ "value": "Cost/Resources/wood", "multiply": 0.8 }], 11 11 "affects": ["Siege"], 12 12 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" 13 13 } -
binaries/data/mods/public/simulation/data/technologies/training_conscription.json
1 1 { 2 2 "genericName": "Conscription", 3 3 "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.", 4 "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0},5 "requirements": { "tech": "phase_city"},4 "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, 5 "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "pers" }] }, 6 6 "requirementsTooltip": "Unlocked in City Phase.", 7 7 "icon": "fist_spear.png", 8 8 "researchTime": 40, 9 9 "tooltip": "Faster batch training speed for the Barracks.", 10 "modifications": [{ "value": "ProductionQueue/BatchTimeModifier", "add": -0.1}],10 "modifications": [{ "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 }], 11 11 "affects": ["Barracks"], 12 12 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" 13 13 } -
binaries/data/mods/public/simulation/data/technologies/training_naval_architects.json
1 1 { 2 2 "genericName": "Naval Architects", 3 3 "description": "Significantly increase build speed of batches of ships at the Dock.", 4 "cost": { "food": 200, "wood": 200, "stone": 0, "metal": 0},5 "requirements": { "tech": "phase_city"},4 "cost": { "food": 200, "wood": 200, "stone": 0, "metal": 0 }, 5 "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "cart" }] }, 6 6 "requirementsTooltip": "Unlocked in City Phase.", 7 7 "icon": "calipers.png", 8 8 "researchTime": 40, 9 9 "tooltip": "Docks increased batch construction speed bonus.", 10 "modifications": [{ "value": "ProductionQueue/BatchTimeModifier", "add": -0.1}],10 "modifications": [{ "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 }], 11 11 "affects": ["Dock"], 12 12 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" 13 13 } -
binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json
5 5 "spart": "Ágēma", 6 6 "athen": "Ágēma", 7 7 "rome": "Regio Cohors" 8 8 }, 9 9 "description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.", 10 "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 1000},11 "requirements": { "tech": "phase_city"},10 "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 1000 }, 11 "requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "brit"}, { "civ": "gaul"}, { "civ": "iber"}, { "civ": "mace"}, { "civ": "maur" }, { "civ": "rome" }] }] }, 12 12 "requirementsTooltip": "Unlocked in City Phase.", 13 13 "icon": "helmet_corinthian_crest.png", 14 14 "researchTime": 90, 15 15 "tooltip": "Unlock the ability to train Champions at the barracks.", 16 16 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -
binaries/data/mods/public/simulation/templates/structures/athen_barracks.xml
19 19 <History>The Strategeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History> 20 20 </Identity> 21 21 <Obstruction> 22 22 <Static width="20.0" depth="20.0"/> 23 23 </Obstruction> 24 <ProductionQueue>25 <Technologies datatype="tokens">26 -unlock_champion_units27 </Technologies>28 </ProductionQueue>29 24 <VisualActor> 30 25 <Actor>structures/athenians/barracks.xml</Actor> 31 26 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> 32 27 </VisualActor> 33 28 </Entity> -
binaries/data/mods/public/simulation/templates/structures/brit_barracks.xml
21 21 <ProductionQueue> 22 22 <Entities datatype="tokens"> 23 23 units/{civ}_champion_infantry_barracks 24 24 units/{civ}_champion_cavalry_barracks 25 25 </Entities> 26 <Technologies datatype="tokens"> 27 unlock_champion_units 28 </Technologies> 26 29 </ProductionQueue> 27 30 <VisualActor> 28 31 <Actor>structures/britons/barracks.xml</Actor> 29 32 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> 30 33 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/cart_barracks.xml
20 20 <Tooltip>Train North African citizen-soldiers. Research improvements for North African units.</Tooltip> 21 21 </Identity> 22 22 <Obstruction> 23 23 <Static width="22.0" depth="23.0"/> 24 24 </Obstruction> 25 <ProductionQueue>26 <Technologies datatype="tokens">27 -unlock_champion_units28 </Technologies>29 </ProductionQueue>30 25 <VisualActor> 31 26 <Actor>structures/carthaginians/barracks.xml</Actor> 32 27 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> 33 28 </VisualActor> 34 29 </Entity> -
binaries/data/mods/public/simulation/templates/structures/gaul_barracks.xml
21 21 <ProductionQueue> 22 22 <Entities datatype="tokens"> 23 23 units/{civ}_champion_infantry_barracks 24 24 units/{civ}_champion_cavalry_barracks 25 25 </Entities> 26 <Technologies datatype="tokens"> 27 unlock_champion_units 28 </Technologies> 26 29 </ProductionQueue> 27 30 <VisualActor> 28 31 <Actor>structures/celts/barracks.xml</Actor> 29 32 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> 30 33 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/iber_barracks.xml
14 14 <ProductionQueue> 15 15 <Entities datatype="tokens"> 16 16 units/{civ}_champion_infantry_barracks 17 17 units/{civ}_champion_cavalry_barracks 18 18 </Entities> 19 <Technologies datatype="tokens"> 20 unlock_champion_units 21 </Technologies> 19 22 </ProductionQueue> 20 23 <VisualActor> 21 24 <Actor>structures/iberians/barracks.xml</Actor> 22 25 </VisualActor> 23 26 </Entity> -
binaries/data/mods/public/simulation/templates/structures/mace_barracks.xml
24 24 <ProductionQueue> 25 25 <Entities datatype="tokens"> 26 26 units/{civ}_champion_infantry_a_barracks 27 27 units/{civ}_champion_cavalry_barracks 28 28 </Entities> 29 <Technologies datatype="tokens"> 30 unlock_champion_units 31 </Technologies> 29 32 </ProductionQueue> 30 33 <VisualActor> 31 34 <Actor>structures/macedonians/barracks.xml</Actor> 32 35 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> 33 36 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/maur_barracks.xml
17 17 units/{civ}_champion_maiden_barracks 18 18 units/{civ}_champion_chariot_barracks 19 19 </Entities> 20 20 <Technologies datatype="tokens"> 21 21 mauryans/special_archery_tradition 22 unlock_champion_units 22 23 </Technologies> 23 24 </ProductionQueue> 24 25 <VisualActor> 25 26 <Actor>structures/mauryans/barracks.xml</Actor> 26 27 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/merc_camp_egyptian.xml
43 43 units/ptol_infantry_swordsman_merc_b 44 44 units/ptol_cavalry_spearman_merc_b 45 45 units/ptol_cavalry_javelinist_merc_b 46 46 </Entities> 47 47 <Technologies datatype="tokens"> 48 -unlock_champion_units49 48 upgrade_rank_advanced_infantry 50 49 upgrade_rank_elite_infantry 51 50 upgrade_rank_advanced_cavalry 52 51 upgrade_rank_elite_cavalry 53 52 </Technologies> -
binaries/data/mods/public/simulation/templates/structures/pers_barracks.xml
17 17 <Technologies datatype="tokens"> 18 18 persians/training_levy_infantry 19 19 persians/training_conscription_infantry 20 20 persians/special_archery_tradition 21 21 -training_conscription 22 -unlock_champion_units23 22 </Technologies> 24 23 </ProductionQueue> 25 24 <VisualActor> 26 25 <Actor>structures/persians/barracks.xml</Actor> 27 26 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/pers_stables.xml
34 34 -units/{civ}_infantry_slinger_b 35 35 -units/{civ}_infantry_archer_b 36 36 </Entities> 37 37 <Technologies datatype="tokens"> 38 38 -training_conscription 39 -unlock_champion_units40 39 persians/training_levy_cavalry 41 40 persians/training_conscription_cavalry 42 41 successors/special_war_horses 43 42 </Technologies> 44 43 </ProductionQueue> -
binaries/data/mods/public/simulation/templates/structures/ptol_barracks.xml
18 18 <Tooltip>Train Egyptian and Middle-Eastern citizen-soldiers. Research training improvements. Garrison: 10.</Tooltip> 19 19 </Identity> 20 20 <Obstruction> 21 21 <Static width="20.0" depth="20.0"/> 22 22 </Obstruction> 23 <ProductionQueue>24 <Technologies datatype="tokens">25 -unlock_champion_units26 </Technologies>27 </ProductionQueue>28 23 <VisualActor> 29 24 <Actor>structures/ptolemies/barracks.xml</Actor> 30 25 </VisualActor> 31 26 </Entity> -
binaries/data/mods/public/simulation/templates/structures/ptol_mercenary_camp.xml
45 45 units/ptol_infantry_swordsman_merc_b 46 46 units/ptol_cavalry_spearman_merc_b 47 47 units/ptol_cavalry_javelinist_merc_b 48 48 </Entities> 49 49 <Technologies datatype="tokens"> 50 -unlock_champion_units51 50 upgrade_rank_advanced_infantry 52 51 upgrade_rank_elite_infantry 53 52 upgrade_rank_advanced_cavalry 54 53 upgrade_rank_elite_cavalry 55 54 </Technologies> -
binaries/data/mods/public/simulation/templates/structures/rome_barracks.xml
24 24 <ProductionQueue> 25 25 <Entities datatype="tokens"> 26 26 units/{civ}_champion_infantry_barracks 27 27 units/{civ}_champion_cavalry_barracks 28 28 </Entities> 29 <Technologies datatype="tokens"> 30 unlock_champion_units 31 </Technologies> 29 32 </ProductionQueue> 30 33 <VisualActor> 31 34 <Actor>structures/romans/barracks.xml</Actor> 32 35 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> 33 36 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/rome_fortress.xml
15 15 <Technologies datatype="tokens"> 16 16 siege_attack 17 17 siege_armor 18 18 siege_cost_metal 19 19 siege_cost_wood 20 siege_bolt_accuracy 20 21 </Technologies> 21 22 </ProductionQueue> 22 23 <VisualActor> 23 24 <Actor>structures/romans/fortress.xml</Actor> 24 25 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/sele_barracks.xml
18 18 <SpecificName>Stratones</SpecificName> 19 19 </Identity> 20 20 <Obstruction> 21 21 <Static width="20.0" depth="20.0"/> 22 22 </Obstruction> 23 <ProductionQueue>24 <Technologies datatype="tokens">25 -unlock_champion_units26 </Technologies>27 </ProductionQueue>28 23 <VisualActor> 29 24 <Actor>structures/seleucids/barracks.xml</Actor> 30 25 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> 31 26 </VisualActor> 32 27 </Entity> -
binaries/data/mods/public/simulation/templates/structures/sele_fortress.xml
25 25 successors/pair_unlock_champions 26 26 siege_attack 27 27 siege_armor 28 28 siege_cost_metal 29 29 siege_cost_wood 30 siege_bolt_accuracy 30 31 successors/special_war_horses 31 32 successors/special_parade_of_daphne 32 33 </Technologies> 33 34 </ProductionQueue> 34 35 <VisualActor> -
binaries/data/mods/public/simulation/templates/structures/spart_barracks.xml
23 23 </Obstruction> 24 24 <ProductionQueue> 25 25 <Entities datatype="tokens"> 26 26 units/{civ}_champion_infantry_sword 27 27 </Entities> 28 <Technologies datatype="tokens">29 -unlock_champion_units30 </Technologies>31 28 </ProductionQueue> 32 29 <VisualActor> 33 30 <Actor>structures/spartans/barracks.xml</Actor> 34 31 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> 35 32 </VisualActor> -
binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml
43 43 <Static width="17.0" depth="17.0"/> 44 44 </Obstruction> 45 45 <ProductionQueue> 46 46 <BatchTimeModifier>0.8</BatchTimeModifier> 47 47 <Entities datatype="tokens"> 48 49 48 units/{civ}_infantry_spearman_b 49 units/{civ}_infantry_pikeman_b 50 50 units/{civ}_infantry_swordsman_b 51 51 units/{civ}_infantry_javelinist_b 52 52 units/{civ}_infantry_slinger_b 53 53 units/{civ}_infantry_archer_b 54 54 units/{civ}_cavalry_swordsman_b … … 57 57 units/{civ}_cavalry_archer_b 58 58 </Entities> 59 59 <Technologies datatype="tokens"> 60 60 heal_barracks 61 61 training_conscription 62 unlock_champion_units63 62 </Technologies> 64 63 </ProductionQueue> 65 64 <Sound> 66 65 <SoundGroups> 67 66 <select>interface/select/building/sel_barracks.xml</select>