Ticket #4160: sorttemplates.diff
File sorttemplates.diff, 356.0 KB (added by , 8 years ago) |
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binaries/data/mods/public/simulation/templates/campaigns/army_mace_hero_alexander.xml
4 4 <Crush>20.0</Crush> 5 5 </Armour> 6 6 <Attack> 7 7 <Melee> 8 8 <MaxRange>7.0</MaxRange> 9 9 </Melee> 10 10 </Attack> 11 11 <Cost> 12 12 <Resources> 13 13 <metal>300</metal> 14 14 </Resources> -
binaries/data/mods/public/simulation/templates/campaigns/army_mace_standard.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_swordsman"> 3 3 <Attack> 4 4 <Melee> 5 5 <MaxRange>7.0</MaxRange> 6 6 </Melee> 7 7 </Attack> 8 8 <Decay> 9 9 <DelayTime>0.0</DelayTime> 10 10 <SinkRate>3.0</SinkRate> 11 11 <SinkAccel>9.8</SinkAccel> -
binaries/data/mods/public/simulation/templates/campaigns/army_spart_hero_leonidas.xml
4 4 <Crush>20.0</Crush> 5 5 </Armour> 6 6 <Attack> 7 7 <Melee> 8 8 <MaxRange>7.0</MaxRange> 9 9 </Melee> 10 10 </Attack> 11 11 <Cost> 12 12 <Resources> 13 13 <metal>300</metal> 14 14 </Resources> -
binaries/data/mods/public/simulation/templates/campaigns/campaign_city_minor_test.xml
28 28 <Tooltip>This is a minor Greek city.</Tooltip> 29 29 </Identity> 30 30 <Obstruction> 31 31 <Static width="48.0" depth="48.0"/> 32 32 </Obstruction> 33 <TerritoryInfluence>34 <Root>true</Root>35 <Radius>150</Radius>36 <Weight>35000</Weight>37 </TerritoryInfluence>38 33 <ProductionQueue> 39 34 <Entities datatype="tokens"> 40 35 -units/{civ}_support_female_citizen 41 36 campaigns/army_mace_hero_alexander 42 37 campaigns/army_mace_standard 43 38 </Entities> 44 39 </ProductionQueue> 40 <TerritoryInfluence> 41 <Root>true</Root> 42 <Radius>150</Radius> 43 <Weight>35000</Weight> 44 </TerritoryInfluence> 45 45 <VisualActor> 46 46 <Actor>campaigns/structures/hellenes/settlement_curtainwall.xml</Actor> 47 47 </VisualActor> 48 48 </Entity> -
binaries/data/mods/public/simulation/templates/campaigns/campaign_city_test.xml
28 28 <Tooltip>This is a major Greek city.</Tooltip> 29 29 </Identity> 30 30 <Obstruction> 31 31 <Static width="48.0" depth="48.0"/> 32 32 </Obstruction> 33 <TerritoryInfluence>34 <Root>true</Root>35 <Radius>300</Radius>36 <Weight>35000</Weight>37 </TerritoryInfluence>38 33 <ProductionQueue> 39 34 <Entities datatype="tokens"> 40 35 -units/{civ}_support_female_citizen 41 36 campaigns/army_mace_hero_alexander 42 37 campaigns/army_mace_standard 43 38 units/{civ}_support_trader 44 39 </Entities> 45 40 </ProductionQueue> 41 <TerritoryInfluence> 42 <Root>true</Root> 43 <Radius>300</Radius> 44 <Weight>35000</Weight> 45 </TerritoryInfluence> 46 46 <VisualActor> 47 47 <Actor>campaigns/structures/hellenes/settlement_curtainwall.xml</Actor> 48 48 </VisualActor> 49 49 </Entity> -
binaries/data/mods/public/simulation/templates/campaigns/campaign_religious_test.xml
13 13 <SpecificName>Greek Religious Sanctuary</SpecificName> 14 14 </Identity> 15 15 <Obstruction> 16 16 <Static width="17.5" depth="30.0"/> 17 17 </Obstruction> 18 <ProductionQueue disable=""/> 18 19 <TerritoryInfluence> 19 20 <Root>true</Root> 20 21 <Radius>100</Radius> 21 22 <Weight>65535</Weight> 22 23 </TerritoryInfluence> 23 <ProductionQueue disable=""/>24 24 <VisualActor> 25 25 <Actor>structures/hellenes/temple.xml</Actor> 26 26 </VisualActor> 27 27 </Entity> -
binaries/data/mods/public/simulation/templates/formations/column_closed.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_formation"> 3 <Formation>3 <Formation> 4 4 <Icon>formations/column_closed.png</Icon> 5 5 <FormationName>Column Closed</FormationName> 6 6 <MinColumns>3</MinColumns> 7 7 <MaxColumns>3</MaxColumns> 8 8 </Formation> -
binaries/data/mods/public/simulation/templates/gaia/fauna_bear.xml
19 19 <Icon>gaia/fauna_bear.png</Icon> 20 20 </Identity> 21 21 <Position> 22 22 <Anchor>pitch</Anchor> 23 23 </Position> 24 <ResourceSupply> 25 <Amount>300</Amount> 26 <Type>food.meat</Type> 27 </ResourceSupply> 24 28 <Sound> 25 29 <SoundGroups> 26 30 <select>actor/fauna/animal/lion_select.xml</select> 27 31 <attack>actor/fauna/animal/lion_attack.xml</attack> 28 32 <death>actor/fauna/animal/lion_select.xml</death> 29 33 </SoundGroups> 30 34 </Sound> 31 <ResourceSupply>32 <Amount>300</Amount>33 <Type>food.meat</Type>34 </ResourceSupply>35 35 <VisualActor> 36 36 <Actor>fauna/bear.xml</Actor> 37 37 </VisualActor> 38 38 </Entity> -
binaries/data/mods/public/simulation/templates/gaia/fauna_camel.xml
10 10 <Icon>gaia/fauna_camel.png</Icon> 11 11 </Identity> 12 12 <Position> 13 13 <Anchor>pitch</Anchor> 14 14 </Position> 15 <Sound>16 <SoundGroups>17 <select>actor/fauna/animal/camel.xml</select>18 <order_walk>actor/fauna/movement/camel.xml</order_walk>19 <death>actor/fauna/death/death_camel.xml</death>20 </SoundGroups>21 </Sound>22 15 <ResourceSupply> 23 16 <Amount>200</Amount> 24 17 </ResourceSupply> 25 18 <Selectable> 26 19 <Overlay> … … 28 21 <MainTexture>circle/256x256.png</MainTexture> 29 22 <MainTextureMask>circle/256x256_mask.png</MainTextureMask> 30 23 </Texture> 31 24 </Overlay> 32 25 </Selectable> 26 <Sound> 27 <SoundGroups> 28 <select>actor/fauna/animal/camel.xml</select> 29 <order_walk>actor/fauna/movement/camel.xml</order_walk> 30 <death>actor/fauna/death/death_camel.xml</death> 31 </SoundGroups> 32 </Sound> 33 33 <UnitMotion> 34 34 <WalkSpeed>3.0</WalkSpeed> 35 35 <Run> 36 36 <Speed>9.0</Speed> 37 37 <Range>600.0</Range> -
binaries/data/mods/public/simulation/templates/gaia/fauna_hawk.xml
4 4 <Altitude>0</Altitude> 5 5 <Anchor>upright</Anchor> 6 6 <Floating>false</Floating> 7 7 <TurnRate>1.0</TurnRate> 8 8 </Position> 9 <VisualActor>10 <Actor>fauna/hawk.xml</Actor>11 </VisualActor>12 9 <UnitAI> 13 10 <RoamDistance>1000.0</RoamDistance> 14 11 </UnitAI> 15 <UnitMotion disable="" 12 <UnitMotion disable=""/> 16 13 <UnitMotionFlying> 17 14 <MaxSpeed>15.0</MaxSpeed> 18 15 <TakeoffSpeed>1.0</TakeoffSpeed> 19 16 <LandingSpeed>5.0</LandingSpeed> 20 17 <AccelRate>5.0</AccelRate> … … 24 21 <OvershootTime>2.0</OvershootTime> 25 22 <FlyingHeight>40.0</FlyingHeight> 26 23 <ClimbRate>4.0</ClimbRate> 27 24 <DiesInWater>false</DiesInWater> 28 25 </UnitMotionFlying> 26 <VisualActor> 27 <Actor>fauna/hawk.xml</Actor> 28 </VisualActor> 29 29 </Entity> -
binaries/data/mods/public/simulation/templates/gaia/fauna_rhino.xml
19 19 <Icon>gaia/fauna_bear.png</Icon> 20 20 </Identity> 21 21 <Position> 22 22 <Anchor>pitch</Anchor> 23 23 </Position> 24 <ResourceSupply> 25 <Amount>300</Amount> 26 <Type>food.meat</Type> 27 </ResourceSupply> 24 28 <Selectable> 25 29 <Overlay> 26 30 <Texture> 27 31 <MainTexture>circle/256x256.png</MainTexture> 28 32 <MainTextureMask>circle/256x256_mask.png</MainTextureMask> … … 34 38 <select>actor/fauna/animal/lion_select.xml</select> 35 39 <attack>actor/fauna/animal/lion_attack.xml</attack> 36 40 <death>actor/fauna/animal/lion_select.xml</death> 37 41 </SoundGroups> 38 42 </Sound> 39 <ResourceSupply>40 <Amount>300</Amount>41 <Type>food.meat</Type>42 </ResourceSupply>43 43 <VisualActor> 44 44 <Actor>fauna/rhino.xml</Actor> 45 45 </VisualActor> 46 46 </Entity> -
binaries/data/mods/public/simulation/templates/gaia/fauna_shark.xml
30 30 <MainTexture>circle/256x256.png</MainTexture> 31 31 <MainTextureMask>circle/256x256_mask.png</MainTextureMask> 32 32 </Texture> 33 33 </Overlay> 34 34 </Selectable> 35 <Visibility>36 <RetainInFog>false</RetainInFog>37 </Visibility>38 <Vision>39 <Range>100</Range>40 </Vision>41 <VisualActor>42 <Actor>fauna/shark.xml</Actor>43 </VisualActor>44 35 <UnitAI> 45 36 <NaturalBehaviour>passive</NaturalBehaviour> 46 37 <RoamDistance>100.0</RoamDistance> 47 38 <FleeDistance>60.0</FleeDistance> 48 39 <RoamTimeMin>100000</RoamTimeMin> … … 55 46 <WalkSpeed>4.0</WalkSpeed> 56 47 <Run> 57 48 <Speed>35.0</Speed> 58 49 </Run> 59 50 </UnitMotion> 51 <Visibility> 52 <RetainInFog>false</RetainInFog> 53 </Visibility> 54 <Vision> 55 <Range>100</Range> 56 </Vision> 57 <VisualActor> 58 <Actor>fauna/shark.xml</Actor> 59 </VisualActor> 60 60 </Entity> -
binaries/data/mods/public/simulation/templates/gaia/flora_tree_baobab.xml
11 11 <Obstruction> 12 12 <Static width="3.0" depth="3.0"/> 13 13 </Obstruction> 14 14 <ResourceSupply> 15 15 <Amount>400</Amount> 16 16 <MaxGatherers>9</MaxGatherers> 17 17 </ResourceSupply> 18 18 <Selectable> 19 19 <Overlay> 20 20 <Texture> 21 21 <MainTexture>circle/256x256.png</MainTexture> -
binaries/data/mods/public/simulation/templates/gaia/flora_tree_cretan_date_palm_patch.xml
11 11 <Obstruction> 12 12 <Static width="4.0" depth="4.0"/> 13 13 </Obstruction> 14 14 <ResourceSupply> 15 15 <Amount>300</Amount> 16 16 <MaxGatherers>12</MaxGatherers> 17 17 </ResourceSupply> 18 18 <Selectable> 19 19 <Overlay> 20 20 <Texture> 21 21 <MainTexture>circle/256x256.png</MainTexture> -
binaries/data/mods/public/simulation/templates/gaia/geology_stonemine_temperate_formation.xml
6 6 </Footprint> 7 7 <Obstruction> 8 8 <Static width="22.0" depth="14.0"/> 9 9 </Obstruction> 10 10 <ResourceSupply> 11 11 <MaxGatherers>48</MaxGatherers> 12 12 </ResourceSupply> 13 13 <VisualActor> 14 14 <Actor>geology/stonemine_temperate_quarry_01.xml</Actor> 15 15 </VisualActor> 16 16 </Entity> -
binaries/data/mods/public/simulation/templates/gaia/special_treasure_food_barrels_buried.xml
12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="7.0" depth="7.0"/> 15 15 </Obstruction> 16 16 <Position> 17 17 <Floating>false</Floating> 18 18 </Position> 19 19 <ResourceSupply> 20 20 <Amount>200</Amount> 21 21 <Type>treasure.food</Type> 22 22 </ResourceSupply> -
binaries/data/mods/public/simulation/templates/other/bridge_wooden.xml
16 16 <GenericName>Wooden Bridge</GenericName> 17 17 <SpecificName>Wooden Bridge</SpecificName> 18 18 <History>Roman engineers constructed bridges using concrete, which they called Opus caementicium.</History> 19 19 <Icon>gaia/special_blank.png</Icon> 20 20 </Identity> 21 <Minimap disable=""/> 21 22 <Obstruction> 22 23 <Obstructions> 23 24 <Edge width="59" depth="4" x="0" z="5"/> 24 25 </Obstructions> 25 26 </Obstruction> 26 27 <ProductionQueue disable=""/> 27 <Minimap disable=""/>28 28 <Selectable> 29 29 <EditorOnly/> 30 30 </Selectable> 31 31 <Vision> 32 32 <Range>72</Range> -
binaries/data/mods/public/simulation/templates/other/cart_tophet.xml
19 19 </Health> 20 20 <Identity> 21 21 <Civ>cart</Civ> 22 22 <GenericName>Sacrificial Temple</GenericName> 23 23 <SpecificName>Tophet</SpecificName> 24 24 <Tooltip>Train physicians and Sacred Band Cavalrymen.</Tooltip> 25 25 </Identity> 26 26 <Loot> 27 27 <xp>50</xp> 28 28 <food>0</food> 29 29 <wood>0</wood> … … 31 31 <metal>10</metal> 32 32 </Loot> 33 33 <Obstruction> 34 34 <Static width="22.0" depth="24.0"/> 35 35 </Obstruction> 36 <TerritoryDecay disable=""/>37 36 <ProductionQueue> 38 37 <Entities datatype="tokens"> 39 38 units/{civ}_champion_cavalry 40 39 </Entities> 41 40 </ProductionQueue> 41 <TerritoryDecay disable=""/> 42 42 <Vision> 43 43 <Range>40</Range> 44 44 </Vision> 45 45 <VisualActor> 46 46 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> -
binaries/data/mods/public/simulation/templates/other/obelisk.xml
18 18 <Identity> 19 19 <Civ>gaia</Civ> 20 20 <GenericName>Obelisk</GenericName> 21 21 <SpecificName>Egyptian Obelisk</SpecificName> 22 22 <History>A monumental ornamental structure built by the Egyptians of old.</History> 23 23 <Classes datatype="tokens">-ConquestCritical</Classes> 24 24 <Icon>gaia/special_obelisk.png</Icon> 25 25 </Identity> 26 26 <Loot> 27 27 <xp>10</xp> 28 28 <food>0</food> -
binaries/data/mods/public/simulation/templates/other/palisades_rocks_gate.xml
16 16 <Identity> 17 17 <Civ>gaia</Civ> 18 18 <SpecificName>Palisade Gate</SpecificName> 19 19 <GenericName>Wooden Gate</GenericName> 20 20 <Classes datatype="tokens">-StoneWall Palisade</Classes> 21 22 21 <Icon>structures/wooden_gate.png</Icon> 22 <RequiredTechnology>phase_village</RequiredTechnology> 23 23 </Identity> 24 24 <Obstruction> 25 25 <Obstructions> 26 26 <Right width="2" depth="2" x="6" z="0"/> 27 27 <Left width="2" depth="2" x="-6" z="0"/> … … 29 29 </Obstructions> 30 30 </Obstruction> 31 31 <StatusBars> 32 32 <HeightOffset>9.0</HeightOffset> 33 33 </StatusBars> 34 <TerritoryInfluence disable=""/> 34 35 <VisualActor> 35 36 <FoundationActor>structures/fndn_1x3pal.xml</FoundationActor> 36 37 <Actor>props/special/palisade_rocks_gate.xml</Actor> 37 38 </VisualActor> 38 <TerritoryInfluence disable=""/>39 39 <WallPiece> 40 40 <Length>11.0</Length> 41 41 </WallPiece> 42 42 </Entity> -
binaries/data/mods/public/simulation/templates/other/palisades_rocks_long.xml
26 26 <SelectionGroupName>other/wallset_palisade</SelectionGroupName> 27 27 <SpecificName>Palisade</SpecificName> 28 28 <GenericName>Wooden Wall</GenericName> 29 29 <Classes datatype="tokens">-StoneWall Palisade</Classes> 30 30 <Icon>gaia/special_palisade.png</Icon> 31 31 <RequiredTechnology>phase_village</RequiredTechnology> 32 32 </Identity> 33 33 <Obstruction> 34 34 <Static width="14" depth="2.0"/> 35 35 </Obstruction> 36 36 <StatusBars> 37 37 <HeightOffset>9.0</HeightOffset> 38 38 </StatusBars> 39 <VisualActor>40 <Actor>props/special/palisade_rocks_long.xml</Actor>41 <FoundationActor>structures/fndn_1x3pal.xml</FoundationActor>42 </VisualActor>43 39 <TerritoryInfluence disable=""/> 44 <WallPiece>45 <Length>11.0</Length>46 </WallPiece>47 40 <Upgrade> 48 41 <Gate> 49 42 <Entity>other/palisades_rocks_gate</Entity> 50 43 <Cost> 51 44 <stone>0</stone> 52 45 <wood>20</wood> 53 46 </Cost> 54 47 <Time>5</Time> 55 48 </Gate> 56 49 </Upgrade> 50 <VisualActor> 51 <Actor>props/special/palisade_rocks_long.xml</Actor> 52 <FoundationActor>structures/fndn_1x3pal.xml</FoundationActor> 53 </VisualActor> 54 <WallPiece> 55 <Length>11.0</Length> 56 </WallPiece> 57 57 </Entity> -
binaries/data/mods/public/simulation/templates/other/palisades_rocks_medium.xml
26 26 <SelectionGroupName>other/wallset_palisade</SelectionGroupName> 27 27 <SpecificName>Palisade</SpecificName> 28 28 <GenericName>Wooden Wall</GenericName> 29 29 <Classes datatype="tokens">-StoneWall Palisade</Classes> 30 30 <Icon>gaia/special_palisade.png</Icon> 31 31 <RequiredTechnology>phase_village</RequiredTechnology> 32 32 </Identity> 33 33 <Obstruction> 34 34 <Static width="10" depth="2.0"/> 35 35 </Obstruction> 36 36 <StatusBars> 37 37 <HeightOffset>9.0</HeightOffset> 38 38 </StatusBars> 39 <TerritoryInfluence disable=""/> 39 40 <VisualActor> 40 41 <Actor>props/special/palisade_rocks_medium.xml</Actor> 41 42 <FoundationActor>structures/fndn_1x3pal.xml</FoundationActor> 42 43 </VisualActor> 43 <TerritoryInfluence disable=""/>44 44 <WallPiece> 45 45 <Length>8.0</Length> 46 46 </WallPiece> 47 47 </Entity> -
binaries/data/mods/public/simulation/templates/other/palisades_rocks_short.xml
25 25 <SelectionGroupName>other/wallset_palisade</SelectionGroupName> 26 26 <SpecificName>Palisade</SpecificName> 27 27 <GenericName>Wooden Wall</GenericName> 28 28 <Classes datatype="tokens">-StoneWall Palisade</Classes> 29 29 <Icon>gaia/special_palisade.png</Icon> 30 30 <RequiredTechnology>phase_village</RequiredTechnology> 31 31 </Identity> 32 32 <Obstruction> 33 33 <Static width="4.5" depth="2.0"/> 34 34 </Obstruction> 35 35 <StatusBars> -
binaries/data/mods/public/simulation/templates/other/palisades_rocks_tower.xml
25 25 <SelectionGroupName>other/wallset_palisade</SelectionGroupName> 26 26 <SpecificName>Palisade</SpecificName> 27 27 <GenericName>Wooden Wall</GenericName> 28 28 <Classes datatype="tokens">-StoneWall Palisade Tower</Classes> 29 29 <Icon>gaia/special_palisade.png</Icon> 30 30 <RequiredTechnology>phase_village</RequiredTechnology> 31 31 </Identity> 32 32 <Obstruction> 33 33 <Static width="4.0" depth="4.0"/> 34 34 <ControlPersist/> 35 35 </Obstruction> -
binaries/data/mods/public/simulation/templates/other/pers_apartment_block.xml
22 22 <Radius>25</Radius> 23 23 </TerritoryInfluence> 24 24 <VisualActor> 25 25 <Actor>props/structures/persians/alt_building_03.xml</Actor> 26 26 </VisualActor> 27 </Entity> 28 Pas de fin de ligne à la fin du fichier 27 </Entity> -
binaries/data/mods/public/simulation/templates/other/plane.xml
16 16 <BuildingAI> 17 17 <DefaultArrowCount>3</DefaultArrowCount> 18 18 <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier> 19 19 <GarrisonArrowClasses>Infantry</GarrisonArrowClasses> 20 20 </BuildingAI> 21 <Decay> 22 <SinkingAnim>true</SinkingAnim> 23 <DelayTime>0.0</DelayTime> 24 <SinkRate>3.0</SinkRate> 25 <SinkAccel>7.0</SinkAccel> 26 </Decay> 21 27 <GarrisonHolder> 22 28 <Max>1</Max> 23 29 <EjectHealth>0</EjectHealth> 24 30 <List datatype="tokens">Support Infantry</List> 25 31 <BuffHeal>1</BuffHeal> 26 32 <LoadingRange>5</LoadingRange> 27 <EjectClassesOnDestroy datatype="tokens" />33 <EjectClassesOnDestroy datatype="tokens"/> 28 34 </GarrisonHolder> 29 <Decay> 30 <SinkingAnim>true</SinkingAnim> 31 <DelayTime>0.0</DelayTime> 32 <SinkRate>3.0</SinkRate> 33 <SinkAccel>7.0</SinkAccel> 34 </Decay> 35 <Health> 36 <Max>100</Max> 37 <Unhealable>true</Unhealable> 38 </Health> 35 39 <Identity> 36 40 <Civ>gaia</Civ> 37 41 <SpecificName>P-51 Mustang</SpecificName> 38 42 <History>This may be anachronistic.</History> 39 43 <Tooltip>A World War 2 American fighter plane.</Tooltip> 40 44 <Icon>units/global_mustang.png</Icon> 41 45 <Formations datatype="tokens" replace=""/> 42 46 </Identity> 43 <Health>44 <Max>100</Max>45 <Unhealable>true</Unhealable>46 </Health>47 <Repairable>48 <RepairTimeRatio>3.0</RepairTimeRatio>49 </Repairable>50 47 <Obstruction disable=""/> 51 48 <Position> 52 49 <TurnRate>1.0</TurnRate> 53 50 <Floating>true</Floating> 54 51 </Position> 52 <Repairable> 53 <RepairTimeRatio>3.0</RepairTimeRatio> 54 </Repairable> 55 55 <UnitMotion disable=""/> 56 56 <UnitMotionFlying> 57 57 <MaxSpeed>60.0</MaxSpeed> 58 58 <TakeoffSpeed>50.0</TakeoffSpeed> 59 59 <LandingSpeed>40.0</LandingSpeed> -
binaries/data/mods/public/simulation/templates/other/pyramid_great.xml
21 21 <Altitude>-2.0</Altitude> 22 22 </Position> 23 23 <ResourceSupply> 24 24 <Amount>10000</Amount> 25 25 <Type>stone.ruins</Type> 26 26 <MaxGatherers>120</MaxGatherers> 27 27 </ResourceSupply> 28 28 <Sound> 29 29 <SoundGroups> 30 30 <select>interface/select/building/sel_temple.xml</select> 31 31 <death>attack/destruction/building_collapse_large.xml</death> -
binaries/data/mods/public/simulation/templates/other/pyramid_minor.xml
15 15 <Static width="34.0" depth="34.0"/> 16 16 </Obstruction> 17 17 <ResourceSupply> 18 18 <Amount>5000</Amount> 19 19 <Type>stone.ruins</Type> 20 20 <MaxGatherers>90</MaxGatherers> 21 21 </ResourceSupply> 22 22 <Sound> 23 23 <SoundGroups> 24 24 <select>interface/select/building/sel_temple.xml</select> 25 25 <death>attack/destruction/building_collapse_large.xml</death> -
binaries/data/mods/public/simulation/templates/other/special_treasure_shipwreck_debris.xml
12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="7.0" depth="7.0"/> 15 15 </Obstruction> 16 16 <Position> 17 17 <Altitude>-0.1</Altitude> 18 18 <Floating>true</Floating> 19 19 </Position> 20 20 <ResourceSupply> 21 21 <Amount>200</Amount> 22 22 <Type>treasure.food</Type> -
binaries/data/mods/public/simulation/templates/other/unfinished_greek_temple.xml
7 7 <Identity> 8 8 <Civ>gaia</Civ> 9 9 <GenericName>Ruins</GenericName> 10 10 <SpecificName>Unfinished Greek Temple</SpecificName> 11 11 <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> 12 12 <Tooltip>This temple is unfinished and has fallen to ruin.</Tooltip> 13 13 <Icon>structures/temple.png</Icon> 14 14 </Identity> 15 15 <Loot> 16 16 <xp>10</xp> 17 17 </Loot> 18 18 <Obstruction> 19 19 <Static width="17.5" depth="30.0"/> 20 20 </Obstruction> 21 21 <ResourceSupply> 22 22 <Amount>2000</Amount> 23 23 <MaxGatherers>30</MaxGatherers> 24 24 </ResourceSupply> 25 25 <StatusBars> 26 26 <BarWidth>6.0</BarWidth> 27 27 <BarHeight>0.6</BarHeight> 28 28 <HeightOffset>12.0</HeightOffset> -
binaries/data/mods/public/simulation/templates/other/wallset_palisade.xml
2 2 <Entity parent="template_structure_defense_wallset"> 3 3 <Identity> 4 4 <Civ>gaia</Civ> 5 5 <GenericName>Wooden Wall</GenericName> 6 6 <SpecificName>Palisade</SpecificName> 7 7 <Classes datatype="tokens">-StoneWall Palisade</Classes> 8 8 <Icon>structures/palisade_wall.png</Icon> 9 9 <RequiredTechnology>phase_village</RequiredTechnology> 10 10 </Identity> 11 11 <WallSet> 12 12 <Templates> 13 13 <Tower>other/palisades_rocks_tower</Tower> 14 14 <Gate>other/palisades_rocks_gate</Gate> -
binaries/data/mods/public/simulation/templates/rubble/rubble_1x1.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_1x1.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_1x1pal.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_1x1pal.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_1x3pal.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_1x3pal.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_2x2.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_2x2.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_2x4.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_2x4.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_3x3.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_3x3.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_3x6.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_3x6.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_4x2.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_4x2.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_4x4.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_4x4.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_4x4_dock.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_4x4_dock.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_4x6.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_4x6.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_5x5.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_5x5.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_6x4.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_6x4.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_6x4_dock.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_6x4_dock.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_6x6.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_6x6.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_8x8.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_8x8.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_celt_cc.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_celt_cc.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_celt_dock.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_celt_dock_rubble.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_field.xml
2 2 <Entity parent="template_rubble"> 3 3 <Decay> 4 4 <DelayTime>60.0</DelayTime> 5 5 </Decay> 6 6 <VisualActor> 7 7 <Actor>structures/plot_field_fallow.xml</Actor> 8 8 </VisualActor> 9 9 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_hele_cc.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_hele_cc.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_hele_dock.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_hele_dock_rubble.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_iber_cc.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_iber_cc.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_iber_dock.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_iber_dock_rubble.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_kart_cc.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_kart_cc.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_kart_dock.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_kart_dock_rubble.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_maur_cc.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_maur_cc.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_pers_cc.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_pers_cc.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_pers_dock.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_pers_dock_rubble.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_rome_cc.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_rome_cc.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_rome_dock.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_rome_dock_rubble.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_rome_sb.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_rome_camp_palisade.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_2x2.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_2x2.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_3x3.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_3x3.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_4x2.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_4x2.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_4x4.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_4x4.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_4x6.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_4x6.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_5x5.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_5x5.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_6x4.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_6x4.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_6x6.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_6x6.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_wall_long.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_wall_long.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_wall_medium.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_wall_medium.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_wall_short.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_wall_short.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_stone_wall_tower.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/destruct_stone_wall_tower.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/rubble/rubble_wall.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_rubble"> 3 4 5 3 <VisualActor> 4 <Actor>structures/fndn_wall.xml</Actor> 5 </VisualActor> 6 6 </Entity> -
binaries/data/mods/public/simulation/templates/skirmish/structures/default_defense_tower.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_defense_defense_tower"> 3 <Identity>4 <Civ>skirm</Civ>5 </Identity>6 3 <Footprint replace=""><!-- use iberian footprint --> 7 4 <Circle radius="8.0"/> 8 5 <Height>12.0</Height> 9 6 </Footprint> 7 <Identity> 8 <Civ>skirm</Civ> 9 </Identity> 10 10 <SkirmishReplacer> 11 11 <general>structures/{civ}_defense_tower</general> 12 12 </SkirmishReplacer> 13 13 <VisualActor> 14 14 <Actor>structures/hellenes/scout_tower.xml</Actor> -
binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_5.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_civic_house"> 3 <Identity>4 <Civ>skirm</Civ>5 <Tooltip>Changes in a 5-pop house for civilisations with those houses, is deleted for other civs</Tooltip>6 </Identity>7 3 <Footprint> 8 4 <Square width="16.0" depth="16.0"/> 9 5 <Height>5.0</Height> 10 6 </Footprint> 7 <Identity> 8 <Civ>skirm</Civ> 9 <Tooltip>Changes in a 5-pop house for civilisations with those houses, is deleted for other civs</Tooltip> 10 </Identity> 11 11 <ProductionQueue disable=""/> 12 12 <SkirmishReplacer/> 13 13 <VisualActor> 14 14 <Actor>structures/ptolemies/house.xml</Actor> 15 15 </VisualActor> -
binaries/data/mods/public/simulation/templates/skirmish/structures/default_wall_long.xml
15 15 </SkirmishReplacer> 16 16 <VisualActor> 17 17 <Actor>structures/hellenes/wall_long.xml</Actor> 18 18 </VisualActor> 19 19 <WallPiece> 20 20 <Length>36.0</Length> 21 21 </WallPiece> 22 22 </Entity> -
binaries/data/mods/public/simulation/templates/skirmish/structures/default_wall_medium.xml
15 15 </SkirmishReplacer> 16 16 <VisualActor> 17 17 <Actor>structures/hellenes/wall_medium.xml</Actor> 18 18 </VisualActor> 19 19 <WallPiece> 20 20 <Length>24.0</Length> 21 21 </WallPiece> 22 22 </Entity> -
binaries/data/mods/public/simulation/templates/skirmish/structures/default_wall_short.xml
15 15 </SkirmishReplacer> 16 16 <VisualActor> 17 17 <Actor>structures/hellenes/wall_short.xml</Actor> 18 18 </VisualActor> 19 19 <WallPiece> 20 20 <Length>12.0</Length> 21 21 </WallPiece> 22 22 </Entity> -
binaries/data/mods/public/simulation/templates/skirmish/structures/iber_wall_gate.xml
17 17 <SkirmishReplacer/> 18 18 <VisualActor> 19 19 <Actor>structures/iberians/wall_gate.xml</Actor> 20 20 </VisualActor> 21 21 <WallPiece> 22 22 <Length>36.0</Length> 23 23 </WallPiece> 24 24 </Entity> -
binaries/data/mods/public/simulation/templates/skirmish/structures/iber_wall_long.xml
13 13 <SkirmishReplacer/> 14 14 <VisualActor> 15 15 <Actor>structures/iberians/wall_long.xml</Actor> 16 16 </VisualActor> 17 17 <WallPiece> 18 18 <Length>36.0</Length> 19 19 </WallPiece> 20 20 </Entity> -
binaries/data/mods/public/simulation/templates/skirmish/structures/iber_wall_medium.xml
13 13 <SkirmishReplacer/> 14 14 <VisualActor> 15 15 <Actor>structures/iberians/wall_medium.xml</Actor> 16 16 </VisualActor> 17 17 <WallPiece> 18 18 <Length>24.0</Length> 19 19 </WallPiece> 20 20 </Entity> -
binaries/data/mods/public/simulation/templates/skirmish/structures/iber_wall_short.xml
13 13 <SkirmishReplacer/> 14 14 <VisualActor> 15 15 <Actor>structures/iberians/wall_short.xml</Actor> 16 16 </VisualActor> 17 17 <WallPiece> 18 18 <Length>12.0</Length> 19 19 </WallPiece> 20 20 </Entity> -
binaries/data/mods/public/simulation/templates/special/dummy.xml
1 <?xml version="1.0" encoding="utf-8"?> 1 2 <Entity> 2 3 4 5 6 7 3 <Position> 4 <Altitude>0</Altitude> 5 <Anchor>upright</Anchor> 6 <Floating>false</Floating> 7 <TurnRate>6.0</TurnRate> 8 </Position> 8 9 </Entity> -
binaries/data/mods/public/simulation/templates/special/player.xml
50 50 <RequiredTechs datatype="tokens">phase_town</RequiredTechs> 51 51 </CivilCentre> 52 52 </LimitRemovers> 53 53 </EntityLimits> 54 54 <Identity> 55 <Civ ></Civ>55 <Civ/> 56 56 <GenericName>Player</GenericName> 57 57 <Classes datatype="tokens">Player</Classes> 58 58 </Identity> 59 59 <Player> 60 60 <SharedLosTech>unlock_shared_los</SharedLosTech> -
binaries/data/mods/public/simulation/templates/special/rallypoint.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="special/actor"> 3 <VisualActor>4 <Actor>props/special/common/waypoint_flag.xml</Actor>5 </VisualActor>6 3 <Visibility> 7 4 <AlwaysVisible>true</AlwaysVisible> 8 5 </Visibility> 6 <VisualActor> 7 <Actor>props/special/common/waypoint_flag.xml</Actor> 8 </VisualActor> 9 9 </Entity> -
binaries/data/mods/public/simulation/templates/structures/athen_gymnasion.xml
24 24 <Icon>structures/gymnasion.png</Icon> 25 25 </Identity> 26 26 <Obstruction> 27 27 <Static width="28.0" depth="28.0"/> 28 28 </Obstruction> 29 <Sound>30 <SoundGroups>31 <select>interface/select/building/sel_gymnasium.xml</select>32 <constructed>interface/complete/building/complete_gymnasium.xml</constructed>33 <death>attack/destruction/building_collapse_large.xml</death>34 </SoundGroups>35 </Sound>36 29 <ProductionQueue> 37 30 <BatchTimeModifier>0.7</BatchTimeModifier> 38 31 <Entities datatype="tokens"> 39 32 units/{civ}_champion_infantry 40 33 units/{civ}_champion_ranged 41 34 </Entities> 42 35 </ProductionQueue> 36 <Sound> 37 <SoundGroups> 38 <select>interface/select/building/sel_gymnasium.xml</select> 39 <constructed>interface/complete/building/complete_gymnasium.xml</constructed> 40 <death>attack/destruction/building_collapse_large.xml</death> 41 </SoundGroups> 42 </Sound> 43 43 <VisualActor> 44 44 <Actor>structures/athenians/gymnasion.xml</Actor> 45 45 <FoundationActor>structures/fndn_6x6.xml</FoundationActor> 46 46 </VisualActor> 47 47 </Entity> -
binaries/data/mods/public/simulation/templates/structures/athen_prytaneion.xml
28 28 <Icon>structures/tholos.png</Icon> 29 29 </Identity> 30 30 <Obstruction> 31 31 <Static width="24.0" depth="30.0"/> 32 32 </Obstruction> 33 <Sound>34 <SoundGroups>35 <select>interface/select/building/sel_tholos.xml</select>36 <constructed>interface/complete/building/complete_tholos.xml</constructed>37 <death>attack/destruction/building_collapse_large.xml</death>38 </SoundGroups>39 </Sound>40 33 <ProductionQueue> 41 34 <BatchTimeModifier>0.7</BatchTimeModifier> 42 35 <Entities datatype="tokens"> 43 36 units/{civ}_hero_themistocles 44 37 units/{civ}_hero_pericles … … 47 40 <Technologies datatype="tokens"> 48 41 hellenes/special_long_walls 49 42 hellenes/special_iphicratean_reforms 50 43 </Technologies> 51 44 </ProductionQueue> 45 <Sound> 46 <SoundGroups> 47 <select>interface/select/building/sel_tholos.xml</select> 48 <constructed>interface/complete/building/complete_tholos.xml</constructed> 49 <death>attack/destruction/building_collapse_large.xml</death> 50 </SoundGroups> 51 </Sound> 52 52 <VisualActor> 53 53 <Actor>structures/athenians/prytaneion.xml</Actor> 54 54 </VisualActor> 55 55 </Entity> -
binaries/data/mods/public/simulation/templates/structures/athen_wall_medium.xml
4 4 <Square width="26.0" depth="7.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>athen</Civ> 9 9 <SelectionGroupName>structures/athen_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Teîkhos</SpecificName> 11 11 <History>Athens was surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="24.0" depth="6.0"/> … … 17 17 <Actor>structures/hellenes/wall_medium.xml</Actor> 18 18 </VisualActor> 19 19 <WallPiece> 20 20 <Length>24.0</Length> 21 21 </WallPiece> 22 </Entity> 23 Pas de fin de ligne à la fin du fichier 22 </Entity> -
binaries/data/mods/public/simulation/templates/structures/athen_wall_short.xml
4 4 <Square width="14.0" depth="7.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>athen</Civ> 9 9 <SelectionGroupName>structures/athen_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Teîkhos</SpecificName> 11 11 <History>Athens was surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="13.0" depth="6.0"/> -
binaries/data/mods/public/simulation/templates/structures/athen_wall_tower.xml
16 16 <Actor>structures/hellenes/wall_tower.xml</Actor> 17 17 </VisualActor> 18 18 <WallPiece> 19 19 <Length>7.5</Length> 20 20 </WallPiece> 21 </Entity> 22 Pas de fin de ligne à la fin du fichier 21 </Entity> -
binaries/data/mods/public/simulation/templates/structures/brit_barracks.xml
11 11 <SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath> 12 12 </Health> 13 13 <Identity> 14 14 <Civ>brit</Civ> 15 15 <SpecificName>Gwersyllty</SpecificName> 16 16 <History>All able-bodied male Celts were expected to heed their liege lord's call to battle when need arose.</History> 17 17 </Identity> 18 18 <Obstruction> 19 19 <Static width="20.0" depth="20.0"/> 20 20 </Obstruction> 21 21 <ProductionQueue> 22 22 <Entities datatype="tokens"> 23 24 23 units/{civ}_champion_infantry_barracks 24 units/{civ}_champion_cavalry_barracks 25 25 </Entities> 26 26 <Technologies datatype="tokens"> 27 27 unlock_champion_units 28 28 </Technologies> 29 29 </ProductionQueue> -
binaries/data/mods/public/simulation/templates/structures/brit_blacksmith.xml
4 4 <PopulationBonus>4</PopulationBonus> 5 5 </Cost> 6 6 <Identity> 7 7 <Civ>brit</Civ> 8 8 <SpecificName>Amoridas</SpecificName> 9 9 <History>Figured to have it represent an armory; these were common, and not all Celts (truthfully, not even most) had to provide their own weapons. Just, they had to provide their own GOOD weapons and armor, but mass-produced spears and javelins and shields were distributed freely at need. The possession of a armory by the local lord was considered quite prestigious among the Celts, especially the larger examples found in Gaul that could maintain armies.</History> 10 10 <RequiredTechnology>phase_town</RequiredTechnology> 11 11 <VisibleClasses datatype="tokens">Town</VisibleClasses> 12 12 </Identity> 13 13 <VisualActor> 14 14 <Actor>structures/celts/blacksmith.xml</Actor> -
binaries/data/mods/public/simulation/templates/structures/brit_civil_centre.xml
2 2 <Entity parent="template_structure_civic_civil_centre"> 3 3 <Footprint replace=""> 4 4 <Circle radius="15.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 <Health> 8 <SpawnEntityOnDeath>rubble/rubble_celt_cc</SpawnEntityOnDeath> 9 </Health> 7 10 <Identity> 8 11 <Civ>brit</Civ> 9 12 <SpecificName>Caer</SpecificName> 10 13 <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> 11 14 </Identity> 12 <Health>13 <SpawnEntityOnDeath>rubble/rubble_celt_cc</SpawnEntityOnDeath>14 </Health>15 15 <Obstruction> 16 16 <Static width="25.0" depth="25.0"/> 17 17 </Obstruction> 18 18 <ProductionQueue> 19 19 <Entities datatype="tokens"> -
binaries/data/mods/public/simulation/templates/structures/brit_dock.xml
5 5 </Cost> 6 6 <Footprint> 7 7 <Square width="12.0" depth="24.0"/> 8 8 <Height>8.0</Height> 9 9 </Footprint> 10 <Health>10 <Health> 11 11 <SpawnEntityOnDeath>rubble/rubble_celt_dock</SpawnEntityOnDeath> 12 12 </Health> 13 13 <Identity> 14 14 <Civ>brit</Civ> 15 15 <SpecificName>Crannóc</SpecificName> -
binaries/data/mods/public/simulation/templates/structures/brit_fortress.xml
23 23 <History>The Broch is an Iron Age round tower fortification type unique to Scotland. The origin of brochs remains a mystery. Some archaeologists believed the brochs were built by an influx of broch builders who had been displaced and pushed northward during the Roman invasion of Britain. However, this theory has been largely disproven and current thought is that they were built by itinerant (travelling) craftsmen since so many were built to almost the same exact design. </History> 24 24 </Identity> 25 25 <Obstruction> 26 26 <Static width="29.0" depth="29.0"/> 27 27 </Obstruction> 28 <Sound>29 <SoundGroups>30 <select>interface/select/building/sel_broch.xml</select>31 <constructed>interface/complete/building/complete_broch.xml</constructed>32 <death>attack/destruction/building_collapse_large.xml</death>33 </SoundGroups>34 </Sound>35 28 <ProductionQueue> 36 29 <Entities datatype="tokens"> 37 30 units/{civ}_hero_boudicca 38 31 units/{civ}_hero_caratacos 39 32 units/{civ}_hero_cunobelin … … 45 38 siege_armor 46 39 siege_cost_metal 47 40 siege_cost_wood 48 41 </Technologies> 49 42 </ProductionQueue> 43 <Sound> 44 <SoundGroups> 45 <select>interface/select/building/sel_broch.xml</select> 46 <constructed>interface/complete/building/complete_broch.xml</constructed> 47 <death>attack/destruction/building_collapse_large.xml</death> 48 </SoundGroups> 49 </Sound> 50 50 <Vision> 51 51 <Range>100</Range> 52 52 </Vision> 53 53 <VisualActor> 54 54 <Actor>structures/britons/fortress_briton.xml</Actor> -
binaries/data/mods/public/simulation/templates/structures/brit_kennel.xml
37 37 <RequiredTechnology>phase_town</RequiredTechnology> 38 38 </Identity> 39 39 <Obstruction> 40 40 <Static width="7.5" depth="6.75"/> 41 41 </Obstruction> 42 <ProductionQueue> 43 <BatchTimeModifier>0.7</BatchTimeModifier> 44 <Entities datatype="tokens"> 45 units/brit_war_dog_b 46 </Entities> 47 </ProductionQueue> 42 48 <Sound> 43 49 <SoundGroups> 44 50 <select>interface/select/building/sel_kennel.xml</select> 45 51 <constructed>interface/complete/building/complete_kennel.xml</constructed> 46 52 <death>attack/destruction/building_collapse_large.xml</death> … … 51 57 </StatusBars> 52 58 <TerritoryInfluence> 53 59 <Radius>20</Radius> 54 60 <Weight>30000</Weight> 55 61 </TerritoryInfluence> 56 <ProductionQueue>57 <BatchTimeModifier>0.7</BatchTimeModifier>58 <Entities datatype="tokens">59 units/brit_war_dog_b60 </Entities>61 </ProductionQueue>62 62 <VisualActor> 63 63 <Actor>structures/celts/kennel.xml</Actor> 64 64 <FoundationActor>structures/fndn_2x2.xml</FoundationActor> 65 65 </VisualActor> 66 66 </Entity> -
binaries/data/mods/public/simulation/templates/structures/brit_wall_medium.xml
17 17 </Archer3> 18 18 </VisibleGarrisonPoints> 19 19 </GarrisonHolder> 20 20 <Identity> 21 21 <Civ>brit</Civ> 22 22 <SelectionGroupName>structures/brit_wallset_stone</SelectionGroupName> 23 23 <SpecificName>Gwarchglawdd</SpecificName> 24 24 <History>The Romans called this wall 'Murus Gallicus'. Translated, it means 'Gaulish wall'. It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack.</History> 25 25 </Identity> 26 26 <Obstruction> 27 27 <Static width="25.0" depth="7.0"/> -
binaries/data/mods/public/simulation/templates/structures/brit_wall_short.xml
4 4 <Square width="14.5" depth="8.5"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>brit</Civ> 9 9 <SelectionGroupName>structures/brit_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Gwarchglawdd</SpecificName> 11 11 <History>The Romans called this wall 'Murus Gallicus'. Translated, it means 'Gaulish wall'. It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="13.0" depth="7.0"/> -
binaries/data/mods/public/simulation/templates/structures/cart_civil_centre.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_civic_civil_centre"> 3 <Health> 4 <SpawnEntityOnDeath>rubble/rubble_kart_cc</SpawnEntityOnDeath> 5 </Health> 3 6 <Identity> 4 7 <Civ>cart</Civ> 5 8 <SpecificName>Merkāz</SpecificName> 6 9 </Identity> 7 <Health>8 <SpawnEntityOnDeath>rubble/rubble_kart_cc</SpawnEntityOnDeath>9 </Health>10 10 <ProductionQueue> 11 11 <Entities datatype="tokens"> 12 12 units/{civ}_infantry_spearman_b 13 13 units/{civ}_infantry_archer_b 14 14 units/{civ}_cavalry_javelinist_b -
binaries/data/mods/public/simulation/templates/structures/cart_fortress.xml
23 23 <Technologies datatype="tokens"> 24 24 siege_attack 25 25 siege_armor 26 26 siege_cost_metal 27 27 siege_cost_wood 28 28 siege_bolt_accuracy 29 29 </Technologies> 30 30 </ProductionQueue> 31 31 <VisualActor> 32 32 <Actor>structures/carthaginians/fortress.xml</Actor> 33 33 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml
4 4 <BuildRestrictions> 5 5 <Territory>own ally neutral</Territory> 6 6 <PlacementType>shore</PlacementType> 7 7 <Category>Dock</Category> 8 8 </BuildRestrictions> 9 <Identity>10 <Civ>cart</Civ>11 <GenericName>Naval Shipyard</GenericName>12 <SpecificName>Cothon</SpecificName>13 <VisibleClasses datatype="tokens">-City Shipyard Town</VisibleClasses>14 <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>15 <Tooltip>Construct and repair mighty warships.</Tooltip>16 <Icon>structures/uber_dock.png</Icon>17 <RequiredTechnology>phase_town</RequiredTechnology>18 </Identity>19 9 <Cost> 20 10 <PopulationBonus>10</PopulationBonus> 21 11 <BuildTime>500</BuildTime> 22 12 <Resources> 23 13 <wood>300</wood> … … 38 28 <LoadingRange>2</LoadingRange> 39 29 </GarrisonHolder> 40 30 <Health> 41 31 <Max>5000</Max> 42 32 </Health> 33 <Identity> 34 <Civ>cart</Civ> 35 <GenericName>Naval Shipyard</GenericName> 36 <SpecificName>Cothon</SpecificName> 37 <VisibleClasses datatype="tokens">-City Shipyard Town</VisibleClasses> 38 <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> 39 <Tooltip>Construct and repair mighty warships.</Tooltip> 40 <Icon>structures/uber_dock.png</Icon> 41 <RequiredTechnology>phase_town</RequiredTechnology> 42 </Identity> 43 43 <Obstruction> 44 44 <Static width="42.0" depth="58.0"/> 45 45 </Obstruction> 46 46 <Position> 47 47 <Floating>true</Floating> 48 48 </Position> 49 <ProductionQueue> 50 <BatchTimeModifier>0.7</BatchTimeModifier> 51 <Entities datatype="tokens"> 52 units/{civ}_ship_bireme 53 units/{civ}_ship_trireme 54 units/{civ}_ship_quinquereme 55 </Entities> 56 <Technologies datatype="tokens"> 57 carthaginians/training_phoenician_naval_architects 58 carthaginians/special_exploration 59 </Technologies> 60 </ProductionQueue> 49 61 <RallyPointRenderer> 50 62 <LinePassabilityClass>ship</LinePassabilityClass> 51 63 </RallyPointRenderer> 52 64 <Sound> 53 65 <SoundGroups> … … 60 72 <TerritoryInfluence> 61 73 <Root>true</Root> 62 74 <Radius>200</Radius> 63 75 <Weight>25000</Weight> 64 76 </TerritoryInfluence> 65 <ProductionQueue>66 <BatchTimeModifier>0.7</BatchTimeModifier>67 <Entities datatype="tokens">68 units/{civ}_ship_bireme69 units/{civ}_ship_trireme70 units/{civ}_ship_quinquereme71 </Entities>72 <Technologies datatype="tokens">73 carthaginians/training_phoenician_naval_architects74 carthaginians/special_exploration75 </Technologies>76 </ProductionQueue>77 77 <Vision> 78 78 <Range>100</Range> 79 79 </Vision> 80 80 <VisualActor> 81 81 <Actor>structures/carthaginians/super_dock.xml</Actor> -
binaries/data/mods/public/simulation/templates/structures/cart_wall_medium.xml
17 17 </Archer3> 18 18 </VisibleGarrisonPoints> 19 19 </GarrisonHolder> 20 20 <Identity> 21 21 <Civ>cart</Civ> 22 22 <SelectionGroupName>structures/cart_wallset_stone</SelectionGroupName> 23 23 <SpecificName>Homah</SpecificName> 24 24 <History>The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.</History> 25 25 </Identity> 26 26 <Obstruction> 27 27 <Static width="30.0" depth="9.0"/> -
binaries/data/mods/public/simulation/templates/structures/cart_wall_short.xml
4 4 <Square width="17.0" depth="11.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>cart</Civ> 9 9 <SelectionGroupName>structures/cart_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Homah</SpecificName> 11 11 <History>The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="16.0" depth="9.0"/> -
binaries/data/mods/public/simulation/templates/structures/gaul_barracks.xml
11 11 <SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath> 12 12 </Health> 13 13 <Identity> 14 14 <Civ>gaul</Civ> 15 15 <SpecificName>Gwersyllty</SpecificName> 16 16 <History>All able-bodied male Celts were expected to heed their liege lord's call to battle when need arose.</History> 17 17 </Identity> 18 18 <Obstruction> 19 19 <Static width="20.0" depth="20.0"/> 20 20 </Obstruction> 21 21 <ProductionQueue> 22 22 <Entities datatype="tokens"> 23 24 23 units/{civ}_champion_infantry_barracks 24 units/{civ}_champion_cavalry_barracks 25 25 </Entities> 26 26 <Technologies datatype="tokens"> 27 27 unlock_champion_units 28 28 </Technologies> 29 29 </ProductionQueue> -
binaries/data/mods/public/simulation/templates/structures/gaul_blacksmith.xml
4 4 <PopulationBonus>4</PopulationBonus> 5 5 </Cost> 6 6 <Identity> 7 7 <Civ>gaul</Civ> 8 8 <SpecificName>Amoridas</SpecificName> 9 9 <History>Figured to have it represent an armory; these were common, and not all Celts (truthfully, not even most) had to provide their own weapons. Just, they had to provide their own GOOD weapons and armor, but mass-produced spears and javelins and shields were distributed freely at need. The possession of a armory by the local lord was considered quite prestigious among the Celts, especially the larger examples found in Gaul that could maintain armies.</History> 10 10 <RequiredTechnology>phase_town</RequiredTechnology> 11 11 <VisibleClasses datatype="tokens">Town</VisibleClasses> 12 12 </Identity> 13 13 <VisualActor> 14 14 <Actor>structures/celts/blacksmith.xml</Actor> -
binaries/data/mods/public/simulation/templates/structures/gaul_civil_centre.xml
2 2 <Entity parent="template_structure_civic_civil_centre"> 3 3 <Footprint> 4 4 <Square width="28.0" depth="28.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 <Health> 8 <SpawnEntityOnDeath>rubble/rubble_celt_cc</SpawnEntityOnDeath> 9 </Health> 7 10 <Identity> 8 11 <Civ>gaul</Civ> 9 12 <SpecificName>Caer</SpecificName> 10 13 <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> 11 14 </Identity> 12 <Health>13 <SpawnEntityOnDeath>rubble/rubble_celt_cc</SpawnEntityOnDeath>14 </Health>15 15 <Obstruction> 16 16 <Static width="25.0" depth="25.0"/> 17 17 </Obstruction> 18 18 <ProductionQueue> 19 19 <Entities datatype="tokens"> -
binaries/data/mods/public/simulation/templates/structures/gaul_farmstead.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_economic_farmstead"> 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 3 <Cost> 4 <PopulationBonus>2</PopulationBonus> 5 </Cost> 6 <Footprint> 7 <Square width="20" depth="20"/> 8 <Height>8.0</Height> 9 </Footprint> 10 <Identity> 11 <Civ>gaul</Civ> 12 <SpecificName>Ffermdy</SpecificName> 13 <History>Farming typically revolved around small hamlets and farmsteads with enclosed rectilinear fields - each having areas of pasture, farmland and wood. Ploughing became more efficient with the arrival of the iron share (plough point ? courtesy of our Celts) and a two field rotation was introduced; crops one year followed by a fallow that was grazed by livestock. This lead to surprisingly high yields and fuelled population growth. The image of a farmstead would most likely be a house with some out-buildings. Storage of crops was either in pits or in raised stores and harvest was over several months - weeds, grain and then straw.</History> 14 </Identity> 15 <Obstruction> 16 <Static width="21" depth="20"/> 17 </Obstruction> 18 <VisualActor> 19 <FoundationActor>structures/fndn_4x4.xml</FoundationActor> 20 <Actor>structures/gauls/farmstead.xml</Actor> 21 </VisualActor> 22 22 </Entity> -
binaries/data/mods/public/simulation/templates/structures/gaul_fortress.xml
7 7 <Civ>gaul</Civ> 8 8 <SpecificName>Gallic Dun</SpecificName> 9 9 <Tooltip>Train Gallic heroes and champions. Construct siege rams.</Tooltip> 10 10 <History>Dun comes from the Brythonic Din and Gaelic Dun, meaning fort, and is now used as a general term for small stone built strongholds. Duns appear to have arrived with the Celts in about the 7th century BC, associated with their Iron age culture of warrior tribes and petty chieftains. Early Duns had near vertical ramparts constructed of stone laced with timber, and where this was set on fire (accidentally or on purpose) it forms the vitrified forts where stones have been partly melted, an effect that is still clearly visible. Use of Duns continued in some cases into the medieval period.</History> 11 11 </Identity> 12 <Sound>13 <SoundGroups>14 <select>interface/select/building/sel_fortress.xml</select>15 <constructed>interface/complete/building/complete_fortress.xml</constructed>16 <death>attack/destruction/building_collapse_large.xml</death>17 </SoundGroups>18 </Sound>19 12 <ProductionQueue> 20 13 <Entities datatype="tokens"> 21 14 units/{civ}_hero_brennus 22 15 units/{civ}_hero_britomartus 23 16 units/{civ}_hero_vercingetorix … … 29 22 siege_armor 30 23 siege_cost_metal 31 24 siege_cost_wood 32 25 </Technologies> 33 26 </ProductionQueue> 27 <Sound> 28 <SoundGroups> 29 <select>interface/select/building/sel_fortress.xml</select> 30 <constructed>interface/complete/building/complete_fortress.xml</constructed> 31 <death>attack/destruction/building_collapse_large.xml</death> 32 </SoundGroups> 33 </Sound> 34 34 <VisualActor> 35 35 <Actor>structures/gauls/fortress_gallic.xml</Actor> 36 36 </VisualActor> 37 37 </Entity> -
binaries/data/mods/public/simulation/templates/structures/gaul_tavern.xml
28 28 <RequiredTechnology>phase_town</RequiredTechnology> 29 29 </Identity> 30 30 <Obstruction> 31 31 <Static width="20.0" depth="20.0"/> 32 32 </Obstruction> 33 <RallyPoint/>34 <TerritoryInfluence>35 <Radius>32</Radius>36 <Weight>65535</Weight>37 </TerritoryInfluence>38 33 <ProductionQueue> 39 34 <BatchTimeModifier>0.7</BatchTimeModifier> 40 35 <Entities datatype="tokens"> 41 36 units/{civ}_champion_fanatic 42 37 </Entities> 43 38 </ProductionQueue> 39 <RallyPoint/> 44 40 <Sound> 45 41 <SoundGroups> 46 42 <select>interface/select/building/sel_broch.xml</select> 47 43 <constructed>interface/complete/building/complete_broch.xml</constructed> 48 44 <death>attack/destruction/building_collapse_large.xml</death> 49 45 </SoundGroups> 50 46 </Sound> 47 <TerritoryInfluence> 48 <Radius>32</Radius> 49 <Weight>65535</Weight> 50 </TerritoryInfluence> 51 51 <VisualActor> 52 52 <Actor>structures/celts/tavern.xml</Actor> 53 53 <FoundationActor>structures/fndn_4x4.xml</FoundationActor> 54 54 </VisualActor> 55 55 </Entity> -
binaries/data/mods/public/simulation/templates/structures/gaul_temple.xml
9 9 </Cost> 10 10 <Footprint> 11 11 <Square width="24.5" depth="24.5"/> 12 12 <Height>8.0</Height> 13 13 </Footprint> 14 <Health>14 <Health> 15 15 <SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath> 16 </Health>16 </Health> 17 17 <Identity> 18 18 <Civ>gaul</Civ> 19 19 <SpecificName>Addoldy</SpecificName> 20 20 <History>Celts built large sanctuaries for feasting and worship. One such structure was the Sanctuary of Corent in modern-day France.</History> 21 21 </Identity> -
binaries/data/mods/public/simulation/templates/structures/gaul_wall_medium.xml
17 17 </Archer3> 18 18 </VisibleGarrisonPoints> 19 19 </GarrisonHolder> 20 20 <Identity> 21 21 <Civ>gaul</Civ> 22 22 <SelectionGroupName>structures/gaul_wallset_stone</SelectionGroupName> 23 23 <SpecificName>Gwarchglawdd</SpecificName> 24 24 <History>The Romans called this wall 'Murus Gallicus'. Translated, it means 'Gaulish wall'. It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack.</History> 25 25 </Identity> 26 26 <Obstruction> 27 27 <Static width="25.0" depth="7.0"/> -
binaries/data/mods/public/simulation/templates/structures/gaul_wall_short.xml
4 4 <Square width="14.5" depth="8.5"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>gaul</Civ> 9 9 <SelectionGroupName>structures/gaul_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Gwarchglawdd</SpecificName> 11 11 <History>The Romans called this wall 'Murus Gallicus'. Translated, it means 'Gaulish wall'. It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="13.0" depth="7.0"/> -
binaries/data/mods/public/simulation/templates/structures/iber_barracks.xml
11 11 <SpecificName>Kaserna</SpecificName> 12 12 <History>The Iberians did not have standing armies in the sense that we know of them elsewhere or of today. Citizens were expected to take up arms whenever called by necessity.</History> 13 13 </Identity> 14 14 <ProductionQueue> 15 15 <Entities datatype="tokens"> 16 17 16 units/{civ}_champion_infantry_barracks 17 units/{civ}_champion_cavalry_barracks 18 18 </Entities> 19 19 <Technologies datatype="tokens"> 20 20 unlock_champion_units 21 21 </Technologies> 22 22 </ProductionQueue> -
binaries/data/mods/public/simulation/templates/structures/iber_civil_centre.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_civic_civil_centre"> 3 <Health> 4 <SpawnEntityOnDeath>rubble/rubble_iber_cc</SpawnEntityOnDeath> 5 </Health> 3 6 <Identity> 4 7 <Civ>iber</Civ> 5 8 <SpecificName>Oppidum</SpecificName> 6 9 <History>The Oppidum, plural Oppida (oh-PEE-dah), has a long history in the Iberian Peninsula. They were walled towns, dating back to even before the time period of the game and expanding greatly during it. They were usually built upon heights for better defensive purposes but sometimes right out on the plains, especially in the east where there may not have been heights at desirable locations near meandering rivers. This concept drawing is derived from an actual archeological site that has been excavated in the northeast of Spain having belonged to the Ilergete (ee-layer-HAY-tay) tribe as shown in the figure below and from the virtual reconstruction of the site at the museum located adjacent to it.</History> 7 10 </Identity> 8 <Health>9 <SpawnEntityOnDeath>rubble/rubble_iber_cc</SpawnEntityOnDeath>10 </Health>11 11 <ProductionQueue> 12 12 <Entities datatype="tokens"> 13 13 units/{civ}_infantry_swordsman_b 14 14 units/{civ}_infantry_javelinist_b 15 15 units/{civ}_cavalry_javelinist_b -
binaries/data/mods/public/simulation/templates/structures/iber_dock.xml
2 2 <Entity parent="template_structure_military_dock"> 3 3 <Footprint> 4 4 <Square width="16.0" depth="26.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 <Health>7 <Health> 8 8 <SpawnEntityOnDeath>rubble/rubble_iber_dock</SpawnEntityOnDeath> 9 9 </Health> 10 10 <Identity> 11 11 <Civ>iber</Civ> 12 12 <SpecificName>Kai</SpecificName> -
binaries/data/mods/public/simulation/templates/structures/iber_wall_gate.xml
18 18 </Obstruction> 19 19 <VisualActor> 20 20 <Actor>structures/iberians/wall_gate.xml</Actor> 21 21 </VisualActor> 22 22 <WallPiece> 23 23 <Length>36.0</Length> 24 24 </WallPiece> 25 25 </Entity> -
binaries/data/mods/public/simulation/templates/structures/iber_wall_long.xml
34 34 </Obstruction> 35 35 <VisualActor> 36 36 <Actor>structures/iberians/wall_long.xml</Actor> 37 37 </VisualActor> 38 38 <WallPiece> 39 39 <Length>36.0</Length> 40 40 </WallPiece> 41 41 </Entity> -
binaries/data/mods/public/simulation/templates/structures/iber_wall_medium.xml
17 17 </Archer3> 18 18 </VisibleGarrisonPoints> 19 19 </GarrisonHolder> 20 20 <Identity> 21 21 <Civ>iber</Civ> 22 22 <SelectionGroupName>structures/iber_wallset_stone</SelectionGroupName> 23 23 <SpecificName>Zabal Horma</SpecificName> 24 24 <History>High and strongly built defensive stone walls were a common structure of the Iberian Peninsula during the period, and for long thereafter.</History> 25 25 </Identity> 26 26 <Obstruction> 27 27 <Static width="24.0" depth="8"/> 28 28 </Obstruction> 29 29 <VisualActor> 30 30 <Actor>structures/iberians/wall_medium.xml</Actor> 31 31 </VisualActor> 32 32 <WallPiece> 33 33 <Length>24.0</Length> 34 34 </WallPiece> 35 35 </Entity> -
binaries/data/mods/public/simulation/templates/structures/iber_wall_short.xml
4 4 <Square width="13" depth="9"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>iber</Civ> 9 9 <SelectionGroupName>structures/iber_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Zabal Horma</SpecificName> 11 11 <History>High and strongly built defensive stone walls were a common structure of the Iberian Peninsula during the period, and for long thereafter.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="12.0" depth="8"/> 15 15 </Obstruction> 16 16 <VisualActor> 17 17 <Actor>structures/iberians/wall_short.xml</Actor> 18 18 </VisualActor> 19 19 <WallPiece> 20 20 <Length>12.0</Length> 21 21 </WallPiece> 22 22 </Entity> -
binaries/data/mods/public/simulation/templates/structures/iber_wooden_tower.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_defense_wooden_tower"> 3 3 <Identity> 4 4 <Civ>iber</Civ> 5 5 </Identity> 6 <VisualActor>7 <Actor>structures/iberians/wooden_tower.xml</Actor>8 </VisualActor>6 <VisualActor> 7 <Actor>structures/iberians/wooden_tower.xml</Actor> 8 </VisualActor> 9 9 </Entity> -
binaries/data/mods/public/simulation/templates/structures/mace_siege_workshop.xml
2 2 <Entity parent="template_structure_special"> 3 3 <Cost> 4 4 <BuildTime>200</BuildTime> 5 5 <Resources> 6 6 <wood>300</wood> 7 8 7 <stone>0</stone> 8 <metal>0</metal> 9 9 </Resources> 10 10 </Cost> 11 11 <Health> 12 12 <Max>2000</Max> 13 13 <SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath> 14 14 </Health> 15 15 <Identity> 16 16 <Civ>mace</Civ> 17 17 <SpecificName>Synergeîon Poliorkētṓn</SpecificName> 18 18 <GenericName>Siege Workshop</GenericName> 19 19 <History>The Macedonians were innovators in siege craft.</History> 20 20 <Tooltip>Build siege engines. Research siege technologies.</Tooltip> 21 21 <Icon>structures/siege_workshop.png</Icon> 22 22 <RequiredTechnology>phase_city</RequiredTechnology> 23 23 </Identity> -
binaries/data/mods/public/simulation/templates/structures/mace_wall_medium.xml
4 4 <Square width="26.0" depth="7.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>mace</Civ> 9 9 <SelectionGroupName>structures/mace_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Teîkhos</SpecificName> 11 11 <History>All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="24.0" depth="6.0"/> -
binaries/data/mods/public/simulation/templates/structures/mace_wall_short.xml
4 4 <Square width="14.0" depth="7.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>mace</Civ> 9 9 <SelectionGroupName>structures/mace_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Teîkhos</SpecificName> 11 11 <History>All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="13.0" depth="6.0"/> -
binaries/data/mods/public/simulation/templates/structures/mace_wall_tower.xml
16 16 <Actor>structures/hellenes/wall_tower.xml</Actor> 17 17 </VisualActor> 18 18 <WallPiece> 19 19 <Length>7.5</Length> 20 20 </WallPiece> 21 </Entity> 22 Pas de fin de ligne à la fin du fichier 21 </Entity> -
binaries/data/mods/public/simulation/templates/structures/maur_barracks.xml
11 11 <Obstruction> 12 12 <Static width="20.0" depth="20.0"/> 13 13 </Obstruction> 14 14 <ProductionQueue> 15 15 <Entities datatype="tokens"> 16 17 18 16 units/{civ}_champion_infantry_barracks 17 units/{civ}_champion_maiden_barracks 18 units/{civ}_champion_chariot_barracks 19 19 </Entities> 20 20 <Technologies datatype="tokens"> 21 22 21 mauryans/special_archery_tradition 22 unlock_champion_units 23 23 </Technologies> 24 24 </ProductionQueue> 25 25 <VisualActor> 26 26 <Actor>structures/mauryans/barracks.xml</Actor> 27 27 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/maur_blacksmith.xml
5 5 <SpecificName>Lohakāra</SpecificName> 6 6 <History>The Indians acquired the knowledge for making wootz (or urukke) steel from the Tamils during the 5th century BC. Since that time, swords, knives, and other implements made of this steel were highly prized in the ancient world. Such steel was the sharpest and most sought-after of its age, displaying as it does beautiful organic patterns from the alloys within the steel. The famous "Damascene" steel was derived from it, exported from India all the way to Syria. It is said that the Indian King Purushottama (Porus) of Paurava gave a sword made of wootz steel to Alexander the Great as a gift after the Battle of the Hydaspes River.</History> 7 7 </Identity> 8 8 <ProductionQueue> 9 9 <Technologies datatype="tokens"> 10 10 attack_steel_working 11 11 </Technologies> 12 12 </ProductionQueue> 13 13 <VisualActor> 14 14 <Actor>structures/mauryans/blacksmith.xml</Actor> 15 15 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/maur_civil_centre.xml
2 2 <Entity parent="template_structure_civic_civil_centre"> 3 3 <Footprint> 4 4 <Square width="40.0" depth="34.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 <Health> 8 <SpawnEntityOnDeath>rubble/rubble_maur_cc</SpawnEntityOnDeath> 9 </Health> 7 10 <Identity> 8 11 <Civ>maur</Civ> 9 12 <SpecificName>Rajadhanika</SpecificName> 10 13 </Identity> 11 <Health>12 <SpawnEntityOnDeath>rubble/rubble_maur_cc</SpawnEntityOnDeath>13 </Health>14 14 <Obstruction> 15 15 <Static width="36.0" depth="30.0"/> 16 16 </Obstruction> 17 17 <ProductionQueue> 18 18 <Entities datatype="tokens"> -
binaries/data/mods/public/simulation/templates/structures/maur_wall_medium.xml
23 23 </Archer3> 24 24 </VisibleGarrisonPoints> 25 25 </GarrisonHolder> 26 26 <Identity> 27 27 <Civ>maur</Civ> 28 28 <SelectionGroupName>structures/maur_wallset_stone</SelectionGroupName> 29 29 <SpecificName>Shilabanda</SpecificName> 30 30 <History>Mauryan city walls were generally made out of wood, which is an abundant resource in ancient India.</History> 31 31 </Identity> 32 32 <Obstruction> 33 33 <Static width="25.0" depth="7.5"/> -
binaries/data/mods/public/simulation/templates/structures/maur_wall_short.xml
10 10 <Square width="14.5" depth="9.0"/> 11 11 <Height>9.0</Height> 12 12 </Footprint> 13 13 <Identity> 14 14 <Civ>maur</Civ> 15 15 <SelectionGroupName>structures/maur_wallset_stone</SelectionGroupName> 16 16 <SpecificName>Shilabanda</SpecificName> 17 17 <History>Mauryan city walls were generally made out of wood, which is an abundant resource in ancient India.</History> 18 18 </Identity> 19 19 <Obstruction> 20 20 <Static width="13.0" depth="7.5"/> -
binaries/data/mods/public/simulation/templates/structures/merc_camp_egyptian.xml
25 25 <SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath> 26 26 </Health> 27 27 <Identity> 28 28 <Civ>ptol</Civ> 29 29 <GenericName>Mercenary Camp (Egyptian)</GenericName> 30 30 <SpecificName>Stratópedo Misthophóron Aigyptiakós</SpecificName> 31 31 <Classes datatype="tokens">MercenaryCamp</Classes> 32 32 <History>The Greco-Macedonian Ptolemy Dynasty relied on large numbers of Greek and foreign mercenaries for the bulk of its military force, mainly because the loyalty of native Egyptian units was often suspect. Indeed, during one native uprising, Upper Egypt was lost to the Ptolemies for decades. Mercenaries were often battle-hardened and their loyalty can be bought, sometimes cheaply, sometimes not cheaply. This was of no matter, since Egypt under the Ptolemies was so prosperous as to be the richest of Alexander's successor states.</History> 33 33 <Tooltip>Capture this structure to train mercenaries from Hellenistic Egypt.</Tooltip> 34 34 <Icon>structures/military_settlement.png</Icon> 35 35 <RequiredTechnology>phase_town</RequiredTechnology> … … 43 43 units/{civ}_infantry_swordsman_merc_b 44 44 units/{civ}_cavalry_spearman_merc_b 45 45 units/{civ}_cavalry_javelinist_merc_b 46 46 </Entities> 47 47 <Technologies datatype="tokens"> 48 49 50 51 48 upgrade_rank_advanced_infantry 49 upgrade_rank_elite_infantry 50 upgrade_rank_advanced_cavalry 51 upgrade_rank_elite_cavalry 52 52 </Technologies> 53 53 </ProductionQueue> 54 54 <Sound> 55 55 <SoundGroups> 56 56 <select>interface/select/building/sel_gymnasium.xml</select> -
binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml
31 31 <Tooltip>"Satrapy Tribute": Gain a trickle of food, wood, stone, and metal resources. Train Persian heroes and their "Immortals" bodyguards.</Tooltip> 32 32 </Identity> 33 33 <Obstruction> 34 34 <Static width="30.0" depth="30.0"/> 35 35 </Obstruction> 36 <TerritoryInfluence>37 <Root>true</Root>38 <Radius>48</Radius>39 </TerritoryInfluence>40 36 <ProductionQueue> 41 37 <BatchTimeModifier>0.8</BatchTimeModifier> 42 38 <Entities datatype="tokens"> 43 39 units/{civ}_hero_cyrus 44 40 units/{civ}_hero_darius … … 56 52 <stone>0.75</stone> 57 53 <metal>0.75</metal> 58 54 </Rates> 59 55 <Interval>1000</Interval> 60 56 </ResourceTrickle> 57 <TerritoryInfluence> 58 <Root>true</Root> 59 <Radius>48</Radius> 60 </TerritoryInfluence> 61 61 <VisualActor> 62 62 <Actor>structures/persians/apadana.xml</Actor> 63 63 <FoundationActor>structures/fndn_6x6.xml</FoundationActor> 64 64 </VisualActor> 65 65 </Entity> -
binaries/data/mods/public/simulation/templates/structures/pers_barracks.xml
13 13 -units/{civ}_cavalry_spearman_b 14 14 -units/{civ}_cavalry_javelinist_b 15 15 -units/{civ}_cavalry_archer_b 16 16 </Entities> 17 17 <Technologies datatype="tokens"> 18 19 20 21 18 persians/training_levy_infantry 19 persians/training_conscription_infantry 20 persians/special_archery_tradition 21 -training_conscription 22 22 </Technologies> 23 23 </ProductionQueue> 24 24 <VisualActor> 25 25 <Actor>structures/persians/barracks.xml</Actor> 26 26 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/pers_civil_centre.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_civic_civil_centre"> 3 <Health> 4 <SpawnEntityOnDeath>rubble/rubble_pers_cc</SpawnEntityOnDeath> 5 </Health> 3 6 <Identity> 4 7 <Civ>pers</Civ> 5 8 <GenericName>Provincial Governor</GenericName> 6 9 <SpecificName>Xšaçapāvan</SpecificName> 7 10 <History>Possibly of Median origin, the word 'satrapy' means province. Soon after coming to the throne, Darius the Great carried out a vast administrative reform, dividing the huge empire into 20 satrapies governed by satraps.</History> 8 11 </Identity> 9 <Health>10 <SpawnEntityOnDeath>rubble/rubble_pers_cc</SpawnEntityOnDeath>11 </Health>12 12 <ProductionQueue> 13 13 <Entities datatype="tokens"> 14 14 units/{civ}_infantry_spearman_b 15 15 units/{civ}_infantry_archer_b 16 16 units/{civ}_cavalry_javelinist_b -
binaries/data/mods/public/simulation/templates/structures/pers_hall.xml
29 29 Train War Elephants and Kardakes mercenaries.</Tooltip> 30 30 </Identity> 31 31 <Obstruction> 32 32 <Static width="25.0" depth="25.0"/> 33 33 </Obstruction> 34 <ProductionQueue> 35 <BatchTimeModifier>0.7</BatchTimeModifier> 36 <Entities datatype="tokens"> 37 units/{civ}_kardakes_hoplite 38 units/{civ}_kardakes_skirmisher 39 units/{civ}_champion_elephant 40 </Entities> 41 </ProductionQueue> 34 42 <Sound> 35 43 <SoundGroups> 36 44 <select>interface/select/building/sel_broch.xml</select> 37 45 <constructed>interface/complete/building/complete_broch.xml</constructed> 38 46 <death>attack/destruction/building_collapse_large.xml</death> … … Train War Elephants and Kardakes mercena 41 49 <TerritoryDecay disable=""/> 42 50 <TerritoryInfluence> 43 51 <Root>false</Root> 44 52 <Radius>38</Radius> 45 53 </TerritoryInfluence> 46 <ProductionQueue>47 <BatchTimeModifier>0.7</BatchTimeModifier>48 <Entities datatype="tokens">49 units/{civ}_kardakes_hoplite50 units/{civ}_kardakes_skirmisher51 units/{civ}_champion_elephant52 </Entities>53 </ProductionQueue>54 54 <VisualActor> 55 55 <Actor>structures/persians/hall.xml</Actor> 56 56 <FoundationActor>structures/fndn_6x6.xml</FoundationActor> 57 57 </VisualActor> 58 58 </Entity> -
binaries/data/mods/public/simulation/templates/structures/pers_wall_gate.xml
18 18 </Obstruction> 19 19 <VisualActor> 20 20 <Actor>structures/persians/wall_gate.xml</Actor> 21 21 </VisualActor> 22 22 <WallPiece> 23 23 <Length>37.0</Length> 24 24 </WallPiece> 25 25 </Entity> -
binaries/data/mods/public/simulation/templates/structures/pers_wall_long.xml
34 34 </Obstruction> 35 35 <VisualActor> 36 36 <Actor>structures/persians/wall_long.xml</Actor> 37 37 </VisualActor> 38 38 <WallPiece> 39 39 <Length>37.0</Length> 40 40 </WallPiece> 41 41 </Entity> -
binaries/data/mods/public/simulation/templates/structures/pers_wall_medium.xml
17 17 </Archer3> 18 18 </VisibleGarrisonPoints> 19 19 </GarrisonHolder> 20 20 <Identity> 21 21 <Civ>pers</Civ> 22 22 <SelectionGroupName>structures/pers_wallset_stone</SelectionGroupName> 23 23 <SpecificName>Para</SpecificName> 24 24 <History>Persepolis, the Persian royal capital, was constructed on an immense man-made terrace with strong defensive walls.</History> 25 25 </Identity> 26 26 <Obstruction> 27 27 <Static width="24.0" depth="7.0"/> 28 28 </Obstruction> 29 29 <VisualActor> 30 30 <Actor>structures/persians/wall_medium.xml</Actor> 31 31 </VisualActor> 32 32 <WallPiece> 33 33 <Length>24.0</Length> 34 34 </WallPiece> 35 35 </Entity> -
binaries/data/mods/public/simulation/templates/structures/pers_wall_short.xml
4 4 <Square width="14.0" depth="8.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>pers</Civ> 9 9 <SelectionGroupName>structures/pers_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Para</SpecificName> 11 11 <History>Persepolis, the Persian royal capital, was constructed on an immense man-made terrace with strong defensive walls.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="13.0" depth="7.0"/> 15 15 </Obstruction> 16 16 <VisualActor> 17 17 <Actor>structures/persians/wall_short.xml</Actor> 18 18 </VisualActor> 19 19 <WallPiece> 20 20 <Length>13.0</Length> 21 21 </WallPiece> 22 22 </Entity> -
binaries/data/mods/public/simulation/templates/structures/pers_wall_tower.xml
14 14 </Obstruction> 15 15 <VisualActor> 16 16 <Actor>structures/persians/wall_tower.xml</Actor> 17 17 </VisualActor> 18 18 <WallPiece> 19 19 <Length>8.5</Length> 20 20 </WallPiece> 21 21 </Entity> -
binaries/data/mods/public/simulation/templates/structures/ptol_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_military_barracks"> 3 <Footprint>4 <Square width="23" depth="23"/>5 </Footprint>6 3 <Cost> 7 4 <Resources> 8 5 <wood>200</wood> 9 6 <stone>200</stone> 10 7 </Resources> 11 8 </Cost> 9 <Footprint> 10 <Square width="23" depth="23"/> 11 </Footprint> 12 12 <Health> 13 13 <SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath> 14 14 </Health> 15 15 <Identity> 16 16 <Civ>ptol</Civ> -
binaries/data/mods/public/simulation/templates/structures/ptol_civil_centre.xml
5 5 <Height>8.0</Height> 6 6 </Footprint> 7 7 <Health> 8 8 <SpawnEntityOnDeath>rubble/rubble_stone_6x6</SpawnEntityOnDeath> 9 9 </Health> 10 <Obstruction>11 <Static width="40.0" depth="37"/>12 </Obstruction>13 10 <Identity> 14 11 <Civ>ptol</Civ> 15 12 <SpecificName>pr-'a</SpecificName> 16 13 </Identity> 14 <Obstruction> 15 <Static width="40.0" depth="37"/> 16 </Obstruction> 17 17 <ProductionQueue> 18 18 <Entities datatype="tokens"> 19 19 units/{civ}_infantry_pikeman_b 20 20 units/{civ}_infantry_archer_b 21 21 units/{civ}_cavalry_archer_b -
binaries/data/mods/public/simulation/templates/structures/ptol_fortress.xml
11 11 <Obstruction> 12 12 <Static width="24.0" depth="26.0"/> 13 13 </Obstruction> 14 14 <ProductionQueue> 15 15 <Entities datatype="tokens"> 16 17 18 16 units/{civ}_hero_ptolemy_I 17 units/{civ}_hero_ptolemy_IV 18 units/{civ}_hero_cleopatra 19 19 units/{civ}_champion_cavalry 20 20 units/{civ}_champion_elephant 21 21 </Entities> 22 22 <Technologies datatype="tokens"> 23 23 siege_attack -
binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml
41 41 <TerritoryInfluence> 42 42 <Radius>0</Radius> 43 43 </TerritoryInfluence> 44 44 <Vision> 45 45 <Range>180</Range> 46 46 <RevealShore>true</RevealShore> 47 47 </Vision> 48 48 <VisualActor> 49 49 <Actor>structures/ptolemies/lighthouse.xml</Actor> 50 50 <FoundationActor>structures/fndn_4x4_dock.xml</FoundationActor> 51 51 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/ptol_mercenary_camp.xml
25 25 <SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath> 26 26 </Health> 27 27 <Identity> 28 28 <Civ>ptol</Civ> 29 29 <GenericName>Mercenary Camp</GenericName> 30 30 <SpecificName>Stratopedeía Misthophórōn</SpecificName> 31 31 <Classes datatype="tokens">MercenaryCamp</Classes> 32 32 <History>The Greco-Macedonian Ptolemy Dynasty relied on large numbers of Greek and foreign mercenaries for the bulk of its military force, mainly because the loyalty of native Egyptian units was often suspect. Indeed, during one native uprising, Upper Egypt was lost to the Ptolemies for decades. Mercenaries were often battle-hardened and their loyalty can be bought, sometimes cheaply, sometimes not cheaply. This was of no matter, since Egypt under the Ptolemies was so prosperous as to be the richest of Alexander's successor states.</History> 33 <Tooltip>Cheap barracks-like structure that is buildable in Neutral territory, but casts no territory influence. 34 - Train Mercenaries. 35 - Min. distance from other Military Settlements: 100 meters.</Tooltip> 33 <Tooltip>Cheap barracks-like structure that is buildable in Neutral territory, but casts no territory influence. Train Mercenaries.</Tooltip> 36 34 <Icon>structures/military_settlement.png</Icon> 37 35 <RequiredTechnology>phase_town</RequiredTechnology> 38 36 </Identity> 39 37 <Obstruction> 40 38 <Static width="23.5" depth="23.5"/> … … 45 43 units/{civ}_infantry_swordsman_merc_b 46 44 units/{civ}_cavalry_spearman_merc_b 47 45 units/{civ}_cavalry_javelinist_merc_b 48 46 </Entities> 49 47 <Technologies datatype="tokens"> 50 51 52 53 48 upgrade_rank_advanced_infantry 49 upgrade_rank_elite_infantry 50 upgrade_rank_advanced_cavalry 51 upgrade_rank_elite_cavalry 54 52 </Technologies> 55 53 </ProductionQueue> 56 54 <Sound> 57 55 <SoundGroups> 58 56 <select>interface/select/building/sel_gymnasium.xml</select> -
binaries/data/mods/public/simulation/templates/structures/ptol_military_colony.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_civic_civil_centre_military_colony"> 3 <Footprint> 4 <Square width="40.0" depth="40.0"/> 5 <Height>12.0</Height> 6 </Footprint> 3 7 <Identity> 4 8 <Civ>ptol</Civ> 5 9 <GenericName>Military Colony</GenericName> 6 10 <SpecificName>Klēroukhia</SpecificName> 7 11 <History>The Ptolemaic kings invited Greeks, Macedonians, Galatians (Gauls), Cretans, and Thracians alike to settle within Egypt in military colonies called cleruchies (klēroukhia). Under this arrangement, the settlers were given a plot of land, or a kleros, and in return were required to serve in the great king's army when called to duty. This created a upper-middle class of military settlers who owed their livelihoods and fortunes to the Ptolemaic kings and helped grow the available manpower for the imperial Ptolemaic army. A side effect of this system was that it drained the Greek homeland of military-aged men, a contributing factor to Greece's eventual conquest by Rome.</History> 8 <Tooltip>This is the Ptolemaic expansion building, similar to Civic Centers for other factions. It is weaker and carries a smaller territory influence, but is cheaper and built faster. 9 - Train settler-soldiers of various nationalities. 10 - Min. distance from other Military Colonies: 120 meters.</Tooltip> 12 <Tooltip>This is the Ptolemaic expansion building, similar to Civic Centers for other factions. It is weaker and carries a smaller territory influence, but is cheaper and built faster. Train settler-soldiers of various nationalities.</Tooltip> 11 13 </Identity> 12 <Footprint>13 <Square width="40.0" depth="40.0"/>14 <Height>12.0</Height>15 </Footprint>16 14 <Obstruction> 17 15 <Static width="36.0" depth="36.0"/> 18 16 </Obstruction> 19 17 <ProductionQueue> 20 18 <Entities datatype="tokens"> -
binaries/data/mods/public/simulation/templates/structures/ptol_storehouse.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_economic_storehouse"> 3 <Footprint>4 <Square width="18.0" depth="18.0"/>5 <Height>8.0</Height>6 </Footprint>7 3 <Cost> 8 4 <BuildTime>80</BuildTime> 9 5 <Resources> 10 6 <wood>0</wood> 11 7 </Resources> 12 8 </Cost> 9 <Footprint> 10 <Square width="18.0" depth="18.0"/> 11 <Height>8.0</Height> 12 </Footprint> 13 13 <Health> 14 14 <Max>400</Max> 15 15 </Health> 16 16 <Identity> 17 17 <Civ>ptol</Civ> -
binaries/data/mods/public/simulation/templates/structures/ptol_wall_medium.xml
18 18 </VisibleGarrisonPoints> 19 19 </GarrisonHolder> 20 20 <Identity> 21 21 <Civ>ptol</Civ> 22 22 <History>Ptolemaic cities were surrounded by limestone walls for protection against enemy attacks. Some of these fortifications were massive structures.</History> 23 23 <SelectionGroupName>structures/mace_wallset_stone</SelectionGroupName> 24 24 <SpecificName>h-n-njwt</SpecificName> 25 25 </Identity> 26 26 <Obstruction> 27 27 <Static width="26.0" depth="8.0"/> 28 28 </Obstruction> -
binaries/data/mods/public/simulation/templates/structures/ptol_wall_short.xml
5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>ptol</Civ> 9 9 <History>Ptolemaic cities were surrounded by limestone walls for protection against enemy attacks. Some of these fortifications were massive structures.</History> 10 10 <SelectionGroupName>structures/mace_wallset_stone</SelectionGroupName> 11 11 <SpecificName>h-n-njwt</SpecificName> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="14.0" depth="8.0"/> 15 15 </Obstruction> -
binaries/data/mods/public/simulation/templates/structures/ptol_wall_tower.xml
16 16 <Actor>structures/ptolemies/wall_tower.xml</Actor> 17 17 </VisualActor> 18 18 <WallPiece> 19 19 <Length>10</Length> 20 20 </WallPiece> 21 </Entity> 22 Pas de fin de ligne à la fin du fichier 21 </Entity> -
binaries/data/mods/public/simulation/templates/structures/ptol_wooden_tower.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_defense_wooden_tower"> 3 3 <Identity> 4 4 <Civ>ptol</Civ> 5 5 </Identity> 6 <VisualActor>7 <Actor>structures/ptolemies/wooden_tower.xml</Actor>8 </VisualActor>6 <VisualActor> 7 <Actor>structures/ptolemies/wooden_tower.xml</Actor> 8 </VisualActor> 9 9 </Entity> -
binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_special"> 3 3 <Armour> 4 4 <Hack op="add">-5.0</Hack> 5 <Pierce op 5 <Pierce op="add">-5.0</Pierce> 6 6 <Crush op="add">-2.0</Crush> 7 7 <Foundation> 8 8 <Hack>1.0</Hack> 9 9 <Pierce>5.0</Pierce> 10 10 <Crush>1.0</Crush> … … 64 64 <History>Sometimes it was a temporary camp built facing the route by which the army is to march, other times a defensive or offensive (for sieges) structure. Within this gate the tents of the first centuries or cohorts are pitched, and the dragons (ensigns of cohorts) and other ensigns planted. The Decumane gate is directly opposite to the Praetorian in the rear of the camp, and through this the soldiers are conducted to the place appointed for punishment or execution.</History> 65 65 </Identity> 66 66 <Obstruction> 67 67 <Static width="36.0" depth="36.0"/> 68 68 </Obstruction> 69 <Sound>70 <SoundGroups>71 <select>interface/select/building/sel_broch.xml</select>72 <constructed>interface/complete/building/complete_broch.xml</constructed>73 <death>attack/destruction/building_collapse_large.xml</death>74 </SoundGroups>75 </Sound>76 <TerritoryDecay>77 <DecayRate>37.5</DecayRate>78 </TerritoryDecay>79 <TerritoryInfluence disable=""/>80 69 <ProductionQueue> 81 70 <BatchTimeModifier>0.7</BatchTimeModifier> 82 71 <Entities datatype="tokens"> 83 72 units/{civ}_infantry_swordsman_b 84 73 units/{civ}_infantry_spearman_a … … 90 79 units/{civ}_mechanical_siege_lithobolos_packed 91 80 units/{civ}_mechanical_siege_ram 92 81 units/{civ}_mechanical_siege_tower 93 82 </Entities> 94 83 </ProductionQueue> 84 <Sound> 85 <SoundGroups> 86 <select>interface/select/building/sel_broch.xml</select> 87 <constructed>interface/complete/building/complete_broch.xml</constructed> 88 <death>attack/destruction/building_collapse_large.xml</death> 89 </SoundGroups> 90 </Sound> 91 <TerritoryDecay> 92 <DecayRate>37.5</DecayRate> 93 </TerritoryDecay> 94 <TerritoryInfluence disable=""/> 95 95 <Vision> 96 96 <Range>60</Range> 97 97 </Vision> 98 98 <VisualActor> 99 99 <Actor>structures/romans/camp.xml</Actor> -
binaries/data/mods/public/simulation/templates/structures/rome_barracks.xml
21 21 <Obstruction> 22 22 <Static width="24.0" depth="24.0"/> 23 23 </Obstruction> 24 24 <ProductionQueue> 25 25 <Entities datatype="tokens"> 26 27 26 units/{civ}_champion_infantry_barracks 27 units/{civ}_champion_cavalry_barracks 28 28 </Entities> 29 29 <Technologies datatype="tokens"> 30 30 unlock_champion_units 31 31 </Technologies> 32 32 </ProductionQueue> -
binaries/data/mods/public/simulation/templates/structures/rome_civil_centre.xml
2 2 <Entity parent="template_structure_civic_civil_centre"> 3 3 <Footprint> 4 4 <Square width="40.0" depth="40.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 <Health> 8 <SpawnEntityOnDeath>rubble/rubble_rome_cc</SpawnEntityOnDeath> 9 </Health> 7 10 <Identity> 8 11 <Civ>rome</Civ> 9 12 <SpecificName>Forum</SpecificName> 10 13 <History>A Roman forum was the center of a city's commercial and public life. The most famous of which was in Rome herself, the Forum Romanum.</History> 11 14 </Identity> 12 <Health>13 <SpawnEntityOnDeath>rubble/rubble_rome_cc</SpawnEntityOnDeath>14 </Health>15 15 <Obstruction> 16 16 <Static width="37.0" depth="37.0"/> 17 17 </Obstruction> 18 18 <ProductionQueue> 19 19 <Entities datatype="tokens"> -
binaries/data/mods/public/simulation/templates/structures/rome_dock.xml
2 2 <Entity parent="template_structure_military_dock"> 3 3 <Footprint> 4 4 <Square width="24.0" depth="28.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 <Health>7 <Health> 8 8 <SpawnEntityOnDeath>rubble/rubble_rome_dock</SpawnEntityOnDeath> 9 9 </Health> 10 10 <Identity> 11 11 <Civ>rome</Civ> 12 12 <SpecificName>Portus</SpecificName> -
binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_medium.xml
21 21 </Cost> 22 22 <Footprint> 23 23 <Square width="28.0" depth="8.0"/> 24 24 <Height>7.0</Height> 25 25 </Footprint> 26 <Health>27 <Max op="mul">0.75</Max>28 </Health>29 26 <GarrisonHolder> 30 27 <VisibleGarrisonPoints> 31 28 <Archer1> 32 29 <X>0</X><Y>5.7</Y><Z>0</Z> 33 30 </Archer1> … … 37 34 <Archer3> 38 35 <X>-4</X><Y>5.7</Y><Z>0</Z> 39 36 </Archer3> 40 37 </VisibleGarrisonPoints> 41 38 </GarrisonHolder> 39 <Health> 40 <Max op="mul">0.75</Max> 41 </Health> 42 42 <Identity> 43 43 <Civ>rome</Civ> 44 44 <SelectionGroupName>structures/rome_wallset_siege</SelectionGroupName> 45 45 <GenericName>Siege Wall</GenericName> 46 46 <SpecificName>Murus Circummunitionis</SpecificName> -
binaries/data/mods/public/simulation/templates/structures/rome_tent.xml
27 27 <Identity> 28 28 <Civ>rome</Civ> 29 29 <GenericName>Tent</GenericName> 30 30 <SpecificName>Tabernāculum</SpecificName> 31 31 <VisibleClasses datatype="tokens">-Village</VisibleClasses> 32 32 <Tooltip>A temporary shelter for soldiers.</Tooltip> 33 33 </Identity> 34 34 <Obstruction> 35 35 <Static width="8.0" depth="8.0"/> 36 36 </Obstruction> 37 37 <ProductionQueue> -
binaries/data/mods/public/simulation/templates/structures/rome_wall_medium.xml
17 17 </Archer3> 18 18 </VisibleGarrisonPoints> 19 19 </GarrisonHolder> 20 20 <Identity> 21 21 <Civ>rome</Civ> 22 22 <SelectionGroupName>structures/rome_wallset_stone</SelectionGroupName> 23 23 <SpecificName>Moenia</SpecificName> 24 24 <History>Roman city walls used a number of innovations to thwart besiegers.</History> 25 25 </Identity> 26 26 <Obstruction> 27 27 <Static width="25.0" depth="7.5"/> -
binaries/data/mods/public/simulation/templates/structures/rome_wall_short.xml
4 4 <Square width="14.5" depth="9.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>rome</Civ> 9 9 <SelectionGroupName>structures/rome_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Moenia</SpecificName> 11 11 <History>Roman city walls used a number of innovations to thwart besiegers.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="13.0" depth="7.5"/> -
binaries/data/mods/public/simulation/templates/structures/rome_wallset_siege.xml
5 5 <GenericName>Siege Wall</GenericName> 6 6 <SpecificName>Murus Latericius</SpecificName> 7 7 <Icon>structures/palisade_wall.png</Icon> 8 8 <Tooltip>A wooden and turf palisade buildable in enemy and neutral territories.</Tooltip> 9 9 <History>Quick building, but expensive wooden and earthen walls used to surround and siege an enemy town or fortified position. The most famous examples are the Roman sieges of the Iberian stronghold of Numantia and the Gallic stronghold of Alesia.</History> 10 10 <RequiredTechnology>phase_city</RequiredTechnology> 11 11 </Identity> 12 12 <WallSet> 13 13 <Templates> 14 14 <Tower>structures/rome_siege_wall_tower</Tower> 15 15 <Gate>structures/rome_siege_wall_gate</Gate> -
binaries/data/mods/public/simulation/templates/structures/rome_wooden_tower.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_defense_wooden_tower"> 3 3 <Identity> 4 4 <Civ>rome</Civ> 5 5 </Identity> 6 <VisualActor>7 <Actor>structures/romans/wooden_tower.xml</Actor>8 </VisualActor>6 <VisualActor> 7 <Actor>structures/romans/wooden_tower.xml</Actor> 8 </VisualActor> 9 9 </Entity> -
binaries/data/mods/public/simulation/templates/structures/sele_fortress.xml
16 16 <ProductionQueue> 17 17 <Entities datatype="tokens"> 18 18 units/{civ}_champion_infantry_pikeman 19 19 units/{civ}_champion_chariot 20 20 units/{civ}_champion_infantry_swordsman 21 units/{civ}_champion_cavalry 21 units/{civ}_champion_cavalry 22 22 units/{civ}_champion_elephant 23 23 </Entities> 24 24 <Technologies datatype="tokens"> 25 25 successors/pair_unlock_champions 26 26 siege_attack -
binaries/data/mods/public/simulation/templates/structures/sele_military_colony.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_civic_civil_centre_military_colony"> 3 3 <Identity> 4 4 <Civ>sele</Civ> 5 5 <History>The Seleucid kings invited Greeks, Macedonians, Galatians (Gauls), Cretans, and Thracians alike to settle in within the vast territories of the empire. They settled in military colonies called cleruchies (klēroukhia). Under this arrangement, the settlers were given a plot of land, or a kleros, and in return were required to serve in the great king's army when called to duty. This created a upper-middle class of military settlers who owed their livelihoods and fortunes to the Syrian kings and helped grow the available manpower for the imperial Seleucid army. A side effect of this system was that it drained the Greek homeland of military-aged men, a contributing factor to Greece's eventual conquest by Rome.</History> 6 <Tooltip>This is the Seleucid expansion building, similar to Civic Centers for other factions. It is weaker and carries a smaller territory influence, but is cheaper and built faster. 7 - Train settler-soldiers of various nationalities. 8 - Min. distance from other Military Colonies: 120 meters.</Tooltip> 6 <Tooltip>This is the Seleucid expansion building, similar to Civic Centers for other factions. It is weaker and carries a smaller territory influence, but is cheaper and built faster. Train settler-soldiers of various nationalities.</Tooltip> 9 7 </Identity> 10 8 <ProductionQueue> 11 9 <Entities datatype="tokens"> 12 10 units/{civ}_infantry_swordsman_merc_b 13 11 units/{civ}_infantry_archer_merc_b -
binaries/data/mods/public/simulation/templates/structures/sele_wall_medium.xml
4 4 <Square width="26.0" depth="7.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>sele</Civ> 9 9 <SelectionGroupName>structures/mace_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Teîkhos</SpecificName> 11 11 <History>All Hellenistic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="24.0" depth="6.0"/> -
binaries/data/mods/public/simulation/templates/structures/sele_wall_short.xml
4 4 <Square width="14.0" depth="7.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>sele</Civ> 9 9 <SelectionGroupName>structures/mace_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Teîkhos</SpecificName> 11 11 <History>All Hellenistic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="13.0" depth="6.0"/> -
binaries/data/mods/public/simulation/templates/structures/sele_wall_tower.xml
16 16 <Actor>structures/seleucids/wall_tower.xml</Actor> 17 17 </VisualActor> 18 18 <WallPiece> 19 19 <Length>7.5</Length> 20 20 </WallPiece> 21 </Entity> 22 Pas de fin de ligne à la fin du fichier 21 </Entity> -
binaries/data/mods/public/simulation/templates/structures/spart_gerousia.xml
25 25 <Icon>structures/tholos.png</Icon> 26 26 </Identity> 27 27 <Obstruction> 28 28 <Static width="20.0" depth="20.0"/> 29 29 </Obstruction> 30 <ProductionQueue> 31 <BatchTimeModifier>0.7</BatchTimeModifier> 32 <Entities datatype="tokens"> 33 units/{civ}_hero_leonidas 34 </Entities> 35 </ProductionQueue> 30 36 <Sound> 31 37 <SoundGroups> 32 38 <select>interface/select/building/sel_tholos.xml</select> 33 39 <constructed>interface/complete/building/complete_tholos.xml</constructed> 34 40 <death>attack/destruction/building_collapse_large.xml</death> 35 41 </SoundGroups> 36 42 </Sound> 37 <ProductionQueue>38 <BatchTimeModifier>0.7</BatchTimeModifier>39 <Entities datatype="tokens">40 units/{civ}_hero_leonidas41 </Entities>42 </ProductionQueue>43 43 <VisualActor> 44 44 <Actor>structures/hellenes/prytaneion.xml</Actor> 45 45 </VisualActor> 46 46 </Entity> -
binaries/data/mods/public/simulation/templates/structures/spart_outpost.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_defense_outpost"> 3 3 <Identity> 4 4 <Civ>spart</Civ> 5 5 <GenericName>Greek Outpost</GenericName> 6 6 <SpecificName>Prophylakḗ</SpecificName> 7 7 </Identity> 8 8 <VisualActor> 9 9 <Actor>structures/hellenes/outpost.xml</Actor> 10 10 </VisualActor> -
binaries/data/mods/public/simulation/templates/structures/spart_syssiton.xml
26 26 <Icon>structures/gymnasion.png</Icon> 27 27 </Identity> 28 28 <Obstruction> 29 29 <Static width="16.0" depth="26.0"/> 30 30 </Obstruction> 31 <Sound>32 <SoundGroups>33 <select>interface/select/building/sel_gymnasium.xml</select>34 <constructed>interface/complete/building/complete_gymnasium.xml</constructed>35 <death>attack/destruction/building_collapse_large.xml</death>36 </SoundGroups>37 </Sound>38 31 <ProductionQueue> 39 32 <BatchTimeModifier>0.7</BatchTimeModifier> 40 33 <Entities datatype="tokens"> 41 34 units/{civ}_hero_leonidas 42 35 units/{civ}_hero_brasidas … … 45 38 </Entities> 46 39 <Technologies datatype="tokens"> 47 40 hellenes/spartans_agoge 48 41 </Technologies> 49 42 </ProductionQueue> 43 <Sound> 44 <SoundGroups> 45 <select>interface/select/building/sel_gymnasium.xml</select> 46 <constructed>interface/complete/building/complete_gymnasium.xml</constructed> 47 <death>attack/destruction/building_collapse_large.xml</death> 48 </SoundGroups> 49 </Sound> 50 50 <VisualActor> 51 51 <Actor>structures/spartans/syssiton.xml</Actor> 52 52 <FoundationActor>structures/fndn_4x6.xml</FoundationActor> 53 53 </VisualActor> 54 54 </Entity> -
binaries/data/mods/public/simulation/templates/structures/spart_wall_medium.xml
4 4 <Square width="26.0" depth="7.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>spart</Civ> 9 9 <SelectionGroupName>structures/spart_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Teîkhos</SpecificName> 11 11 <History>All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="24.0" depth="6.0"/> -
binaries/data/mods/public/simulation/templates/structures/spart_wall_short.xml
4 4 <Square width="14.0" depth="7.0"/> 5 5 <Height>9.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>spart</Civ> 9 9 <SelectionGroupName>structures/spart_wallset_stone</SelectionGroupName> 10 10 <SpecificName>Teîkhos</SpecificName> 11 11 <History>All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> 12 12 </Identity> 13 13 <Obstruction> 14 14 <Static width="13.0" depth="6.0"/> -
binaries/data/mods/public/simulation/templates/structures/spart_wall_tower.xml
16 16 <Actor>structures/hellenes/wall_tower.xml</Actor> 17 17 </VisualActor> 18 18 <WallPiece> 19 19 <Length>7.5</Length> 20 20 </WallPiece> 21 </Entity> 22 Pas de fin de ligne à la fin du fichier 21 </Entity> -
binaries/data/mods/public/simulation/templates/template_eyecandy.xml
22 22 <VisualActor> 23 23 <SilhouetteDisplay>false</SilhouetteDisplay> 24 24 <SilhouetteOccluder>true</SilhouetteOccluder> 25 25 <VisibleInAtlasOnly>false</VisibleInAtlasOnly> 26 26 </VisualActor> 27 </Entity> 28 Pas de fin de ligne à la fin du fichier 27 </Entity> -
binaries/data/mods/public/simulation/templates/template_formation.xml
5 5 <Actor>props/special/common/waypoint_flag.xml</Actor> 6 6 </VisualActor> 7 7 --> 8 8 <Formation> 9 9 <RequiredMemberCount>1</RequiredMemberCount> 10 <DisabledTooltip ></DisabledTooltip>10 <DisabledTooltip/> 11 11 <SpeedMultiplier>1</SpeedMultiplier> 12 12 <FormationShape>square</FormationShape> 13 13 <SortingClasses>Hero Champion Cavalry Melee Ranged</SortingClasses> 14 14 <ShiftRows>false</ShiftRows> 15 15 <UnitSeparationWidthMultiplier>1</UnitSeparationWidthMultiplier> … … 26 26 <Altitude>0</Altitude> 27 27 <Anchor>upright</Anchor> 28 28 <Floating>false</Floating> 29 29 <TurnRate>3.0</TurnRate> 30 30 </Position> 31 <Trader> 32 <GainMultiplier>0.75</GainMultiplier> 33 </Trader> 31 34 <UnitAI> 32 35 <AlertReactiveLevel>2</AlertReactiveLevel> 33 36 <DefaultStance>aggressive</DefaultStance> 34 37 <FleeDistance>12.0</FleeDistance> 35 38 <FormationController>true</FormationController> … … 38 41 <UnitMotion> 39 42 <FormationController>true</FormationController> 40 43 <WalkSpeed>1.0</WalkSpeed> 41 44 <PassabilityClass>large</PassabilityClass> 42 45 </UnitMotion> 43 <Trader>44 <GainMultiplier>0.75</GainMultiplier>45 </Trader>46 46 </Entity> -
binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml
17 17 </Minimap> 18 18 <ResourceSupply> 19 19 <KillBeforeGather>false</KillBeforeGather> 20 20 <Amount>200</Amount> 21 21 <Type>food.fruit</Type> 22 22 <MaxGatherers>8</MaxGatherers> 23 23 </ResourceSupply> 24 24 <Selectable> 25 25 <EditorOnly disable=""/> 26 26 <Overlay> 27 27 <Texture> -
binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml
15 15 </Obstruction> 16 16 <ResourceSupply> 17 17 <KillBeforeGather>false</KillBeforeGather> 18 18 <Amount>200</Amount> 19 19 <Type>wood.tree</Type> 20 20 <MaxGatherers>8</MaxGatherers> 21 21 </ResourceSupply> 22 22 <Selectable> 23 23 <EditorOnly disable=""/> 24 24 <Overlay> 25 25 <Texture> -
binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml
12 12 </Minimap> 13 13 <ResourceSupply> 14 14 <KillBeforeGather>false</KillBeforeGather> 15 15 <Amount>1000</Amount> 16 16 <Type>metal.ore</Type> 17 17 <MaxGatherers>12</MaxGatherers> 18 18 </ResourceSupply> 19 19 <Sound> 20 20 <SoundGroups> 21 21 <select>interface/select/resource/sel_metal.xml</select> 22 22 </SoundGroups> -
binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral_slabs.xml
7 7 <Obstruction> 8 8 <Static width="13.0" depth="13.0"/> 9 9 </Obstruction> 10 10 <ResourceSupply> 11 11 <Amount>5000</Amount> 12 12 <MaxGatherers>24</MaxGatherers> 13 13 </ResourceSupply> 14 14 <Sound> 15 15 <SoundGroups> 16 16 <select>interface/select/resource/sel_metal.xml</select> 17 17 </SoundGroups> -
binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml
12 12 </Minimap> 13 13 <ResourceSupply> 14 14 <KillBeforeGather>false</KillBeforeGather> 15 15 <Amount>1000</Amount> 16 16 <Type>stone.rock</Type> 17 17 <MaxGatherers>12</MaxGatherers> 18 18 </ResourceSupply> 19 19 <Sound> 20 20 <SoundGroups> 21 21 <select>interface/select/resource/sel_stone.xml</select> 22 22 </SoundGroups> -
binaries/data/mods/public/simulation/templates/template_gaia_geo_rock_slabs.xml
7 7 <Obstruction> 8 8 <Static width="13.0" depth="13.0"/> 9 9 </Obstruction> 10 10 <ResourceSupply> 11 11 <Amount>5000</Amount> 12 12 <MaxGatherers>24</MaxGatherers> 13 13 </ResourceSupply> 14 14 <Sound> 15 15 <SoundGroups> 16 16 <select>interface/select/resource/sel_stone.xml</select> 17 17 </SoundGroups> -
binaries/data/mods/public/simulation/templates/template_gaia_ruins.xml
19 19 </Obstruction> 20 20 <ResourceSupply> 21 21 <KillBeforeGather>false</KillBeforeGather> 22 22 <Amount>500</Amount> 23 23 <Type>stone.ruins</Type> 24 24 <MaxGatherers>1</MaxGatherers> 25 25 </ResourceSupply> 26 26 <Selectable> 27 27 <EditorOnly disable=""/> 28 28 <Overlay> 29 29 <Outline> -
binaries/data/mods/public/simulation/templates/template_gaia_treasure.xml
19 19 </Obstruction> 20 20 <ResourceSupply> 21 21 <KillBeforeGather>false</KillBeforeGather> 22 22 <Amount>300</Amount> 23 23 <Type>treasure.metal</Type> 24 24 <MaxGatherers>1</MaxGatherers> 25 25 </ResourceSupply> 26 26 <Selectable> 27 27 <EditorOnly disable=""/> 28 28 <Overlay> 29 29 <Outline> … … 36 36 <Sound> 37 37 <SoundGroups> 38 38 <select>interface/select/building/sel_universal.xml</select> 39 39 </SoundGroups> 40 40 </Sound> 41 41 <StatusBars> 42 42 <HeightOffset>3.75</HeightOffset> 43 43 </StatusBars> 44 44 </Entity> -
binaries/data/mods/public/simulation/templates/template_structure.xml
13 13 <BuildingAI> 14 14 <DefaultArrowCount>0</DefaultArrowCount> 15 15 <GarrisonArrowMultiplier>0</GarrisonArrowMultiplier> 16 16 <GarrisonArrowClasses>Ranged Infantry</GarrisonArrowClasses> 17 17 </BuildingAI> 18 <Guard/>19 18 <BuildRestrictions> 20 19 <PlacementType>land</PlacementType> 21 20 <Territory>own</Territory> 22 21 </BuildRestrictions> 23 22 <Capturable> … … 42 41 <DelayTime>0.0</DelayTime> 43 42 <SinkRate>3.0</SinkRate> 44 43 <SinkAccel>9.8</SinkAccel> 45 44 </Decay> 46 45 <Fogging/> 46 <Guard/> 47 47 <Health> 48 48 <DeathType>corpse</DeathType> 49 49 <RegenRate>0</RegenRate> 50 50 <IdleRegenRate>0</IdleRegenRate> 51 51 <Undeletable>false</Undeletable> 52 52 <Unhealable>true</Unhealable> 53 53 </Health> 54 <Repairable>55 <RepairTimeRatio>2.0</RepairTimeRatio>56 </Repairable>57 54 <Identity> 58 55 <GenericName>Structure</GenericName> 59 56 <Classes datatype="tokens">Structure ConquestCritical</Classes> 60 57 </Identity> 61 58 <Minimap> … … 70 67 <DisableBlockMovement>false</DisableBlockMovement> 71 68 <DisableBlockPathfinding>false</DisableBlockPathfinding> 72 69 </Obstruction> 73 70 <OverlayRenderer/> 74 71 <ProductionQueue> 75 72 <TechCostMultiplier> 76 73 <food>1.0</food> 77 74 <wood>1.0</wood> 78 75 <stone>1.0</stone> 79 76 <metal>1.0</metal> 80 77 <time>1.0</time> … … 90 87 <LineDashColor r="158" g="11" b="15"/> 91 88 <LineStartCap>square</LineStartCap> 92 89 <LineEndCap>round</LineEndCap> 93 90 <LinePassabilityClass>default</LinePassabilityClass> 94 91 </RallyPointRenderer> 92 <Repairable> 93 <RepairTimeRatio>2.0</RepairTimeRatio> 94 </Repairable> 95 95 <Selectable> 96 96 <Overlay> 97 97 <Outline> 98 98 <LineTexture>outline_border.png</LineTexture> 99 99 <LineTextureMask>outline_border_mask.png</LineTextureMask> -
binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_civic"> 3 <AlertRaiser> 4 <MaximumLevel>2</MaximumLevel> 5 <Range>140</Range> 6 </AlertRaiser> 3 7 <Armour> 4 8 <Hack op="add">5</Hack> 5 9 <Pierce op="add">5</Pierce> 6 10 <Foundation> 7 11 <Hack>5</Hack> … … 109 113 <TerritoryInfluence> 110 114 <Root>true</Root> 111 115 <Radius>140</Radius> 112 116 <Weight>10000</Weight> 113 117 </TerritoryInfluence> 114 <AlertRaiser>115 <MaximumLevel>2</MaximumLevel>116 <Range>140</Range>117 </AlertRaiser>118 118 <Vision> 119 119 <Range>90</Range> 120 120 </Vision> 121 121 <VisualActor> 122 122 <FoundationActor>structures/fndn_6x6.xml</FoundationActor> -
binaries/data/mods/public/simulation/templates/template_structure_civic_hellenic_royal_stoa.xml
37 37 <metal>15</metal> 38 38 </Loot> 39 39 <Obstruction> 40 40 <Static width="28.0" depth="20.0"/> 41 41 </Obstruction> 42 <TerritoryInfluence>43 <Root>false</Root>44 <Radius>40</Radius>45 <Weight>65535</Weight>46 </TerritoryInfluence>47 42 <ProductionQueue> 48 43 <BatchTimeModifier>0.7</BatchTimeModifier> 49 44 <Entities datatype="tokens"> 50 45 units/{civ}_black_cloak 51 46 units/{civ}_thureophoros 52 47 units/{civ}_thorakites 53 48 </Entities> 54 49 </ProductionQueue> 50 <TerritoryInfluence> 51 <Root>false</Root> 52 <Radius>40</Radius> 53 <Weight>65535</Weight> 54 </TerritoryInfluence> 55 55 <Vision> 56 56 <Range>40</Range> 57 57 </Vision> 58 58 <VisualActor> 59 59 <Actor>special/greek_stoa_great.xml</Actor> -
binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
42 42 <metal>500</metal> 43 43 </Loot> 44 44 <Obstruction> 45 45 <Static width="17.5" depth="30.0"/> 46 46 </Obstruction> 47 <Sound>48 <SoundGroups>49 <select>interface/select/building/sel_temple.xml</select>50 <constructed>interface/complete/building/complete_temple.xml</constructed>51 <death>attack/destruction/building_collapse_large.xml</death>52 </SoundGroups>53 </Sound>54 <TerritoryInfluence>55 <Root>false</Root>56 <Radius>40</Radius>57 <Weight>30000</Weight>58 </TerritoryInfluence>59 47 <ProductionQueue> 60 48 <BatchTimeModifier>0.8</BatchTimeModifier> 61 49 <Entities datatype="tokens"> 62 50 units/{civ}_support_healer_b 63 51 </Entities> … … 68 56 heal_rate_2 69 57 heal_temple 70 58 health_regen_units 71 59 </Technologies> 72 60 </ProductionQueue> 61 <Sound> 62 <SoundGroups> 63 <select>interface/select/building/sel_temple.xml</select> 64 <constructed>interface/complete/building/complete_temple.xml</constructed> 65 <death>attack/destruction/building_collapse_large.xml</death> 66 </SoundGroups> 67 </Sound> 68 <TerritoryInfluence> 69 <Root>false</Root> 70 <Radius>40</Radius> 71 <Weight>30000</Weight> 72 </TerritoryInfluence> 73 73 <Vision> 74 74 <Range>40</Range> 75 75 </Vision> 76 76 <VisualActor> 77 77 <FoundationActor>structures/fndn_4x6.xml</FoundationActor> -
binaries/data/mods/public/simulation/templates/template_structure_defense_wall.xml
3 3 <BuildRestrictions> 4 4 <PlacementType>land-shore</PlacementType> 5 5 <Category>Wall</Category> 6 6 </BuildRestrictions> 7 7 <Capturable disable=""/> 8 <Repairable>9 <RepairTimeRatio>4.5</RepairTimeRatio>10 </Repairable>11 8 <Cost> 12 9 <BuildTime>25</BuildTime> 13 10 <Resources> 14 11 <stone>20</stone> 15 12 </Resources> … … 39 36 <Obstruction> 40 37 <Static width="6.0" depth="6.0"/> 41 38 </Obstruction> 42 39 <ProductionQueue disable=""/> 43 40 <RallyPoint disable=""/> 41 <Repairable> 42 <RepairTimeRatio>4.5</RepairTimeRatio> 43 </Repairable> 44 44 <Sound> 45 45 <SoundGroups> 46 46 <select>interface/select/building/sel_wall.xml</select> 47 47 <constructed>interface/complete/building/complete_wall.xml</constructed> 48 48 <death>attack/destruction/building_collapse_large.xml</death> -
binaries/data/mods/public/simulation/templates/template_structure_defense_wall_long.xml
5 5 <BuildTime>45</BuildTime> 6 6 <Resources> 7 7 <stone>28</stone> 8 8 </Resources> 9 9 </Cost> 10 <Health>11 <SpawnEntityOnDeath>rubble/rubble_stone_wall_long</SpawnEntityOnDeath>12 </Health>13 10 <GarrisonHolder> 14 11 <Max>5</Max> 15 12 <List datatype="tokens">Ranged+Infantry</List> 16 13 <EjectHealth>0.1</EjectHealth> 17 14 <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> … … 33 30 <Archer5> 34 31 <X>-4</X><Y>11.5</Y><Z>0</Z> 35 32 </Archer5> 36 33 </VisibleGarrisonPoints> 37 34 </GarrisonHolder> 35 <Health> 36 <SpawnEntityOnDeath>rubble/rubble_stone_wall_long</SpawnEntityOnDeath> 37 </Health> 38 38 <Identity> 39 39 <Classes datatype="tokens">LongWall</Classes> 40 40 <Tooltip>Long wall segments can be converted to gates.</Tooltip> 41 41 </Identity> 42 42 <Upgrade> -
binaries/data/mods/public/simulation/templates/template_structure_defense_wall_tower.xml
22 22 <BuildRestrictions> 23 23 <PlacementType>land-shore</PlacementType> 24 24 <Category>Wall</Category> 25 25 </BuildRestrictions> 26 26 <Capturable disable=""/> 27 <Repairable>28 <RepairTimeRatio>4.5</RepairTimeRatio>29 </Repairable>30 27 <Cost> 31 28 <BuildTime>80</BuildTime> 32 29 <Resources> 33 30 <stone>90</stone> 34 31 </Resources> … … 71 68 <BatchTimeModifier>0.8</BatchTimeModifier> 72 69 <Technologies datatype="tokens"> 73 70 pair_walls_01 74 71 </Technologies> 75 72 </ProductionQueue> 73 <Repairable> 74 <RepairTimeRatio>4.5</RepairTimeRatio> 75 </Repairable> 76 76 <Sound> 77 77 <SoundGroups> 78 78 <select>interface/select/building/sel_tower.xml</select> 79 79 <constructed>interface/complete/building/complete_tower.xml</constructed> 80 80 <attack>attack/weapon/arrowfly.xml</attack> -
binaries/data/mods/public/simulation/templates/template_structure_defense_wooden_tower.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_structure_defense_defense_tower"> 3 3 <Armour> 4 4 <Hack op="add">-5.0</Hack> 5 <Pierce op 5 <Pierce op="add">-5.0</Pierce> 6 6 <Crush op="add">-2.0</Crush> 7 7 </Armour> 8 8 <Attack> 9 9 <Ranged> 10 10 <Hack>0.0</Hack> … … 19 19 <Distance> 20 20 <FromClass>DefenseTower</FromClass> 21 21 <MinDistance>40</MinDistance> 22 22 </Distance> 23 23 </BuildRestrictions> 24 <Capturable> 25 <CapturePoints>800</CapturePoints> 26 </Capturable> 24 27 <Cost> 25 28 <BuildTime>40</BuildTime> 26 29 <Resources> 27 30 <wood>100</wood> 28 31 <stone>0</stone> 29 32 </Resources> 30 33 </Cost> 31 <Capturable>32 <CapturePoints>800</CapturePoints>33 </Capturable>34 34 <Footprint> 35 35 <Square width="9.5" depth="8.5"/> 36 36 <Height>9.0</Height> 37 37 </Footprint> 38 <Health>39 <Max>250</Max>40 </Health>41 38 <GarrisonHolder> 42 39 <Max>3</Max> 43 40 </GarrisonHolder> 41 <Health> 42 <Max>250</Max> 43 </Health> 44 44 <Identity> 45 45 <SpecificName>Wooden Tower</SpecificName> 46 46 <GenericName>Wooden Tower</GenericName> 47 47 <Icon>structures/palisade_fort.png</Icon> 48 48 <Classes datatype="tokens">WoodenTower</Classes> 49 49 <VisibleClasses datatype="tokens">Village -Town</VisibleClasses> 50 50 <RequiredTechnology>phase_village</RequiredTechnology> 51 51 </Identity> 52 <Obstruction> 53 <Static width="9.0" depth="7.5"/> 54 </Obstruction> 52 55 <ProductionQueue> 53 56 <Technologies datatype="tokens"> 54 57 -attack_tower_crenellations 55 58 -attack_tower_range 56 59 -attack_tower_murderholes 57 60 -attack_tower_defense 58 61 </Technologies> 59 62 </ProductionQueue> 60 <Obstruction>61 <Static width="9.0" depth="7.5"/>62 </Obstruction>63 <TerritoryInfluence disable=""/>64 63 <StatusBars> 65 64 <HeightOffset>18.0</HeightOffset> 66 65 </StatusBars> 66 <TerritoryInfluence disable=""/> 67 67 <VisualActor> 68 68 <Actor>props/special/palisade_rocks_fort.xml</Actor> 69 69 </VisualActor> 70 70 </Entity> -
binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
39 39 </Obstruction> 40 40 <ProductionQueue> 41 41 <BatchTimeModifier>0.7</BatchTimeModifier> 42 42 <Technologies datatype="tokens"> 43 43 gather_wicker_baskets 44 44 gather_farming_plows 45 45 gather_farming_training 46 46 gather_farming_fertilizer 47 47 </Technologies> 48 48 </ProductionQueue> 49 49 <RallyPoint disable=""/> -
binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml
37 37 <InternationalBonus>0.2</InternationalBonus> 38 38 </Market> 39 39 <Obstruction> 40 40 <Static width="30.0" depth="26.0"/> 41 41 </Obstruction> 42 <Sound>43 <SoundGroups>44 <select>interface/select/building/sel_market.xml</select>45 <constructed>interface/complete/building/complete_market.xml</constructed>46 <death>attack/destruction/building_collapse_large.xml</death>47 </SoundGroups>48 </Sound>49 <TerritoryInfluence>50 <Root>false</Root>51 <Radius>40</Radius>52 <Weight>30000</Weight>53 </TerritoryInfluence>54 42 <ProductionQueue> 55 43 <BatchTimeModifier>0.7</BatchTimeModifier> 56 44 <Technologies datatype="tokens"> 57 45 unlock_shared_los 58 46 unlock_shared_dropsites … … 64 52 </Technologies> 65 53 <Entities datatype="tokens"> 66 54 units/{civ}_support_trader 67 55 </Entities> 68 56 </ProductionQueue> 57 <Sound> 58 <SoundGroups> 59 <select>interface/select/building/sel_market.xml</select> 60 <constructed>interface/complete/building/complete_market.xml</constructed> 61 <death>attack/destruction/building_collapse_large.xml</death> 62 </SoundGroups> 63 </Sound> 64 <TerritoryInfluence> 65 <Root>false</Root> 66 <Radius>40</Radius> 67 <Weight>30000</Weight> 68 </TerritoryInfluence> 69 69 <Vision> 70 70 <Range>32</Range> 71 71 </Vision> 72 72 <VisualActor> 73 73 <FoundationActor>structures/fndn_5x5.xml</FoundationActor> -
binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
42 42 <Static width="18.0" depth="18.0"/> 43 43 </Obstruction> 44 44 <Position> 45 45 <Floating>true</Floating> 46 46 </Position> 47 <RallyPointRenderer>48 <LinePassabilityClass>ship</LinePassabilityClass>49 </RallyPointRenderer>50 <ResourceDropsite>51 <Types>food wood stone metal</Types>52 <Sharable>true</Sharable>53 </ResourceDropsite>54 <Sound>55 <SoundGroups>56 <select>interface/select/building/sel_dock.xml</select>57 <constructed>interface/complete/building/complete_dock.xml</constructed>58 <death>attack/destruction/building_collapse_large.xml</death>59 </SoundGroups>60 </Sound>61 <TerritoryDecay disable=""/>62 47 <ProductionQueue> 63 48 <BatchTimeModifier>0.8</BatchTimeModifier> 64 49 <Entities datatype="tokens"> 65 50 units/{civ}_ship_fishing 66 51 units/{civ}_ship_merchant … … 74 59 armor_ship_reinforcedhull 75 60 armor_ship_hypozomata 76 61 armor_ship_hullsheathing 77 62 </Technologies> 78 63 </ProductionQueue> 64 <RallyPointRenderer> 65 <LinePassabilityClass>ship</LinePassabilityClass> 66 </RallyPointRenderer> 67 <ResourceDropsite> 68 <Types>food wood stone metal</Types> 69 <Sharable>true</Sharable> 70 </ResourceDropsite> 71 <Sound> 72 <SoundGroups> 73 <select>interface/select/building/sel_dock.xml</select> 74 <constructed>interface/complete/building/complete_dock.xml</constructed> 75 <death>attack/destruction/building_collapse_large.xml</death> 76 </SoundGroups> 77 </Sound> 78 <TerritoryDecay disable=""/> 79 79 <Vision> 80 80 <Range>40</Range> 81 81 </Vision> 82 82 <VisualActor> 83 83 <FoundationActor>structures/fndn_4x4_dock.xml</FoundationActor> -
binaries/data/mods/public/simulation/templates/template_structure_resource.xml
13 13 <BuildRestrictions> 14 14 <Category>Resource</Category> 15 15 </BuildRestrictions> 16 16 <Identity> 17 17 <GenericName>Resource Structure</GenericName> 18 19 18 <Classes datatype="tokens">-ConquestCritical</Classes> 19 <VisibleClasses datatype="tokens">Resource</VisibleClasses> 20 20 </Identity> 21 21 <Vision> 22 22 <Range>4</Range> 23 23 </Vision> 24 24 </Entity> -
binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
50 50 <ResourceSupply> 51 51 <KillBeforeGather>false</KillBeforeGather> 52 52 <Amount>Infinity</Amount> 53 53 <Type>food.grain</Type> 54 54 <MaxGatherers>5</MaxGatherers> 55 56 57 58 55 <!-- 56 See the comment of the function GetTargetGatherRate 57 of the ResourceGatherer component. 58 --> 59 59 <DiminishingReturns>14</DiminishingReturns> 60 60 </ResourceSupply> 61 61 <Sound> 62 62 <SoundGroups> 63 63 <select>interface/select/building/sel_field.xml</select> -
binaries/data/mods/public/simulation/templates/template_structure_special_theatron.xml
18 18 </Footprint> 19 19 <Health> 20 20 <Max>2000</Max> 21 21 </Health> 22 22 <Identity> 23 23 <GenericName>Greek Theater</GenericName> 24 24 <SpecificName>Théātron</SpecificName> 25 25 <Classes datatype="tokens">Theater -ConquestCritical</Classes> 26 26 <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> 27 27 <Icon>structures/theatron.png</Icon> 28 28 </Identity> -
binaries/data/mods/public/simulation/templates/template_structure_wonder.xml
87 87 <Range>72</Range> 88 88 </Vision> 89 89 <VisualActor> 90 90 <FoundationActor>structures/fndn_6x6.xml</FoundationActor> 91 91 </VisualActor> 92 <Wonder 92 <Wonder/> 93 93 </Entity> -
binaries/data/mods/public/simulation/templates/template_trigger_point.xml
12 12 <LineTextureMask>outline_border_mask.png</LineTextureMask> 13 13 <LineThickness>0.4</LineThickness> 14 14 </Outline> 15 15 </Overlay> 16 16 </Selectable> 17 <VisualActor>18 <SilhouetteDisplay>false</SilhouetteDisplay>19 <SilhouetteOccluder>true</SilhouetteOccluder>20 <VisibleInAtlasOnly>true</VisibleInAtlasOnly>21 </VisualActor>22 17 <Visibility> 23 18 <RetainInFog>false</RetainInFog> 24 19 <AlwaysVisible>false</AlwaysVisible> 25 20 <Corpse>false</Corpse> 26 21 <Preview>false</Preview> 27 22 </Visibility> 23 <VisualActor> 24 <SilhouetteDisplay>false</SilhouetteDisplay> 25 <SilhouetteOccluder>true</SilhouetteOccluder> 26 <VisibleInAtlasOnly>true</VisibleInAtlasOnly> 27 </VisualActor> 28 28 </Entity> 29 -
binaries/data/mods/public/simulation/templates/template_unit.xml
25 25 </Decay> 26 26 <Footprint> 27 27 <Circle radius="1.5"/> 28 28 <Height>2.5</Height> 29 29 </Footprint> 30 <Guard/> 30 31 <Health> 31 32 <DeathType>corpse</DeathType> 32 33 <Max>100</Max> 33 34 <RegenRate>0</RegenRate> 34 35 <IdleRegenRate>0</IdleRegenRate> … … 100 101 <DefaultStance>aggressive</DefaultStance> 101 102 <FleeDistance>12.0</FleeDistance> 102 103 <FormationController>false</FormationController> 103 104 <CanGuard>true</CanGuard> 104 105 </UnitAI> 105 <Guard/>106 106 <UnitMotion> 107 107 <FormationController>false</FormationController> 108 108 <WalkSpeed>9</WalkSpeed> 109 109 <Run> 110 110 <Speed>15.0</Speed> -
binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged.xml
17 17 <Health> 18 18 <Max>120</Max> 19 19 </Health> 20 20 <Identity> 21 21 <GenericName>Ranged Cavalry</GenericName> 22 22 <VisibleClasses datatype="tokens">Ranged</VisibleClasses> 23 23 <Formations datatype="tokens"> 24 24 formations/skirmish 25 25 </Formations> 26 26 </Identity> 27 27 <Sound> -
binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_archer.xml
17 17 <food>100</food> 18 18 <wood>40</wood> 19 19 </Resources> 20 20 </Cost> 21 21 <Identity> 22 22 <VisibleClasses datatype="tokens">Archer</VisibleClasses> 23 23 <GenericName>Cavalry Archer</GenericName> 24 24 <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> 25 25 </Identity> 26 26 <Loot> 27 27 <xp>130</xp> -
binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry.xml
50 50 <walk>actor/mounted/movement/walk.xml</walk> 51 51 <run>actor/mounted/movement/walk.xml</run> 52 52 <attack>attack/weapon/sword.xml</attack> 53 53 <death>actor/fauna/death/death_horse.xml</death> 54 54 <trained>interface/alarm/alarm_create_cav.xml</trained> 55 55 </SoundGroups> 56 56 </Sound> 57 57 <StatusBars> 58 58 <HeightOffset>6.5</HeightOffset> 59 59 </StatusBars> 60 60 <UnitMotion> -
binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
5 5 </Cost> 6 6 <Footprint replace=""> 7 7 <Square width="1.75" depth="3.5"/> 8 8 <Height>2.25</Height> 9 9 </Footprint> 10 <Guard disable=""/> 10 11 <Identity> 11 12 <GenericName>Fauna</GenericName> 12 13 <Classes datatype="tokens">Animal Organic -ConquestCritical</Classes> 13 14 <Icon>gaia/fauna_generic.png</Icon> 14 15 <Formations disable=""/> … … 27 28 <RoamTimeMin>2000</RoamTimeMin> 28 29 <RoamTimeMax>8000</RoamTimeMax> 29 30 <FeedTimeMin>15000</FeedTimeMin> 30 31 <FeedTimeMax>60000</FeedTimeMax> 31 32 </UnitAI> 32 <Guard disable=""/>33 33 <UnitMotion> 34 34 <WalkSpeed>6.5</WalkSpeed> 35 35 <Run> 36 36 <Speed>15.0</Speed> 37 37 </Run> -
binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt.xml
2 2 <Entity parent="template_unit_fauna"> 3 3 <Health> 4 4 <Max>50</Max> 5 5 <DeathType>remain</DeathType> 6 6 </Health> 7 <Loot> 8 <xp>10</xp> 9 </Loot> 7 10 <ResourceSupply> 8 11 <KillBeforeGather>true</KillBeforeGather> 9 12 <Amount>100</Amount> 10 13 <Type>food.meat</Type> 11 14 <MaxGatherers>8</MaxGatherers> 12 15 </ResourceSupply> 13 <Loot>14 <xp>10</xp>15 </Loot>16 16 </Entity> -
binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_whale.xml
10 10 <Civ>gaia</Civ> 11 11 <GenericName>Cetacean</GenericName> 12 12 <Tooltip>Kill, then collect food from this bountiful oceanic resource.</Tooltip> 13 13 <Icon>gaia/fauna_fish.png</Icon> 14 14 </Identity> 15 <Loot> 16 <xp>10</xp> 17 </Loot> 15 18 <Position> 16 19 <Floating>true</Floating> 17 20 </Position> 18 21 <ResourceSupply> 19 22 <KillBeforeGather>true</KillBeforeGather> … … 32 35 <StatusBars> 33 36 <BarWidth>4.0</BarWidth> 34 37 <BarHeight>0.666</BarHeight> 35 38 <HeightOffset>5.0</HeightOffset> 36 39 </StatusBars> 37 <Loot>38 <xp>10</xp>39 </Loot>40 40 <UnitAI> 41 41 <NaturalBehaviour>skittish</NaturalBehaviour> 42 42 <RoamDistance>60.0</RoamDistance> 43 43 <FleeDistance>60.0</FleeDistance> 44 44 <RoamTimeMin>100000</RoamTimeMin> -
binaries/data/mods/public/simulation/templates/template_unit_hero.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit"> 3 <Armour> 4 <Hack>10.0</Hack> 5 <Pierce>20.0</Pierce> 6 <Crush>15.0</Crush> 7 </Armour> 3 8 <Attack> 4 9 <Capture> 5 10 <Value>15</Value> 6 11 <MaxRange>4</MaxRange> 7 12 <RepeatTime>1000</RepeatTime> 8 13 </Capture> 9 14 </Attack> 10 <Armour>11 <Hack>10.0</Hack>12 <Pierce>20.0</Pierce>13 <Crush>15.0</Crush>14 </Armour>15 15 <Auras datatype="tokens">hero_garrison</Auras> 16 16 <Cost> 17 17 <Population>2</Population> 18 18 <BuildTime>40</BuildTime> 19 19 <Resources> -
binaries/data/mods/public/simulation/templates/template_unit_hero_elephant_melee.xml
10 10 <Hack>17.5</Hack> 11 11 <Pierce>0</Pierce> 12 12 <Crush>25.0</Crush> 13 13 <MaxRange>8.0</MaxRange> 14 14 <RepeatTime>1000</RepeatTime> 15 16 17 18 19 20 21 22 23 24 25 26 27 28 15 <Bonuses> 16 <BonusStructures> 17 <Classes>Structure</Classes> 18 <Multiplier>1.5</Multiplier> 19 </BonusStructures> 20 <BonusCav> 21 <Classes>Cavalry</Classes> 22 <Multiplier>2</Multiplier> 23 </BonusCav> 24 <BonusGates> 25 <Classes>Gates</Classes> 26 <Multiplier>1.5</Multiplier> 27 </BonusGates> 28 </Bonuses> 29 29 </Melee> 30 30 </Attack> 31 31 <Cost> 32 32 <Population>3</Population> 33 33 <BuildTime>60</BuildTime> -
binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_spearman.xml
9 9 <Hack>12.0</Hack> 10 10 <Pierce>10.0</Pierce> 11 11 <Crush>0.0</Crush> 12 12 <MaxRange>5.0</MaxRange> 13 13 <RepeatTime>1000</RepeatTime> 14 14 <Bonuses> 15 15 <BonusCavMelee> 16 16 <Classes>Cavalry</Classes> 17 17 <Multiplier>3.0</Multiplier> 18 18 </BonusCavMelee> 19 19 </Bonuses> 20 20 </Melee> 21 21 </Attack> 22 22 <Identity> 23 23 <VisibleClasses datatype="tokens">Melee Spear</VisibleClasses> 24 24 <GenericName>Hero Spearman</GenericName> 25 25 <Tooltip>Counters: 3x vs. Cavalry.</Tooltip> 26 26 <Formations datatype="tokens"> 27 27 formations/phalanx 28 28 formations/testudo 29 29 </Formations> 30 30 </Identity> -
binaries/data/mods/public/simulation/templates/template_unit_infantry.xml
79 79 <BaseSpeed>1.0</BaseSpeed> 80 80 <Rates> 81 81 <food.fruit>0.5</food.fruit> 82 82 <food.grain>0.25</food.grain> 83 83 <food.meat>1</food.meat> 84 85 84 <wood.tree>0.75</wood.tree> 85 <wood.ruins>5</wood.ruins> 86 86 <stone.rock>0.5</stone.rock> 87 87 <stone.ruins>2</stone.ruins> 88 88 <metal.ore>0.5</metal.ore> 89 89 </Rates> 90 90 </ResourceGatherer> 91 91 <Selectable> 92 92 <Overlay> -
binaries/data/mods/public/simulation/templates/template_unit_mechanical.xml
6 6 <SinkAccel>2.0</SinkAccel> 7 7 </Decay> 8 8 <Health> 9 9 <Unhealable>true</Unhealable> 10 10 </Health> 11 <Repairable>12 <RepairTimeRatio>4.0</RepairTimeRatio>13 </Repairable>14 11 <Identity> 15 12 <GenericName>Mechanical</GenericName> 16 13 <VisibleClasses datatype="tokens">Mechanical</VisibleClasses> 17 14 </Identity> 18 15 <Loot> … … 20 17 <food>0</food> 21 18 <wood>50</wood> 22 19 <stone>0</stone> 23 20 <metal>25</metal> 24 21 </Loot> 22 <Repairable> 23 <RepairTimeRatio>4.0</RepairTimeRatio> 24 </Repairable> 25 25 </Entity> -
binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_fire.xml
32 32 <GenericName>Fire Ship</GenericName> 33 33 <VisibleClasses datatype="tokens">Fireship Melee Warship</VisibleClasses> 34 34 <Tooltip>Rapidly drain the health of enemy ships. Slowly loses health due to being on fire, so use the Fire Ship quickly.</Tooltip> 35 35 <RequiredTechnology>phase_town</RequiredTechnology> 36 36 </Identity> 37 <Repairable disable=""/> 38 <ResourceGatherer disable=""/> 37 39 <StatusBars> 38 40 <BarWidth>6.0</BarWidth> 39 41 <BarHeight>0.5</BarHeight> 40 42 <HeightOffset>6.0</HeightOffset> 41 43 </StatusBars> 42 <Repairable disable=""/>43 <ResourceGatherer disable=""/>44 44 <UnitMotion> 45 45 <PassabilityClass>ship-small</PassabilityClass> 46 46 <WalkSpeed>17.5</WalkSpeed> 47 47 <Run> 48 48 <Speed>22.0</Speed> -
binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_quinquereme.xml
56 56 <GenericName>Heavy Warship</GenericName> 57 57 <Tooltip>Garrison units for transport and to increase firepower.</Tooltip> 58 58 <VisibleClasses datatype="tokens">Ranged Warship</VisibleClasses> 59 59 <RequiredTechnology>phase_city</RequiredTechnology> 60 60 </Identity> 61 <ResourceGatherer disable=""/> 61 62 <Sound> 62 63 <SoundGroups> 63 64 <attack>attack/siege/ballist_attack.xml</attack> 64 65 </SoundGroups> 65 66 </Sound> 66 <ResourceGatherer disable=""/>67 67 <StatusBars> 68 68 <BarWidth>6.0</BarWidth> 69 69 <BarHeight>0.5</BarHeight> 70 70 <HeightOffset>6.0</HeightOffset> 71 71 </StatusBars> -
binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege.xml
12 12 </Capturable> 13 13 <Cost> 14 14 <Population>3</Population> 15 15 </Cost> 16 16 <Identity> 17 17 <VisibleClasses datatype="tokens">Siege</VisibleClasses> 18 18 <GenericName>Siege</GenericName> 19 19 <RequiredTechnology>phase_city</RequiredTechnology> 20 20 </Identity> 21 <UnitAI>22 <CanGuard>false</CanGuard>23 </UnitAI>24 21 <Position> 25 22 <Anchor>pitch-roll</Anchor> 26 23 </Position> 27 24 <Sound> 28 25 <SoundGroups> 29 26 <select>attack/siege/siege_select.xml</select> 30 27 <order_walk>attack/siege/ram_move.xml</order_walk> 31 28 <order_attack>attack/siege/ram_attack.xml</order_attack> 32 29 <trained>attack/siege/ram_move.xml</trained> 33 30 </SoundGroups> 34 31 </Sound> 32 <UnitAI> 33 <CanGuard>false</CanGuard> 34 </UnitAI> 35 35 <UnitMotion> 36 36 <PassabilityClass>large</PassabilityClass> 37 37 </UnitMotion> 38 38 </Entity> -
binaries/data/mods/public/simulation/templates/units/athen_cavalry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>athen</Civ> 5 5 <Lang>greek</Lang> 6 6 <SelectionGroupName>units/athen_cavalry_javelinist_b</SelectionGroupName> 7 7 <SpecificName>Pródromos</SpecificName> 8 8 <History>Prodromoi were the light scouts of Greek armies.</History> 9 9 <Icon>units/hele_cavalry_javelinist.png</Icon> 10 10 </Identity> 11 11 <Promotion> -
binaries/data/mods/public/simulation/templates/units/athen_cavalry_swordsman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_swordsman"> 3 3 <Identity> 4 4 <Civ>athen</Civ> 5 5 <Lang>greek</Lang> 6 7 6 <SelectionGroupName>units/athen_cavalry_swordsman_b</SelectionGroupName> 7 <GenericName>Greek Cavalry</GenericName> 8 8 <SpecificName>Hippeús</SpecificName> 9 9 <History>Cavalry were made up of the upper class since they were the only ones who could afford the breeding and caring for horses. Initially they were missile troops who avoided close combat, throwing javelins and spears at enemy troops. Later on thanks to developments by the Macedonians they began to close with enemy troops to use their swords. As with all ancient horsemen the Hippeus did not have stirrups or a saddle.</History> 10 10 <Icon>units/hele_cavalry_swordsman.png</Icon> 11 11 <RequiredTechnology>phase_town</RequiredTechnology> 12 12 </Identity> -
binaries/data/mods/public/simulation/templates/units/athen_champion_infantry.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_spearman"> 3 3 <Identity> 4 4 <Civ>athen</Civ> 5 5 <Lang>greek</Lang> 6 6 <GenericName>City Guard</GenericName> 7 7 <SpecificName>Epílektos</SpecificName> 8 8 <Icon>units/athen_champion_infantry.png</Icon> 9 9 </Identity> 10 10 <VisualActor> 11 11 <Actor>units/athenians/champion_unit_spear.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/athen_champion_marine.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_swordsman"> 3 3 <Identity> 4 4 <Civ>athen</Civ> 5 5 <Lang>greek</Lang> 6 6 <GenericName>Athenian Marine</GenericName> 7 7 <SpecificName>Epibátēs Athēnaîos</SpecificName> 8 8 <Icon>units/athen_champion_marine.png</Icon> 9 9 <RequiredTechnology>hellenes/special_iphicratean_reforms</RequiredTechnology> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/athenians/champion_unit_marine.xml</Actor> 13 13 </VisualActor> 14 14 </Entity> -
binaries/data/mods/public/simulation/templates/units/athen_champion_ranged.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_archer"> 3 3 <Identity> 4 4 <Civ>athen</Civ> 5 5 <Lang>greek</Lang> 6 6 <GenericName>Scythian Archer</GenericName> 7 7 <SpecificName>Toxótēs Skythikós</SpecificName> 8 8 <History>The Athenian employed Scythian archers as city police and auxillary troops.</History> 9 9 <Icon>units/athen_champion_ranged.png</Icon> 10 10 </Identity> 11 11 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/athen_hero_iphicrates.xml
2 2 <Entity parent="template_unit_hero_infantry_javelinist"> 3 3 <Auras datatype="tokens">athen_hero_iphicrates_1 athen_hero_iphicrates_2</Auras> 4 4 <Identity> 5 5 <Civ>athen</Civ> 6 6 <Lang>greek</Lang> 7 7 <GenericName>Iphicrates</GenericName> 8 8 <SpecificName>Iphikratēs</SpecificName> 9 9 <Icon>units/hele_hero_xenophon.png</Icon> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/athenians/iphicrates.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/athen_hero_themistocles.xml
2 2 <Entity parent="template_unit_hero_infantry_swordsman"> 3 3 <Auras datatype="tokens">athen_hero_themistocles_1 athen_hero_themistocles_2</Auras> 4 4 <Identity> 5 5 <Civ>athen</Civ> 6 6 <Lang>greek</Lang> 7 7 <GenericName>Themistocles</GenericName> 8 8 <SpecificName>Themistoklês</SpecificName> 9 9 <History>The general whom persuaded the Athenians to invest their income from silver mines in a war navy of 200 Triremes. A key figure during the Persian Wars, he commanded the victorious Athenian navy at the decisive battle of Salamis in 479 BC. Later, he pursued an active policy against the Persians in the Aegean, thereby laying the foundations of future Athenian power. Ostracised by the Athenians, he was forced to flee to the protection of the Persians.</History> 10 10 <Icon>units/hele_hero_themistocles.png</Icon> 11 11 </Identity> 12 12 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/athen_infantry_javelinist_b.xml
10 10 </Entities> 11 11 </Builder> 12 12 <Cost> 13 13 <Resources> 14 14 <food>25</food> 15 16 15 <wood>50</wood> 16 <metal>25</metal> 17 17 </Resources> 18 18 </Cost> 19 19 <Identity> 20 20 <Civ>athen</Civ> 21 21 <Lang>greek</Lang> -
binaries/data/mods/public/simulation/templates/units/athen_infantry_marine_archer_b.xml
16 16 </Resources> 17 17 </Cost> 18 18 <Identity> 19 19 <Civ>athen</Civ> 20 20 <Lang>greek</Lang> 21 21 <SelectionGroupName>units/athen_infantry_marine_archer_b</SelectionGroupName> 22 22 <VisibleClasses datatype="tokens">Mercenary</VisibleClasses> 23 23 <GenericName>Cretan Mercenary Archer</GenericName> 24 24 <SpecificName>Toxótēs Krētikós</SpecificName> 25 25 <History>Mercenary archers from the big island of Crete. They were widely regarded as the best archers in all of Hellas and had a long tradition of hiring themselves out to Hellenic states such as Athens for use aboard Triremes naval vessels. Alexander hired them to accompany him on his world conquest march and while in his service they dueled admirably with the greatly feared eastern archers.</History> 26 26 <Icon>units/hele_infantry_archer.png</Icon> 27 27 <RequiredTechnology>hellenes/special_iphicratean_reforms</RequiredTechnology> 28 28 </Identity> 29 29 <Promotion> 30 30 <Entity>units/athen_infantry_marine_archer_a</Entity> 31 31 </Promotion> 32 32 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/athen_infantry_spearman_b.xml
15 15 </Entities> 16 16 </Builder> 17 17 <Identity> 18 18 <Civ>athen</Civ> 19 19 <Lang>greek</Lang> 20 20 <SelectionGroupName>units/athen_infantry_spearman_b</SelectionGroupName> 21 21 <GenericName>Athenian Hoplite</GenericName> 22 22 <SpecificName>Hoplítēs Athēnaîos</SpecificName> 23 23 <History>Hoplites were the very symbol of Hellenic prestige and citizenship, armed with a spear and a large round bronze-coated shield known as an aspis. Armor was heavy, with bronze helmets and a cuirass of either bronze or linen, in addition to greaves. Hoplites fought in a tight formation called a phalanx, guarding each other with their shields while they attacked the enemy with their 2.5 meter spear or short iron sword.</History> 24 24 <Icon>units/athen_infantry_spearman.png</Icon> 25 25 </Identity> 26 26 <Promotion> 27 27 <Entity>units/athen_infantry_spearman_a</Entity> -
binaries/data/mods/public/simulation/templates/units/athen_ship_bireme.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_mechanical_ship_bireme"> 3 3 <Identity> 4 4 <Civ>athen</Civ> 5 5 <GenericName>Penteconter</GenericName> 6 6 <SpecificName>Pentēkóntoros</SpecificName> 7 7 <History>Penteconters were employed from 800 BC, mostly as a light support unit in the Greek navy. After 600 BC, they were only seen in battle in very limited numbers. They were still in use by small states which could not afford a sufficient number of triremes for their navy.</History> 8 8 <Icon>units/hele_ship_bireme.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/athen_support_female_citizen.xml
4 4 <Civ>athen</Civ> 5 5 <SpecificName>Gýnē Athēnaía</SpecificName> 6 6 <GenericName>Athenian Woman</GenericName> 7 7 <History>Greek women were kept under tight control by their husbands, rarely leaving the home for anything beyond the necessities of daily life. They could not own anything or be involved in any business or legal transaction. They acted as household cook, nurse, seamstress, and early educator to young children. Spartan women were an exception to the normal code of conduct and enjoyed many freedoms.</History> 8 8 <Icon>units/hele_support_female_citizen.png</Icon> 9 9 <SelectionGroupName>units/athen_support_female_citizen</SelectionGroupName> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/athenians/female_citizen.xml</Actor> 13 13 </VisualActor> 14 14 </Entity> -
binaries/data/mods/public/simulation/templates/units/athen_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/brit_cavalry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>brit</Civ> 5 5 <SelectionGroupName>units/brit_cavalry_javelinist_b</SelectionGroupName> 6 6 <SpecificName>Gaisaredos</SpecificName> 7 7 <GenericName>Raiding Cavalry</GenericName> 8 8 <History>The Celts were extremely proficient horsemen and created excellent tack for their mounts. This included an early form of saddle with horns at each corner, giving them a huge edge in terms or control over their counterparts. Since the cavalry was made up of rich nobles armor and fine weapons were in great supply, making them formidable opponents.</History> 9 9 <Icon>units/celt_cavalry_javelinist.png</Icon> 10 10 </Identity> -
binaries/data/mods/public/simulation/templates/units/brit_cavalry_swordsman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_swordsman"> 3 3 <Identity> 4 4 <Civ>brit</Civ> 5 5 <SelectionGroupName>units/brit_cavalry_swordsman_b</SelectionGroupName> 6 6 <SpecificName>Epos</SpecificName> 7 7 <GenericName>Celtic Cavalry</GenericName> 8 8 <History>Like a sword, a horse was a sign of nobility and as a result the Celtic cavalry was often better equipped than the infantry. Armor and helmets were common, while weapons consisted of a large bladed spear and a long slashing sword for close combat. Shields could be round, hexagonal, or oval, but the most common was a regular oval body shield with the top and bottom shorn off. Unlike other horseman, the Celts were not afraid to leap off their mount to fight on foot then climb into the saddle again when possible.</History> 9 9 <Icon>units/celt_cavalry_swordsman.png</Icon> 10 10 <RequiredTechnology>phase_town</RequiredTechnology> -
binaries/data/mods/public/simulation/templates/units/brit_champion_infantry.xml
2 2 <Entity parent="template_unit_champion_infantry_swordsman"> 3 3 <Identity> 4 4 <Civ>brit</Civ> 5 5 <GenericName>Brythonic Longswordsman</GenericName> 6 6 <SpecificName>Delamokludda</SpecificName> 7 7 <SelectionGroupName>units/brit_champion_infantry</SelectionGroupName> 8 8 <History>Two-handed swordsmen from Briton. These men are veteran soldiers who offer their lives in service to their Brythonic lords.</History> 9 9 <Icon>units/celt_champion_infantry_brit.png</Icon> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/celts/champion_unit_3.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/brit_infantry_javelinist_b.xml
8 8 structures/{civ}_wonder 9 9 </Entities> 10 10 </Builder> 11 11 <Identity> 12 12 <Civ>brit</Civ> 13 13 <SelectionGroupName>units/brit_infantry_javelinist_b</SelectionGroupName> 14 14 <SpecificName>Baguada</SpecificName> 15 15 <History>Gesatae were young men who devoted themselves to war, often serving as mercenaries for other tribes. They were the last Celts to fight stark naked to show their courage, often carrying only a shield with several javelins and a regular Celtic spear. More often than not they were covered in geometric designs painted in woad, a blue dye.</History> 16 16 <Icon>units/celt_infantry_javelinist.png</Icon> 17 17 <RequiredTechnology>phase_town</RequiredTechnology> 18 18 </Identity> -
binaries/data/mods/public/simulation/templates/units/brit_infantry_spearman_b.xml
4 4 <Entities datatype="tokens"> 5 5 structures/brit_crannog 6 6 structures/brit_kennel 7 7 structures/brit_rotarymill 8 8 structures/{civ}_wonder 9 9 </Entities> 10 10 </Builder> 11 11 <Identity> 12 12 <Civ>brit</Civ> 13 13 <SelectionGroupName>units/brit_infantry_spearman_b</SelectionGroupName> 14 14 <SpecificName>Gaeroa</SpecificName> 15 15 <GenericName>Celtic Spearman</GenericName> 16 16 <History>The spear was the main weapon of the Celts, arming the bulk of their forces. The average Celt would only have to take up his long spear and body shield to be ready for battle. While armor was rare, the rabid fighting spirit of the Celts more than made up for in vigor what was lost in protection.</History> 17 17 <Icon>units/celt_infantry_spearman.png</Icon> 18 18 </Identity> -
binaries/data/mods/public/simulation/templates/units/brit_support_female_citizen.xml
7 7 </Attack> 8 8 <Builder> 9 9 <Entities datatype="tokens"> 10 10 structures/brit_crannog 11 11 structures/brit_rotarymill 12 12 </Entities> 13 13 </Builder> 14 14 <Health> 15 15 <Max op="mul">1.5</Max> 16 16 </Health> 17 17 <Identity> 18 18 <Civ>brit</Civ> 19 19 <SpecificName>Bodu</SpecificName> 20 20 <GenericName>Celtic Woman</GenericName> 21 21 <History>Brythonic women enjoyed many freedoms, especially compared to their Greek and Roman counterparts. Although they did not fight in battle as some believed, they were able to own property and were capable of gaining considerable wealth. Some noblewomen took over power when their husband's died, such as Boudicca of the Iceni. In addition, family trees were drawn up along female lines, men claiming their ancestry through female ancestors.</History> 22 22 <Icon>units/celt_support_female_citizen.png</Icon> 23 23 <SelectionGroupName>units/brit_support_female_citizen</SelectionGroupName> 24 24 </Identity> 25 25 <VisualActor> 26 26 <Actor>units/celts/female_citizen.xml</Actor> 27 27 </VisualActor> 28 28 </Entity> -
binaries/data/mods/public/simulation/templates/units/brit_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/brit_war_dog_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_dog"> 3 3 <Identity> 4 4 <Civ>brit</Civ> 5 6 5 <SelectionGroupName>units/brit_war_dog_b</SelectionGroupName> 6 <SpecificName>Coun</SpecificName> 7 7 <History>The Celts used large dogs such as mastiffs or wolfhounds in combat, especially against enemy cavalry. The Romans were very impressed with the strength and ferocity of these dogs. Many were brought back to Rome for the gladiator arena or to serve as guard dogs.</History> 8 8 <Icon>units/celt_war_dog.png</Icon> 9 9 </Identity> 10 10 <Promotion> 11 11 <Entity>units/brit_war_dog_a</Entity> -
binaries/data/mods/public/simulation/templates/units/cart_cavalry_spearman_ital_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_spearman"> 3 3 <Cost> 4 4 <Resources> 5 5 <food>75</food> 6 7 6 <wood>50</wood> 7 <metal>25</metal> 8 8 </Resources> 9 9 </Cost> 10 10 <Identity> 11 11 <Civ>cart</Civ> 12 12 <SelectionGroupName>units/cart_cavalry_spearman_ital_b</SelectionGroupName> -
binaries/data/mods/public/simulation/templates/units/cart_cavalry_swordsman_gaul_b.xml
6 6 <metal>35</metal> 7 7 </Resources> 8 8 </Cost> 9 9 <Identity> 10 10 <Civ>cart</Civ> 11 11 <SelectionGroupName>units/cart_cavalry_swordsman_gaul_b</SelectionGroupName> 12 12 <GenericName>Gallic Mercenary Cavalry</GenericName> 13 13 <SpecificName>Ḥayyāl Ḥerev Raḫūv</SpecificName> 14 14 <Classes datatype="tokens">Celt</Classes> 15 15 <VisibleClasses datatype="tokens">Mercenary</VisibleClasses> 16 16 <History>Like a sword, a horse was a sign of nobility and as a result the Celtic cavalry was often better equipped than the infantry. Armor and helmets were common, while weapons consisted of a large bladed spear and a long slashing sword for close combat. Shields could be round, hexagonal, or oval, but the most common was a regular oval body shield with the top and bottom shorn off. Unlike other horseman, the Celts were not afraid to leap off their mount to fight on foot then climb into the saddle again when possible.</History> 17 17 <Icon>units/cart_cavalry_swordsman_2.png</Icon> 18 18 </Identity> -
binaries/data/mods/public/simulation/templates/units/cart_champion_cavalry.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_cavalry_spearman"> 3 3 <Identity> 4 4 <Civ>cart</Civ> 5 5 <GenericName>Sacred Band Cavalry</GenericName> 6 6 <SpecificName>Sacred Band of Astarte</SpecificName> 7 7 <History>The Sacred Band of Astarte was an elite cavalry regiment recruited from amongst the upper class of the city.</History> 8 8 <Icon>units/cart_sacred_band_cavalry.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/cart_champion_elephant.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_elephant_melee"> 3 3 <Identity> 4 4 <Civ>cart</Civ> 5 5 <GenericName>North African War Elephant</GenericName> 6 6 <SpecificName>Pil Malḥamit</SpecificName> 7 7 <Icon>units/cart_champion_cavalry.png</Icon> 8 8 <History>By far the most famous of Carthaginian weapons was the small, ugly, and now extinct, North African forest elephants. Going into battle without a war tower carrying only a driver, Carthaginian war elephants were used as terror weapons: horses could not stand their smell, inexperienced troops were frightened, and the havoc they could cause was immense. Yet by the time of the Second Punic War elephants were at the end of their time. Armies had learned the weaknesses of the giant beasts, specifically how to hamstring and confuse them. More often than not a war elephant could be just as dangerous to its own side as the enemy.</History> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/cart_champion_infantry.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_spearman"> 3 3 <Identity> 4 4 <Civ>cart</Civ> 5 5 <GenericName>Sacred Band Infantry</GenericName> 6 6 <SpecificName>Sacred Band of Ba'al</SpecificName> 7 7 <History>The Sacred Band was a group of elite infantry dedicated to the service of the Phoenician god Ba'al. In addition to providing crack troops, the unit trained Carthaginians aspiring to command Punic mercenary armies. Specially picked troops carried the unit standard emblazoned with the symbols of Carthage into battle.</History> 8 8 <Icon>units/cart_champion_infantry.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/cart_champion_pikeman.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_pikeman"> 3 3 <Identity> 4 4 <Civ>cart</Civ> 5 5 <GenericName>Sacred Band Pikeman</GenericName> 6 6 <SpecificName>Mašal</SpecificName> 7 7 <History>The Sacred Band was a group of elite troops dedicated to the service of the Phoenician god Ba'al. In addition to providing crack troops, the unit trained Carthaginians aspiring to command Punic mercenary armies. Specially picked troops carried the unit standard emblazoned with the symbols of Carthage into battle.</History> 8 8 <Icon>units/cart_champion_infantry.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/cart_hero_maharbal.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_hero_cavalry_spearman"> 3 3 <Auras datatype="tokens">cart_hero_maharbal</Auras> 4 4 <Identity> 5 5 <Civ>cart</Civ> 6 6 <GenericName>Maharbal</GenericName> 7 7 <SpecificName>Maharbaʿal</SpecificName> 8 8 <History>Maharbal was Hannibal Barca's "brash young cavalry commander" during the 2nd Punic War. He is credited with turning the wing of the legions at Cannae resulting in defeat in which 30,000 of 50,000 Romans were lost, as well as significant contributions to the winning of many other battles during the 2nd Punic War. He is known for having said, after the battle of Cannae, "Hannibal, you know how to win the victory; just not what to do with it."</History> 9 9 <Icon>units/cart_hero_maharbal.png</Icon> 10 10 </Identity> 11 11 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/cart_infantry_archer_b.xml
9 9 structures/{civ}_wonder 10 10 </Entities> 11 11 </Builder> 12 12 <Identity> 13 13 <Civ>cart</Civ> 14 14 <SelectionGroupName>units/cart_infantry_archer_b</SelectionGroupName> 15 15 <GenericName>Mauritanian Archer</GenericName> 16 16 <SpecificName>Qešet</SpecificName> 17 17 <VisibleClasses datatype="tokens">Mercenary</VisibleClasses> 18 18 <Icon>units/cart_infantry_archer.png</Icon> 19 19 </Identity> -
binaries/data/mods/public/simulation/templates/units/cart_ship_bireme.xml
4 4 <Square width="8.0" depth="31.0"/> 5 5 <Height>10.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>cart</Civ> 9 9 <GenericName>Bireme</GenericName> 10 10 <SpecificName>Du-Mašōt</SpecificName> 11 11 <Icon>units/cart_ship_bireme.png</Icon> 12 12 </Identity> 13 13 <VisualActor> 14 14 <Actor>structures/carthaginians/bireme.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/cart_ship_quinquereme.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_mechanical_ship_quinquereme"> 3 3 <Identity> 4 4 <Civ>cart</Civ> 5 5 <GenericName>Quinquereme</GenericName> 6 6 <SpecificName>Ḥameš-Mašōt</SpecificName> 7 7 <Icon>units/cart_ship_quinquereme.png</Icon> 8 8 </Identity> 9 9 <VisualActor> 10 10 <Actor>structures/carthaginians/quinquereme.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/cart_ship_trireme.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_mechanical_ship_trireme"> 3 3 <Identity> 4 4 <Civ>cart</Civ> 5 5 <GenericName>Trireme</GenericName> 6 6 <SpecificName>Tlat-Mašōt</SpecificName> 7 7 <History>The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Greek city-states. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen, plus twenty sailors and fourteen marines in Greek navies. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. A Trireme travelling from Athens to Mitylene in 427BC made the 350 kilometre trip in only 24 hours, averaging eight knots (14.6 km/h). The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.</History> 8 8 <Icon>units/cart_ship_trireme.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/cart_support_female_citizen.xml
4 4 <Civ>cart</Civ> 5 5 <SpecificName>Aštāh</SpecificName> 6 6 <GenericName>Carthaginian Woman</GenericName> 7 7 <History>Unlike many ancient cities, Carthage was found by a woman; Queen Dido, hailing originally from Tyre. Carthaginian women were famous for their beauty and were capable of extremely hard physical work. The records written about the Third Punic War mentioned that all citizens of Carthage, including the women, worked incessantly to manufacture weapons and prepare the city for siege. The women even cut their own hair for use in the springs of artillery pieces.</History> 8 8 <Icon>units/cart_support_female_citizen.png</Icon> 9 9 <SelectionGroupName>units/cart_support_female_citizen</SelectionGroupName> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/carthaginians/female_citizen.xml</Actor> 13 13 </VisualActor> 14 14 </Entity> -
binaries/data/mods/public/simulation/templates/units/cart_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/gaul_cavalry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>gaul</Civ> 5 5 <SelectionGroupName>units/gaul_cavalry_javelinist_b</SelectionGroupName> 6 6 <SpecificName>Gaisaredos</SpecificName> 7 7 <History>The Celts were extremely proficient horsemen and created excellent tack for their mounts. This included an early form of saddle with horns at each corner, giving them a huge edge in terms or control over their counterparts. Since the cavalry was made up of rich nobles armor and fine weapons were in great supply, making them formidable opponents.</History> 8 8 <Icon>units/celt_cavalry_javelinist.png</Icon> 9 9 </Identity> 10 10 <Promotion> -
binaries/data/mods/public/simulation/templates/units/gaul_cavalry_swordsman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_swordsman"> 3 3 <Identity> 4 4 <Civ>gaul</Civ> 5 5 <SelectionGroupName>units/gaul_cavalry_swordsman_b</SelectionGroupName> 6 6 <SpecificName>Epos</SpecificName> 7 7 <History>Like a sword, a horse was a sign of nobility and as a result the Celtic cavalry was often better equipped than the infantry. Armor and helmets were common, while weapons consisted of a large bladed spear and a long slashing sword for close combat. Shields could be round, hexagonal, or oval, but the most common was a regular oval body shield with the top and bottom shorn off. Unlike other horseman, the Celts were not afraid to leap off their mount to fight on foot then climb into the saddle again when possible.</History> 8 8 <Icon>units/celt_cavalry_swordsman.png</Icon> 9 9 <RequiredTechnology>phase_town</RequiredTechnology> 10 10 </Identity> -
binaries/data/mods/public/simulation/templates/units/gaul_champion_cavalry.xml
2 2 <Entity parent="template_unit_champion_cavalry_spearman"> 3 3 <Identity> 4 4 <Civ>gaul</Civ> 5 5 <GenericName>Gallic Noble Cavalry</GenericName> 6 6 <SpecificName>Gallic Brihent</SpecificName> 7 7 <SelectionGroupName>units/gaul_champion_cavalry</SelectionGroupName> 8 8 <History>In Gaul we know of heavy cavalry, possibly predecessors to later knights. They used a Celtic lance overhand, a good shield, and wore good armor. Vercingetorix was famous for having a number of them, but their use long precedes him. Heavy Celtic horsemen are found in graves as early as the 600s, with scale coats. Later, with the advent of mail, their armor would largely change to this. They would be experienced, aristocratic or noblemen, or their retainers equipped in kind. Each man would probably have several personal attendants. Some would be powerful noblemen, such as chiefs and kings. In battle, they would be on par with much of the best heavy cavalry in western Europe, due to superior armor, such as mail armor with additional layers of mail over the vital organs, weapons such as high-quality iron spearheads, swords, and a thong of javelins, giving them versatility, and years of experience and training. Their historical use saw them capable of breaking even well-defended positions, or acting to great effect in flanking manuevers.</History> 9 9 <Icon>units/celt_champion_cavalry_gaul.png</Icon> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/celts/champion_unit_2.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/gaul_champion_cavalry_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/gaul_champion_cavalry"> 3 3 <Identity> 4 4 <RequiredTechnology>unlock_champion_units</RequiredTechnology> 5 5 </Identity> 6 </Entity> 7 Pas de fin de ligne à la fin du fichier 6 </Entity> -
binaries/data/mods/public/simulation/templates/units/gaul_champion_infantry.xml
2 2 <Entity parent="template_unit_champion_infantry_swordsman"> 3 3 <Identity> 4 4 <Civ>gaul</Civ> 5 5 <GenericName>Heavy Swordsman</GenericName> 6 6 <SpecificName>Solduros</SpecificName> 7 7 <SelectionGroupName>units/gaul_champion_infantry</SelectionGroupName> 8 8 <History>The sword among Celts varies in reputation and commonality. Shortswords, essentially truly just long, broad-bladed daggers, were common, but cheaply made, and most likely the swords refered to as bending after a hard strike, and needing bent back into place. The iron construction of longswords, such as used here, was greatly superior, but also much more expensive. The longsword was primarily a weapon of aristocracy and experienced professional soldiers, who could either afford the weapon, have it made for them by their lord as a reward for service, passed down to them by family, or looted from the field.</History> 9 9 <Icon>units/celt_champion_infantry_gaul.png</Icon> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/celts/champion_unit_1.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/gaul_champion_infantry_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/gaul_champion_infantry"> 3 3 <Identity> 4 4 <RequiredTechnology>unlock_champion_units</RequiredTechnology> 5 5 </Identity> 6 </Entity> 7 Pas de fin de ligne à la fin du fichier 6 </Entity> -
binaries/data/mods/public/simulation/templates/units/gaul_support_female_citizen.xml
17 17 <Civ>gaul</Civ> 18 18 <SpecificName>Bodu</SpecificName> 19 19 <GenericName>Celtic Woman</GenericName> 20 20 <History>Gallic women enjoyed many freedoms, especially compared to their Greek and Roman counterparts. Although they did not fight in battle as some believed, they were able to own property and were capable of gaining considerable wealth. Some noblewomen took over power when their husband's died, such as Boudicca of the Iceni. In addition, family trees were drawn up along female lines, men claiming their ancestry through female ancestors.</History> 21 21 <Icon>units/celt_support_female_citizen.png</Icon> 22 22 <SelectionGroupName>units/gaul_support_female_citizen</SelectionGroupName> 23 23 </Identity> 24 24 <VisualActor> 25 25 <Actor>units/celts/female_citizen.xml</Actor> 26 26 </VisualActor> 27 27 </Entity> -
binaries/data/mods/public/simulation/templates/units/gaul_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/iber_cavalry_javelinist_a.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/iber_cavalry_javelinist_b"> 3 3 <Identity> 4 4 <Rank>Advanced</Rank> 5 5 </Identity> 6 6 <Promotion> 7 7 <Entity>units/iber_cavalry_javelinist_e</Entity> 8 8 </Promotion> 9 9 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/iber_cavalry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>iber</Civ> 5 5 <SelectionGroupName>units/iber_cavalry_javelinist_b</SelectionGroupName> 6 6 <SpecificName>Kantabriako Zaldun</SpecificName> 7 7 <Icon>units/iber_cavalry_javelinist.png</Icon> 8 8 </Identity> 9 9 <Promotion> 10 10 <Entity>units/iber_cavalry_javelinist_a</Entity> -
binaries/data/mods/public/simulation/templates/units/iber_cavalry_javelinist_e.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/iber_cavalry_javelinist_a"> 3 3 <Identity> 4 4 <Rank>Elite</Rank> 5 5 </Identity> 6 6 <Promotion disable=""/> 7 7 <VisualActor> 8 8 <Actor>units/iberians/cavalry_javelinist_e.xml</Actor> 9 9 </VisualActor> -
binaries/data/mods/public/simulation/templates/units/iber_cavalry_spearman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_spearman"> 3 3 <Identity> 4 4 <Civ>iber</Civ> 5 5 <SelectionGroupName>units/iber_cavalry_spearman_b</SelectionGroupName> 6 6 <SpecificName>Lantzari</SpecificName> 7 7 <Icon>units/iber_cavalry_spearman.png</Icon> 8 8 <History>Armed like the light infantry, Iberian cavalry were often pursued as mercenaries, especially by the Carthaginians. Mounted on excellent horses and wielding high-grade swords they were capable of taking on heavy or light cavalry. As with all Iberians armor was scarce, but they wore the ubiquitous sinew caps made famous by the peoples of the peninsula.</History> 9 9 <RequiredTechnology>phase_town</RequiredTechnology> 10 10 </Identity> -
binaries/data/mods/public/simulation/templates/units/iber_champion_cavalry_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/iber_champion_cavalry"> 3 3 <Identity> 4 4 <RequiredTechnology>unlock_champion_units</RequiredTechnology> 5 5 </Identity> 6 </Entity> 7 Pas de fin de ligne à la fin du fichier 6 </Entity> -
binaries/data/mods/public/simulation/templates/units/iber_champion_infantry.xml
2 2 <Entity parent="template_unit_champion_infantry_swordsman"> 3 3 <Identity> 4 4 <Civ>iber</Civ> 5 5 <SpecificName>Leial Ezpatari</SpecificName> 6 6 <Icon>units/iber_champion_infantry.png</Icon> 7 7 <SelectionGroupName>units/iber_champion_infantry</SelectionGroupName> 8 8 <History>The Devoted were war-hardened veterans of Iberian mercenaries hired out by foreign powers to fight in far-off conflicts. Fighting with and against diverse types of opponents, these men were deeply knowledgeable about various fighting styles and tactics. Once they had returned home from combat they were lavishly taken care of, rising to important positions in society.</History> 9 9 </Identity> 10 10 <VisualActor> 11 11 <Actor>units/iberians/champion_unit_1.xml</Actor> 12 12 </VisualActor> -
binaries/data/mods/public/simulation/templates/units/iber_champion_infantry_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/iber_champion_infantry"> 3 3 <Identity> 4 4 <RequiredTechnology>unlock_champion_units</RequiredTechnology> 5 5 </Identity> 6 </Entity> 7 Pas de fin de ligne à la fin du fichier 6 </Entity> -
binaries/data/mods/public/simulation/templates/units/iber_infantry_javelinist_b.xml
5 5 structures/iber_monument 6 6 </Entities> 7 7 </Builder> 8 8 <Identity> 9 9 <Civ>iber</Civ> 10 10 <SelectionGroupName>units/iber_infantry_javelinist_b</SelectionGroupName> 11 11 <SpecificName>Lusitano Ezpatari</SpecificName> 12 12 <History>Iberians, especially the Lusitanians, were good at ranged combat and ambushing enemy columns. They throw heavy iron javelins and sometimes even add burning pitch to them, making them good as a cheap siege weapon.</History> 13 13 <Icon>units/iber_infantry_javelinist.png</Icon> 14 14 </Identity> 15 15 <Promotion> 16 16 <Entity>units/iber_infantry_javelinist_a</Entity> 17 17 </Promotion> 18 18 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/iber_infantry_slinger_b.xml
5 5 structures/iber_monument 6 6 </Entities> 7 7 </Builder> 8 8 <Identity> 9 9 <Civ>iber</Civ> 10 10 <SelectionGroupName>units/iber_infantry_slinger_b</SelectionGroupName> 11 11 <SpecificName>Habailari</SpecificName> 12 12 <Icon>units/iber_infantry_slinger.png</Icon> 13 13 <History>Iberian slingers were the undisputed masters of the weapon and extracted a high toll of the enemy. Going into combat scantily clad at best, the slinger carried three slings tied around his waist, each of a different length allowing him to attack opponents from all ranges. Unlike other cultures, the Iberian slingers threw rocks instead of specially made lead shot.</History> 14 14 <RequiredTechnology>phase_town</RequiredTechnology> 15 15 </Identity> -
binaries/data/mods/public/simulation/templates/units/iber_infantry_spearman_b.xml
5 5 structures/iber_monument 6 6 </Entities> 7 7 </Builder> 8 8 <Identity> 9 9 <Civ>iber</Civ> 10 10 <SelectionGroupName>units/iber_infantry_spearman_b</SelectionGroupName> 11 11 <SpecificName>Ezkutari</SpecificName> 12 12 <Icon>units/iber_infantry_spearman.png</Icon> 13 13 <History>A long-bladed spear was a chief melee weapon of the Iberian infantry, often used after the javelins had been thrown. Typically carried by infantry known as scutarii for their long oval body shields, the spearmen would close in formation to attack their opponents. Usually lightly armored, they were quick and had a ferocious reputation.</History> 14 14 <RequiredTechnology>phase_town</RequiredTechnology> 15 15 </Identity> -
binaries/data/mods/public/simulation/templates/units/iber_infantry_swordsman_b.xml
5 5 structures/iber_monument 6 6 </Entities> 7 7 </Builder> 8 8 <Identity> 9 9 <Civ>iber</Civ> 10 10 <SelectionGroupName>units/iber_infantry_swordsman_b</SelectionGroupName> 11 11 <SpecificName>Ezpatari</SpecificName> 12 12 <Icon>units/iber_infantry_swordsman.png</Icon> 13 13 <History>The Iberians were master sword-smiths and the falcata was their greatest creation. Wielded by superb swordsmen equipped with light armor and a buckler known as a caetra, they caused untold carnage. Thanks to this Iberian infantry were fast and agile unlike many of their opponents and could bite hard when they attacked. Their skill with sword and buckler were legendary, allowing them to go toe-to-toe with heavy infantry.</History> 14 14 </Identity> 15 15 <Promotion> -
binaries/data/mods/public/simulation/templates/units/iber_support_female_citizen.xml
3 3 <Identity> 4 4 <Civ>iber</Civ> 5 5 <SpecificName>Emazteki</SpecificName> 6 6 <GenericName>Iberian Woman</GenericName> 7 7 <Icon>units/iber_support_female_citizen.png</Icon> 8 8 <SelectionGroupName>units/iber_support_female_citizen</SelectionGroupName> 9 9 <History>Iberian women were privileged members of society, equal in rank to men and superior in some areas. For instance a woman would inherit her father's wealth and then distribute it among male family members, in addition to finding wives for her brothers. Manual labor was a common activity, including farming and ditch digging, for which women received pay. Marriage and other commitments to individuals were fervently embraced by both genders. Iberian women were also capable of slaying their own children to prevent them from being captured.</History> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/iberians/female_citizen.xml</Actor> 13 13 </VisualActor> -
binaries/data/mods/public/simulation/templates/units/iber_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/iber_support_healer_b.xml
2 2 <Entity parent="template_unit_support_healer"> 3 3 <Identity> 4 4 <Civ>iber</Civ> 5 5 <Gender>female</Gender> 6 6 <SelectionGroupName>units/iber_support_healer_b</SelectionGroupName> 7 7 <GenericName>Priestess of Ataekina</GenericName> 8 8 <SpecificName>Emakumezko Apaiz de Ataekina</SpecificName> 9 9 <History>To the best of our knowledge, only one 'temple'-like structure has been found on the Iberian Peninsula dating from the times and the Iberians worshipped their pantheon of gods at small home altars; however, a very special sculptured head and torso was found in a farmer's field around the turn of the 20th century of a personage who was obviously someone of great substance. As the two principal gods, of the many worshipped, were male Endovellikos and female Ataekina, we thought it would be nice to adopt The Lady of Elche as our priestess-healer representing Ataekina. We know from archaeology and the Romans that Ataekina was associated with spring, the changing of seasons, and nature in general. Ataekina also seems to have been associated with the cycle of birth-death-rebirth.</History> 10 10 <Icon>units/iber_support_healer.png</Icon> 11 11 <Rank>Basic</Rank> 12 12 </Identity> -
binaries/data/mods/public/simulation/templates/units/mace_cavalry_javelinist_b.xml
2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Cost> 4 4 <Resources> 5 5 <food>50</food> 6 6 <wood>50</wood> 7 7 <metal>25</metal> 8 8 </Resources> 9 9 </Cost> 10 10 <Identity> 11 11 <Civ>mace</Civ> 12 12 <Lang>greek</Lang> 13 14 13 <SelectionGroupName>units/mace_cavalry_javelinist_b</SelectionGroupName> 14 <GenericName>Odrysian Skirmish Cavalry</GenericName> 15 15 <SpecificName>Hippakontistḕs Odrysós</SpecificName> 16 16 <History>Thracian cavalry skirmishers were recruited from the Odrysian tribe of central Thrace.</History> 17 17 <Icon>units/mace_cavalry_javelinist.png</Icon> 18 18 <RequiredTechnology>phase_town</RequiredTechnology> 19 19 </Identity> -
binaries/data/mods/public/simulation/templates/units/mace_champion_cavalry.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_cavalry_spearman"> 3 3 <Identity> 4 4 <Civ>mace</Civ> 5 5 <Lang>greek</Lang> 6 6 <GenericName>Companion Cavalry</GenericName> 7 7 <SpecificName>Hetaîros</SpecificName> 8 8 <History>The Hetairoi, or Companion cavalry, were a preferred general stand in Macedonian armies. Macedonian noblemen made up this elite cavalry unit, which was key to victory for Macedonian kings starting with Philip II, who increased their number from 600 to several thousand.</History> 9 9 <Icon>units/hele_champion_cavalry_mace.png</Icon> 10 10 <SelectionGroupName>units/mace_champion_cavalry</SelectionGroupName> 11 11 </Identity> 12 12 <VisualActor> 13 13 <Actor>units/macedonians/champion_cavalry.xml</Actor> 14 14 </VisualActor> 15 15 </Entity> -
binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_a.xml
5 5 <Lang>greek</Lang> 6 6 <GenericName>Macedonian Shield Bearer</GenericName> 7 7 <SpecificName>Hypaspistḗs</SpecificName> 8 8 <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> 9 9 <Icon>units/macedonian_hypaspist.png</Icon> 10 11 10 <SelectionGroupName>units/mace_champion_infantry_a</SelectionGroupName> 11 <RequiredTechnology>phase_city</RequiredTechnology> 12 12 </Identity> 13 13 <Promotion> 14 14 <Entity>units/mace_champion_infantry_e</Entity> 15 15 <RequiredXp>2000</RequiredXp> 16 16 </Promotion> -
binaries/data/mods/public/simulation/templates/units/mace_hero_alexander.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_hero_cavalry_swordsman"> 3 <Auras datatype="tokens">mace_hero_alexander</Auras>4 3 <Attack> 5 4 <Melee> 6 7 8 9 10 11 5 <Bonuses> 6 <Herocide> 7 <Classes>Hero</Classes> 8 <Multiplier>1.2</Multiplier> 9 </Herocide> 10 </Bonuses> 12 11 </Melee> 13 12 </Attack> 13 <Auras datatype="tokens">mace_hero_alexander</Auras> 14 14 <Cost> 15 15 <Resources> 16 16 <metal>300</metal> 17 17 </Resources> 18 18 </Cost> -
binaries/data/mods/public/simulation/templates/units/mace_hero_pyrrhus.xml
10 10 <Icon>units/mace_hero_pyrrhus.png</Icon> 11 11 </Identity> 12 12 <VisualActor> 13 13 <Actor>units/macedonians/pyrrhus_horse.xml</Actor> 14 14 </VisualActor> 15 </Entity> 16 Pas de fin de ligne à la fin du fichier 15 </Entity> -
binaries/data/mods/public/simulation/templates/units/mace_infantry_archer_b.xml
14 14 </Resources> 15 15 </Cost> 16 16 <Identity> 17 17 <Civ>mace</Civ> 18 18 <Lang>greek</Lang> 19 19 <SelectionGroupName>units/mace_infantry_archer_b</SelectionGroupName> 20 20 <GenericName>Cretan Mercenary Archer</GenericName> 21 21 <SpecificName>Toxótēs Krētikós</SpecificName> 22 22 <VisibleClasses datatype="tokens">Mercenary</VisibleClasses> 23 23 <History>Mercenary archers from the big island of Crete. They were widely regarded as the best archers in all of Hellas and had a long tradition of hiring themselves out to Hellenic states such as Athens for use aboard Triremes naval vessels. Alexander hired them to accompany him on his world conquest march and while in his service they dueled admirably with the greatly feared eastern archers.</History> 24 24 <Icon>units/hele_infantry_archer.png</Icon> -
binaries/data/mods/public/simulation/templates/units/mace_infantry_javelinist_b.xml
8 8 </Entities> 9 9 </Builder> 10 10 <Identity> 11 11 <Civ>mace</Civ> 12 12 <Lang>greek</Lang> 13 14 13 <SelectionGroupName>units/mace_infantry_javelinist_b</SelectionGroupName> 14 <GenericName>Agrianian Peltast</GenericName> 15 15 <SpecificName>Peltastḗs Agrías</SpecificName> 16 16 <History>Peltasts were javelinists originating in Thrace but their form of combat was widely copied by the Hellenes, Macedonians, and Persians. Equipped with a small oval or crescent shield, a peltast would charge at enemy formations whilst hurling his javelins then fall back to avoid close combat. They wore no armor and were at a significant disadvantage against heavy infantry and cavalry, relying on their speed and skill for survival. Agrianians are a Thracian tribe who sold their services to the Macedonians as mercenaries and added a much needed ranged and skirmishing ability to Macedonian armies.</History> 17 17 <Icon>units/mace_infantry_javelinist.png</Icon> 18 18 </Identity> 19 19 <Promotion> -
binaries/data/mods/public/simulation/templates/units/mace_infantry_pikeman_b.xml
9 9 </Builder> 10 10 <Identity> 11 11 <Civ>mace</Civ> 12 12 <Lang>greek</Lang> 13 13 <SelectionGroupName>units/mace_infantry_pikeman_b</SelectionGroupName> 14 14 <GenericName>Foot Companion</GenericName> 15 15 <SpecificName>Pezétairos</SpecificName> 16 16 <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> 17 17 <Icon>units/hele_champion_infantry_mace.png</Icon> 18 18 </Identity> 19 19 <Promotion> -
binaries/data/mods/public/simulation/templates/units/mace_ship_trireme.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_mechanical_ship_trireme"> 3 3 <Identity> 4 4 <Civ>mace</Civ> 5 5 <GenericName>Trireme</GenericName> 6 6 <SpecificName>Triḗrēs</SpecificName> 7 7 <History>The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Greek city-states. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen, plus twenty sailors and fourteen marines in Greek navies. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. A Trireme travelling from Athens to Mitylene in 427BC made the 350 kilometre trip in only 24 hours, averaging eight knots (14.6 km/h). The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.</History> 8 8 <Icon>units/hele_ship_trireme.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/mace_support_female_citizen.xml
4 4 <Civ>mace</Civ> 5 5 <SpecificName>Gýnē Makedonikḗ</SpecificName> 6 6 <GenericName>Macedonian Woman</GenericName> 7 7 <History>Macedonian women were mothers, first and foremost. They had few rights and a low station. Lower class women labored the land and, only when necessary, tended the family shop. Middle and upper class women were relegated almost exclusively to home life. Be that as it may, they were masters of the home and servants, their husbands often deferred to their wives in domestic matters. Some Macedonian women did wield uncommon influence in politics, the most famous being Olympias, mother of Alexander.</History> 8 8 <Icon>units/hele_support_female_citizen.png</Icon> 9 9 <SelectionGroupName>units/mace_support_female_citizen</SelectionGroupName> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/macedonians/female_citizen.xml</Actor> 13 13 </VisualActor> 14 14 </Entity> -
binaries/data/mods/public/simulation/templates/units/mace_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/maur_cavalry_javelinist_a.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_cavalry_javelinist_b"> 3 3 <Identity> 4 4 <Rank>Advanced</Rank> 5 5 </Identity> 6 6 <Promotion> 7 7 <Entity>units/maur_cavalry_javelinist_e</Entity> 8 8 </Promotion> 9 9 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/maur_cavalry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>maur</Civ> 5 5 <SelectionGroupName>units/maur_cavalry_javelinist_b</SelectionGroupName> 6 6 <GenericName>Indian Light Cavalry</GenericName> 7 7 <SpecificName>Ashwarohi</SpecificName> 8 8 <Icon>units/maur_cavalry_javelinist.png</Icon> 9 9 </Identity> 10 10 <Promotion> -
binaries/data/mods/public/simulation/templates/units/maur_cavalry_javelinist_e.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_cavalry_javelinist_a"> 3 3 <Identity> 4 4 <Rank>Elite</Rank> 5 5 </Identity> 6 6 <Promotion disable=""/> 7 7 <VisualActor> 8 8 <Actor>units/mauryans/cavalry_javelinist_e.xml</Actor> 9 9 </VisualActor> -
binaries/data/mods/public/simulation/templates/units/maur_cavalry_swordsman_a.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_cavalry_swordsman_b"> 3 3 <Identity> 4 4 <Rank>Advanced</Rank> 5 5 </Identity> 6 6 <Promotion> 7 7 <Entity>units/maur_cavalry_swordsman_e</Entity> 8 8 </Promotion> 9 9 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/maur_cavalry_swordsman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_swordsman"> 3 3 <Identity> 4 4 <Civ>maur</Civ> 5 5 <SelectionGroupName>units/maur_cavalry_swordsman_b</SelectionGroupName> 6 6 <GenericName>Indian Raiding Cavalry</GenericName> 7 7 <SpecificName>Aśvārohagaṇaḥ</SpecificName> 8 8 <Icon>units/maur_cavalry_swordsman.png</Icon> 9 9 <RequiredTechnology>phase_town</RequiredTechnology> 10 10 </Identity> -
binaries/data/mods/public/simulation/templates/units/maur_cavalry_swordsman_e.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_cavalry_swordsman_a"> 3 3 <Identity> 4 4 <Rank>Elite</Rank> 5 5 </Identity> 6 6 <Promotion disable=""/> 7 7 <VisualActor> 8 8 <Actor>units/mauryans/cavalry_swordsman_e.xml</Actor> 9 9 </VisualActor> -
binaries/data/mods/public/simulation/templates/units/maur_champion_chariot_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_champion_chariot"> 3 3 <Identity> 4 4 <RequiredTechnology>unlock_champion_units</RequiredTechnology> 5 5 </Identity> 6 </Entity> 7 Pas de fin de ligne à la fin du fichier 6 </Entity> -
binaries/data/mods/public/simulation/templates/units/maur_champion_infantry_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_champion_infantry"> 3 3 <Identity> 4 4 <RequiredTechnology>unlock_champion_units</RequiredTechnology> 5 5 </Identity> 6 </Entity> 7 Pas de fin de ligne à la fin du fichier 6 </Entity> -
binaries/data/mods/public/simulation/templates/units/maur_champion_maiden.xml
3 3 <Identity> 4 4 <Civ>maur</Civ> 5 5 <Gender>female</Gender> 6 6 <GenericName>Maiden Guard</GenericName> 7 7 <SpecificName>Visha Kanya</SpecificName> 8 8 <SelectionGroupName>units/maur_champion_maiden</SelectionGroupName> 9 9 <Icon>units/maur_champion_maiden.png</Icon> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/mauryans/champion_maiden_guard.xml</Actor> 13 13 </VisualActor> -
binaries/data/mods/public/simulation/templates/units/maur_champion_maiden_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_champion_maiden"> 3 3 <Identity> 4 4 <RequiredTechnology>unlock_champion_units</RequiredTechnology> 5 5 </Identity> 6 </Entity> 7 Pas de fin de ligne à la fin du fichier 6 </Entity> -
binaries/data/mods/public/simulation/templates/units/maur_elephant_archer_a.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_elephant_archer_b"> 3 3 <Identity> 4 4 <Rank>Advanced</Rank> 5 5 </Identity> 6 6 <Promotion> 7 7 <Entity>units/maur_elephant_archer_e</Entity> 8 8 </Promotion> 9 9 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/maur_elephant_archer_b.xml
5 5 </Attack> 6 6 <Footprint replace=""> 7 7 <Circle radius="3.5"/> 8 8 <Height>8.0</Height> 9 9 </Footprint> 10 <ResourceGatherer disable=""/>11 10 <Identity> 12 11 <Civ>maur</Civ> 13 12 <Classes datatype="tokens">Elephant</Classes> 14 13 <VisibleClasses datatype="tokens">-Cavalry</VisibleClasses> 15 14 <SelectionGroupName>units/maur_elephant_archer_b</SelectionGroupName> … … 19 18 <Tooltip>Can run amok.</Tooltip> 20 19 </Identity> 21 20 <Promotion> 22 21 <Entity>units/maur_elephant_archer_a</Entity> 23 22 </Promotion> 23 <ResourceGatherer disable=""/> 24 24 <Selectable> 25 25 <Overlay> 26 26 <Texture> 27 27 <MainTexture>circle/256x256.png</MainTexture> 28 28 <MainTextureMask>circle/256x256_mask.png</MainTextureMask> -
binaries/data/mods/public/simulation/templates/units/maur_elephant_archer_e.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/maur_elephant_archer_a"> 3 3 <Identity> 4 4 <Rank>Elite</Rank> 5 5 </Identity> 6 6 <Promotion disable=""/> 7 7 <VisualActor> 8 8 <Actor>units/mauryans/elephant_archer_e.xml</Actor> 9 9 </VisualActor> -
binaries/data/mods/public/simulation/templates/units/maur_infantry_archer_b.xml
7 7 structures/{civ}_wonder 8 8 </Entities> 9 9 </Builder> 10 10 <Identity> 11 11 <Civ>maur</Civ> 12 13 12 <SelectionGroupName>units/maur_infantry_archer_b</SelectionGroupName> 13 <GenericName>Longbowman</GenericName> 14 14 <SpecificName>Dhanurdhar</SpecificName> 15 15 <Icon>units/maur_infantry_archer.png</Icon> 16 16 </Identity> 17 17 <Promotion> 18 18 <Entity>units/maur_infantry_archer_a</Entity> -
binaries/data/mods/public/simulation/templates/units/maur_infantry_swordsman_b.xml
7 7 structures/{civ}_wonder 8 8 </Entities> 9 9 </Builder> 10 10 <Identity> 11 11 <Civ>maur</Civ> 12 12 <SelectionGroupName>units/maur_infantry_swordsman_b</SelectionGroupName> 13 13 <GenericName>Indian Swordsman</GenericName> 14 14 <SpecificName>Khadagdhari</SpecificName> 15 15 <Icon>units/maur_infantry_swordsman.png</Icon> 16 16 <RequiredTechnology>phase_town</RequiredTechnology> 17 17 </Identity> -
binaries/data/mods/public/simulation/templates/units/maur_ship_fishing.xml
4 4 <Square width="7.0" depth="17.0"/> 5 5 <Height>4.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>maur</Civ> 9 9 <GenericName>Fisherman</GenericName> 10 10 <SpecificName>Matsyapalak</SpecificName> 11 11 <Icon>units/maur_ship_fishing.png</Icon> 12 12 </Identity> 13 13 <VisualActor> 14 14 <Actor>structures/mauryans/fishing_ship.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/maur_ship_merchant.xml
4 4 <Square width="12.0" depth="28.0"/> 5 5 <Height>6.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>maur</Civ> 9 9 <GenericName>Trading Ship</GenericName> 10 10 <SpecificName>Vanijyik Nauka</SpecificName> 11 11 <Icon>units/maur_ship_merchant.png</Icon> 12 12 </Identity> 13 13 <VisualActor> 14 14 <Actor>structures/mauryans/merchant_ship.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/maur_support_female_citizen.xml
3 3 <Identity> 4 4 <Civ>maur</Civ> 5 5 <SpecificName>Naari</SpecificName> 6 6 <GenericName>Indian Woman</GenericName> 7 7 <Icon>units/maur_support_female_citizen.png</Icon> 8 8 <SelectionGroupName>units/maur_support_female_citizen</SelectionGroupName> 9 9 </Identity> 10 10 <VisualActor> 11 11 <Actor>units/mauryans/female_citizen.xml</Actor> 12 12 </VisualActor> 13 13 </Entity> -
binaries/data/mods/public/simulation/templates/units/maur_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/pers_arstibara.xml
2 2 <Entity parent="units/pers_champion_infantry"> 3 3 <Cost> 4 4 <BuildTime>5</BuildTime> 5 5 <Resources> 6 6 <wood>0</wood> 7 7 <metal>80</metal> 8 8 </Resources> 9 9 </Cost> 10 10 <Identity> 11 11 <Civ>pers</Civ> 12 12 <GenericName>Persian Apple Bearer</GenericName> -
binaries/data/mods/public/simulation/templates/units/pers_cavalry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>pers</Civ> 5 6 5 <SelectionGroupName>units/pers_cavalry_javelinist_b</SelectionGroupName> 6 <GenericName>Median Light Cavalry</GenericName> 7 7 <SpecificName>Mada Asabara</SpecificName> 8 8 <History>Just as the archers were the rock of the Persian infantry, the Persian cavalry was formed around the light cavalryman, or Asabari. Armed with javelins for long-ranged combat or close-quarter fighting, Asabari were also equipped with swords and axes. Since they were recruited from the upper classes many wore armor and helmets and their horses could also be fitted with light armor.</History> 9 9 <Icon>units/pers_cavalry_javelinist.png</Icon> 10 10 </Identity> 11 11 <Promotion> -
binaries/data/mods/public/simulation/templates/units/pers_cavalry_spearman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_spearman"> 3 3 <Identity> 4 4 <Civ>pers</Civ> 5 6 5 <SelectionGroupName>units/pers_cavalry_spearman_b</SelectionGroupName> 6 <GenericName>Cappadocian Cavalry</GenericName> 7 7 <SpecificName>Katpaduka Asabara</SpecificName> 8 8 <History>Heavily armed lancers later known as cataphracts were first developed by the Sarmatians from Central Asia. The Persians picked up the technique from other eastern peoples like the Massagetae and the Bactrians. Featuring a heavily armored rider armed with a long lance and even an armored horse, the Cataphracts were the first cavalry to physically crash into their opponents, a considerable feat when one knows that they rode without stirrups.</History> 9 9 <Icon>units/pers_cavalry_spearman.png</Icon> 10 10 <RequiredTechnology>phase_town</RequiredTechnology> 11 11 </Identity> -
binaries/data/mods/public/simulation/templates/units/pers_cavalry_swordsman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_swordsman"> 3 3 <Identity> 4 4 <Civ>pers</Civ> 5 6 5 <SelectionGroupName>units/pers_cavalry_swordsman_b</SelectionGroupName> 6 <GenericName>Hyrcanian Cavalry</GenericName> 7 7 <SpecificName>Varkaniya Asabara</SpecificName> 8 8 <History>The Hyrcanians were the light cavalry of the Achaemenid Great Kings. These men were of superb quality, and are mentioned in every major Persian campaign. Their homeland of Hyrcania bordering the Caspian Sea was both a lush fertile rain forest and foreboding mountain country.</History> 9 9 <Icon>units/pers_cavalry_swordsman.png</Icon> 10 10 <RequiredTechnology>phase_town</RequiredTechnology> 11 11 </Identity> -
binaries/data/mods/public/simulation/templates/units/pers_hero_xerxes.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_hero_infantry_archer"> 3 3 <Auras datatype="tokens">pers_hero_xerxes</Auras> 4 4 <Identity> 5 5 <Civ>pers</Civ> 6 6 <GenericName>Xerxes I</GenericName> 7 7 <SpecificName>Xsayarsa I</SpecificName> 8 8 <Icon>units/pers_hero_xerxes.png</Icon> 9 9 <History>(King, 485 BC - 465 BC) The son of Darius the Great and Atoosa, a daughter of Cyrus the Great, Xerxes was an able administrator, who also extended Imperial rule into Chorasmia. Apart from his failed invasion of Greece, he was famous for his extensive building program, especially at Persepolis.</History> 10 10 </Identity> 11 11 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/pers_infantry_archer_b.xml
9 9 structures/{civ}_wonder 10 10 </Entities> 11 11 </Builder> 12 12 <Identity> 13 13 <Civ>pers</Civ> 14 15 14 <SelectionGroupName>units/pers_infantry_archer_b</SelectionGroupName> 15 <GenericName>Sogdian Archer</GenericName> 16 16 <SpecificName>Sugda Vaçabara</SpecificName> 17 17 <Icon>units/pers_infantry_archer.png</Icon> 18 18 <History>Archers were the core of the Persian infantry, often going into battle with spearmen equipped with spara, whom they heavily outnumbered. Although powerful, the Persian recurved bow was cursed with light arrows that had trouble piercing the armor of heavily armed opponents. But the huge numbers loosed in each volley were more than enough to alarm even the most armored enemy.</History> 19 19 </Identity> 20 20 <Promotion> -
binaries/data/mods/public/simulation/templates/units/pers_infantry_javelinist_b.xml
9 9 structures/{civ}_wonder 10 10 </Entities> 11 11 </Builder> 12 12 <Identity> 13 13 <Civ>pers</Civ> 14 15 14 <SelectionGroupName>units/pers_infantry_javelinist_b</SelectionGroupName> 15 <GenericName>Anatolian Auxiliary</GenericName> 16 16 <SpecificName>Spardiya Takabara</SpecificName> 17 17 <History>Sparda was the name given to the Achaemenid satrapy in western Asia Minor that replaced the Kingdom of Lydia after the conquests of Cyrus. The peoples of Phrygia, Mysia, Paphlagonia, and Pisidia supplied the empire with much of its skirmish force during this period. Takabara was a blanket term used to describe the Achaemenid auxiliries and derived originally from the Iranian crescent shield. Javelin throwers were an important arm of the Persian infantry, giving added close range punch to the archers and able to close with the enemy if necessary.</History> 18 18 <Icon>units/pers_infantry_javelinist.png</Icon> 19 19 <RequiredTechnology>phase_town</RequiredTechnology> 20 20 </Identity> -
binaries/data/mods/public/simulation/templates/units/pers_ship_bireme.xml
4 4 <Square width="7.0" depth="37.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>pers</Civ> 9 9 <GenericName>Cypriot Galley</GenericName> 10 10 <SpecificName>Hamaraniyanava</SpecificName> 11 11 <History>Cypriot galleys comprised a substantial part of Xerxes' navy which invaded Greece in 480 BC. While generally considered inferior to the ships of the Phoenicians, these were still very good.</History> 12 12 <Icon>units/pers_ship_bireme.png</Icon> 13 13 </Identity> 14 14 <VisualActor> 15 15 <Actor>structures/persians/bireme.xml</Actor> 16 16 </VisualActor> 17 </Entity> 18 Pas de fin de ligne à la fin du fichier 17 </Entity> -
binaries/data/mods/public/simulation/templates/units/pers_ship_merchant.xml
4 4 <Square width="6.0" depth="25.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>pers</Civ> 9 9 <GenericName>Ionian Trade Ship</GenericName> 10 10 <SpecificName>Yaunash Nav</SpecificName> 11 11 <History>Phoenician merchant ship used by the persians for trading over sea.</History> 12 12 <Icon>units/pers_ship_merchant.png</Icon> 13 13 </Identity> 14 14 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/pers_ship_trireme.xml
4 4 <Square width="9.0" depth="42.0"/> 5 5 <Height>8.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>pers</Civ> 9 9 <GenericName>Phoenician Trireme</GenericName> 10 10 <SpecificName>Vazarka Hamaraniyanava</SpecificName> 11 11 <History>The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Persian Empire. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.</History> 12 12 <Icon>units/pers_ship_trireme.png</Icon> 13 13 </Identity> 14 14 <ProductionQueue> -
binaries/data/mods/public/simulation/templates/units/pers_support_female_citizen.xml
4 4 <Civ>pers</Civ> 5 5 <SpecificName>Banu Miyanrudani</SpecificName> 6 6 <GenericName>Mesopotamian Woman</GenericName> 7 7 <History>Persian women were fairly powerful during the reign of the Achaemenids, having substantial control over their future. A husband was not able to pawn his wife off to cover debts, nor was did he have control of her possessions. Persian women owned property and were quite active in their management of it, which could include female-induced divorce. Veiling had a long tradition in ancient Persia although it was only a sign of modesty and wealth among well-to-do women with none of the modern implications.</History> 8 8 <Icon>units/pers_support_female_citizen.png</Icon> 9 9 <SelectionGroupName>units/pers_support_female_citizen</SelectionGroupName> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/persians/female_citizen.xml</Actor> 13 13 </VisualActor> 14 14 </Entity> -
binaries/data/mods/public/simulation/templates/units/pers_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/ptol_champion_cavalry.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_cavalry_spearman"> 3 3 <Identity> 4 4 <Civ>ptol</Civ> 5 5 <GenericName>Royal Guard Cavalry</GenericName> 6 6 <SpecificName>Ágēma Basiléōs</SpecificName> 7 7 <Icon>units/ptol_champion_cavalry.png</Icon> 8 8 </Identity> 9 9 <VisualActor> 10 10 <Actor>units/ptolemies/champion_cavalry.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/ptol_champion_elephant.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_elephant_melee"> 3 3 <Identity> 4 4 <Civ>ptol</Civ> 5 5 <GenericName>Towered War Elephant</GenericName> 6 6 <SpecificName>Polémou Eléphantos</SpecificName> 7 7 <Icon>units/ptol_champion_elephant.png</Icon> 8 8 <History>The North African elephant was trained for war and used by the Ptolemaic dynasty of Egypt. Writing in the 2nd century BC, Polybius (The Histories; 5.83) described their inferiority in battle against the larger Indian elephants used by the Seleucid kings. A surviving Ptolemaic inscription enumerates three types of war elephant, the "Troglodytic" (probably Libyan), the "Ethiopian", and the "Indian" (Asian). The Ptolemaic king prides himself with being the first to tame the Ethiopian elephants, a stock which could be identical to one of the two extant African species. (source: Wikipedia)</History> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/ptol_infantry_javelinist_b.xml
8 8 structures/ptol_wonder 9 9 </Entities> 10 10 </Builder> 11 11 <Identity> 12 12 <Civ>ptol</Civ> 13 14 13 <SelectionGroupName>units/ptol_infantry_javelinist_b</SelectionGroupName> 14 <GenericName>Mercenary Thureos Skirmisher</GenericName> 15 15 <SpecificName>Thureophóros Akrobolistḗs</SpecificName> 16 16 <History>The thureophoroi (singular: thureophoros) was a type of infantry soldier, common in the 3rd to 1st century BCE, who carried a large oval shield called a thureos which had a type of metal strip boss and a central spine. They were armed with a long thrusting spear, javelins and a sword. They also usually wore an iron or bronze Macedonian helmet. The thureos was probably originally an adapted form of a Celtic shield. Thracian and Illyrian infantry probably adopted the shield before the Greeks. However it has been suggested that the thureos was brought to Greece after Pyrrhus of Epirus' campaigns in Italy, as his Oscan allies and Roman enemies used the scutum. Thureophoroi were a 3rd century development on the Peltast and wore no body armor, but did wear sturdy leather boots for quick movement. Thureophoroi could skirmish, as well as fight in a phalanx when necessary. They were often stationed on the flanks of the traditional pike phalanx as a flexible link between the heavier pikemen and the cavalry wings.</History> 17 17 <Icon>units/mace_infantry_javelinist.png</Icon> 18 18 <RequiredTechnology>phase_town</RequiredTechnology> 19 19 </Identity> -
binaries/data/mods/public/simulation/templates/units/ptol_infantry_pikeman_b.xml
9 9 </Entities> 10 10 </Builder> 11 11 <Identity> 12 12 <Civ>ptol</Civ> 13 13 <SelectionGroupName>units/ptol_infantry_pikeman_b</SelectionGroupName> 14 14 <GenericName>Egyptian Pikeman</GenericName> 15 15 <SpecificName>Phalaggomákhimos</SpecificName> 16 16 <History>When pressed hard by the fellow successor states, the Ptolemies of Egypt began to arm and train the Egyptian people in "Macedonian fashion." These levies of indigenous Egyptians were crucial in turning back the Seleucid tide at the Battle of Raphia, cementing nationalist pride and threatening the rule of the Ptolemies over their own kingdom.</History> 17 17 <Icon>units/ptol_infantry_spearman.png</Icon> 18 18 </Identity> 19 19 <Promotion> -
binaries/data/mods/public/simulation/templates/units/ptol_infantry_spearman_merc_b.xml
16 16 </Resources> 17 17 </Cost> 18 18 <Identity> 19 19 <Civ>ptol</Civ> 20 20 <SelectionGroupName>units/ptol_infantry_spearman_merc_b</SelectionGroupName> 21 21 <GenericName>Mercenary Thureos Spearman</GenericName> 22 22 <SpecificName>Thureophóros Misthophóros</SpecificName> 23 23 <VisibleClasses datatype="tokens">Mercenary</VisibleClasses> 24 24 <History>The thureophoroi (singular: thureophoros) was a type of infantry soldier, common in the 3rd to 1st century BC, who carried a large oval shield called a thureos which had a type of metal strip boss and a central spine. They were armed with a long thrusting spear, javelins and a sword. They also usually wore an iron or bronze Macedonian helmet. The thureos was probably originally an adapted form of a Celtic shield. Thracian and Illyrian infantry probably adopted the shield before the Greeks. However it has been suggested that the thureos was brought to Greece after Pyrrhus of Epirus' campaigns in Italy, as his Oscan allies and Roman enemies used the scutum. Thureophoroi were a 3rd century development on the Peltast and wore no body armor, but did wear sturdy leather boots for quick movement. Thureophoroi could skirmish, as well as fight in a phalanx when necessary. They were often stationed on the flanks of the traditional pike phalanx as a flexible link between the heavier pikemen and the cavalry wings.</History> 25 25 <Icon>units/sele_infantry_spearman_2.png</Icon> 26 26 </Identity> -
binaries/data/mods/public/simulation/templates/units/ptol_infantry_swordsman_merc_b.xml
9 9 </Entities> 10 10 </Builder> 11 11 <Cost> 12 12 <Resources> 13 13 <food>25</food> 14 14 <metal>50</metal> 15 15 </Resources> 16 16 </Cost> 17 17 <Identity> 18 18 <Civ>ptol</Civ> 19 19 <SelectionGroupName>units/ptol_infantry_swordsman_merc_b</SelectionGroupName> -
binaries/data/mods/public/simulation/templates/units/ptol_ship_bireme.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_mechanical_ship_bireme"> 3 3 <Identity> 4 4 <Civ>ptol</Civ> 5 5 <GenericName>Bireme</GenericName> 6 6 <SpecificName>Dierēs</SpecificName> 7 7 <History>The design of the bireme (or dieres in Greek) was modified from the penteconter, a ship that had only one set of oars on each side, the bireme having two sets of oars on each side.</History> 8 8 <Icon>units/ptol_ship_bireme.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/ptol_support_female_citizen.xml
4 4 <Civ>ptol</Civ> 5 5 <SpecificName>Gýnē Aigýptia</SpecificName> 6 6 <GenericName>Egyptian Woman</GenericName> 7 7 <History>Egyptian women of ancient times had legal and economic rights in parity with Egyptian men. They could own slaves and property and when wed to their husband they did not automatically become his property as was the case in many other ancient and modern cultures. It is interesting to note that when the Greco-Macedonians conquered Egypt in the 4th century B.C., Egyptian women continued to retain their liberal economic and legal rights while Greek women who also lived in Egypt were subject to the rule of traditional Greek law.</History> 8 8 <Icon>units/ptol_support_female_citizen.png</Icon> 9 9 <SelectionGroupName>units/ptol_support_female_citizen</SelectionGroupName> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/ptolemies/female_citizen.xml</Actor> 13 13 </VisualActor> 14 14 </Entity> -
binaries/data/mods/public/simulation/templates/units/ptol_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/ptol_support_healer_a.xml
4 4 <Rank>Advanced</Rank> 5 5 </Identity> 6 6 <Promotion> 7 7 <Entity>units/ptol_support_healer_e</Entity> 8 8 </Promotion> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/ptol_support_healer_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_support_healer"> 3 3 <Identity> 4 4 <Civ>ptol</Civ> 5 5 <SelectionGroupName>units/ptol_support_healer_b</SelectionGroupName> 6 6 <GenericName>Egyptian Priest</GenericName> 7 7 <SpecificName>Hiereús Aigýptios</SpecificName> 8 8 <Icon>units/hele_support_healer.png</Icon> 9 9 </Identity> 10 10 <Promotion> 11 11 <Entity>units/ptol_support_healer_a</Entity> -
binaries/data/mods/public/simulation/templates/units/rome_cavalry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>rome</Civ> 5 5 <Lang>latin</Lang> 6 6 <SelectionGroupName>units/rome_cavalry_javelinist_b</SelectionGroupName> 7 7 <GenericName>Italian Allied Cavalry</GenericName> 8 8 <SpecificName>Eques Socius</SpecificName> 9 9 <History>Rome's Italian allies frequently supplied Rome's armies with light cavalry, an arm in which Rome was often deficient. After the Social War concluded, all Italy became Roman citizens and thus could enroll into Roman army units. Upon the Marian Reforms, the role of the Italian allied cavalry was given to auxiliary units of Thracians, Numidians, Gauls and Germans.</History> 10 10 <Icon>units/hele_cavalry_javelinist.png</Icon> 11 11 <RequiredTechnology>phase_town</RequiredTechnology> 12 12 </Identity> 13 13 <Promotion> -
binaries/data/mods/public/simulation/templates/units/rome_cavalry_spearman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_melee_spearman"> 3 3 <Identity> 4 4 <Civ>rome</Civ> 5 5 <Lang>latin</Lang> 6 7 6 <SelectionGroupName>units/rome_cavalry_spearman_b</SelectionGroupName> 7 <GenericName>Roman Cavalry</GenericName> 8 8 <SpecificName>Eques Romanus</SpecificName> 9 9 <Icon>units/rome_cavalry_spearman.png</Icon> 10 10 <History>Equites were the elite of Roman society, the added wealth stemming from that position enabling them to obtain horses and therefore serve as cavalry. They were formed into units of 30, known as turmae, armored in chain mail and often wearing fashionable Hellenistic helmets. They used a spear for throwing or over arm stabbing as well as a shield and sword for close combat.</History> 11 11 </Identity> 12 12 <Promotion> -
binaries/data/mods/public/simulation/templates/units/rome_centurio_imperial.xml
9 9 <Max>140</Max> 10 10 </Health> 11 11 <Identity> 12 12 <Civ>rome</Civ> 13 13 <Lang>latin</Lang> 14 14 <GenericName>Roman Centurion</GenericName> 15 15 <SpecificName>Centurio Legionarius</SpecificName> 16 16 <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> 17 17 <Icon>units/rome_champion_legion_centurio.png</Icon> 18 18 </Identity> 19 19 <Promotion disable=""/> -
binaries/data/mods/public/simulation/templates/units/rome_champion_infantry.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_swordsman"> 3 3 <Identity> 4 4 <Civ>rome</Civ> 5 5 <Lang>latin</Lang> 6 6 <GenericName>Italic Heavy Infantry</GenericName> 7 7 <SpecificName>Extraordinarius</SpecificName> 8 8 <SelectionGroupName>units/rome_champion_infantry</SelectionGroupName> 9 9 <Icon>units/rome_champion_infantry.png</Icon> 10 10 <History>The Extraordinarii were best of the infantry fielded by Rome's Italic allies (the socii) that were picked out by the commanding Consul and served under him directly. They were charged with function of vanguard, rearguard, and bodyguard. In battle the Extraordinarii were expected to act as a special unit, to give the Consul additional tactical options.</History> 11 11 </Identity> 12 12 <VisualActor> 13 13 <Actor>units/romans/champion_unit_1.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/rome_champion_infantry_barracks.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="units/rome_champion_infantry"> 3 3 <Identity> 4 4 <RequiredTechnology>unlock_champion_units</RequiredTechnology> 5 5 <SelectionGroupName>units/rome_champion_infantry</SelectionGroupName> 6 6 </Identity> 7 </Entity> 8 Pas de fin de ligne à la fin du fichier 7 </Entity> -
binaries/data/mods/public/simulation/templates/units/rome_infantry_javelinist_b.xml
11 11 </Entities> 12 12 </Builder> 13 13 <Identity> 14 14 <Civ>rome</Civ> 15 15 <Lang>latin</Lang> 16 17 16 <SelectionGroupName>units/rome_infantry_javelinist_b</SelectionGroupName> 17 <GenericName>Roman Skirmisher</GenericName> 18 18 <SpecificName>Veles</SpecificName> 19 19 <Icon>units/rome_infantry_javelinist.png</Icon> 20 20 <History>The Velites (sing. Veles) were the light skirmish infantry of the Polybian legion. They were the younger men who could not afford hastatus equipment or boys too young to serve otherwise. They usually numbered 1200 men in squads of twenty assigned to the maniples of the Hastati, Principes, and Triarii. Their job was to harry the enemy lines before the heavy infantry engaged and to support the cavalry. </History> 21 21 </Identity> 22 22 <Promotion> -
binaries/data/mods/public/simulation/templates/units/rome_legionnaire_imperial.xml
6 6 </Melee> 7 7 </Attack> 8 8 <Identity> 9 9 <Civ>rome</Civ> 10 10 <Lang>latin</Lang> 11 11 <GenericName>Roman Legionnaire</GenericName> 12 12 <SpecificName>Legionarius Romanus</SpecificName> 13 13 <Icon>units/rome_champion_legion_imperial.png</Icon> 14 14 </Identity> 15 15 <Promotion> 16 16 <Entity>units/rome_centurio_imperial</Entity> -
binaries/data/mods/public/simulation/templates/units/rome_legionnaire_marian.xml
4 4 <Civ>rome</Civ> 5 5 <Lang>latin</Lang> 6 6 <GenericName>Marian Legionaire</GenericName> 7 7 <SpecificName>Marian Legionarius</SpecificName> 8 8 <Icon>units/rome_champion_legion_marian.png</Icon> 9 9 <SelectionGroupName>units/rome_legionnaire_marian</SelectionGroupName> 10 10 </Identity> 11 11 <Promotion> 12 12 <Entity>units/rome_legionnaire_imperial</Entity> 13 13 <RequiredXp>150</RequiredXp> 14 14 </Promotion> -
binaries/data/mods/public/simulation/templates/units/rome_mechanical_siege_onager_unpacked.xml
20 20 <Resources> 21 21 <wood>300</wood> 22 22 <stone>100</stone> 23 23 </Resources> 24 24 </Cost> 25 <Vision>26 <Range>88</Range>27 </Vision>28 <VisualActor>29 <Actor>units/romans/siege_onager.xml</Actor>30 </VisualActor>31 25 <UnitMotion> 32 26 <WalkSpeed>0.001</WalkSpeed> 33 27 <Run> 34 28 <Speed>0.001</Speed> 35 29 </Run> 36 30 </UnitMotion> 31 <Vision> 32 <Range>88</Range> 33 </Vision> 34 <VisualActor> 35 <Actor>units/romans/siege_onager.xml</Actor> 36 </VisualActor> 37 37 </Entity> -
binaries/data/mods/public/simulation/templates/units/rome_ship_quinquereme.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_mechanical_ship_quinquereme"> 3 3 <Identity> 4 4 <Civ>rome</Civ> 5 5 <SpecificName>Quinqueremis Romana</SpecificName> 6 6 <GenericName>Roman Quinquereme</GenericName> 7 7 <Icon>units/rome_ship_quinquereme.png</Icon> 8 8 </Identity> 9 9 <VisualActor> 10 10 <Actor>structures/romans/quinquereme.xml</Actor> 11 11 </VisualActor> -
binaries/data/mods/public/simulation/templates/units/rome_ship_trireme.xml
4 4 <Square width="10.0" depth="43.0"/> 5 5 </Footprint> 6 6 <Identity> 7 7 <Civ>rome</Civ> 8 8 <SpecificName>Triremis Romana</SpecificName> 9 9 <GenericName>Roman Trireme</GenericName> 10 10 <History>The Trireme was the most common warship of the Mediterranean – it was used by Phoenicians, Greeks, Carthaginians and Romans alike. The Romans were already using these vessels by the beginning of the Punic Wars, and underwent a number of modifications. These remain controversial, but it seems that Triremes remained the mainstay of the fleet for this era.</History> 11 11 <Icon>units/rome_ship_trireme.png</Icon> 12 12 </Identity> 13 13 <VisualActor> 14 14 <Actor>structures/romans/trireme.xml</Actor> -
binaries/data/mods/public/simulation/templates/units/rome_support_female_citizen.xml
4 4 <Civ>rome</Civ> 5 5 <Lang>latin</Lang> 6 6 <SpecificName>Romana</SpecificName> 7 7 <GenericName>Roman Woman</GenericName> 8 8 <Icon>units/rome_support_female_citizen.png</Icon> 9 9 <SelectionGroupName>units/rome_support_female_citizen</SelectionGroupName> 10 10 <History>Roman women in the Republic were in a similar state as their Greek counterparts. When a Roman woman married their dowry and property passed to their father-in-law, while she herself became the property of her husband. Their job was to raise the children and helping in farm work or running the family business. It was a sign of affluence when a man's wife did not have to work.</History> 11 11 </Identity> 12 12 <VisualActor> 13 13 <Actor>units/romans/female_citizen.xml</Actor> 14 14 </VisualActor> 15 </Entity> 16 Pas de fin de ligne à la fin du fichier 15 </Entity> -
binaries/data/mods/public/simulation/templates/units/rome_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/rome_support_healer_b.xml
2 2 <Entity parent="template_unit_support_healer"> 3 3 <Identity> 4 4 <Civ>rome</Civ> 5 5 <Lang>latin</Lang> 6 6 <SelectionGroupName>units/rome_support_healer_b</SelectionGroupName> 7 7 <GenericName>State Priest</GenericName> 8 8 <SpecificName>Pontifex Minor</SpecificName> 9 9 <History>During the Republic, the position of priest was elevated and required a lot of responsibilities, which is why priests were by no means chosen randomly. The position of Pontifex Maximus, the high priest of the Roman religion, was occupied by such prominent figures as Julius Caesar, Marcus Aemilius Lepidus and Augustus.</History> 10 10 <Icon>units/rome_support_healer.png</Icon> 11 11 <Rank>Basic</Rank> 12 12 </Identity> -
binaries/data/mods/public/simulation/templates/units/rome_support_trader.xml
5 5 <Height>3.0</Height> 6 6 </Footprint> 7 7 <Identity> 8 8 <Civ>rome</Civ> 9 9 <Lang>latin</Lang> 10 10 <GenericName>Plebeian Merchant</GenericName> 11 11 <SpecificName>Mercator Plebeius</SpecificName> 12 12 <History>Plebeians were the poor class in Roman society, underneath the patricians, often carrying out much local trading and business. While patricians financed large business ventures plebian merchants did the actual work. They traded far and wide, from Iberia to Syria, buying and selling everything from salt to wool to horses to metals to glass to slaves. Rome's extensive network of roads within Italy, many ports, and central location within the Mediterranean made it an ideal place to do business.</History> 13 13 <Icon>units/rome_support_trader.png</Icon> 14 14 </Identity> 15 15 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/sele_cavalry_javelinist.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>sele</Civ> 5 5 <Lang>greek</Lang> 6 6 <SelectionGroupName>units/sele_cavalry_javelinist</SelectionGroupName> 7 7 <GenericName>Militia Cavalry</GenericName> 8 8 <SpecificName>Hippakontistès Politès</SpecificName> 9 9 <History>Along with the citizen militia infantry there were also cavalry regiments of militia from the cities, known as Politikoi. The citizen cavalry was recruited from the richest citizens of the cities who did not hold the legal status of 'Macedonians'. Citizen cavalry of this sort are seen at the Daphne parade and, in this case, probably from Antioch and not collected from all the coastal cities. The Politikoi were probably not a unitary regiment of horse, but a collection of separate squadrons with each squadron having its own distinctive dress and equipment.</History> 10 10 <Icon>units/sele_cavalry_javelinist.png</Icon> 11 11 </Identity> -
binaries/data/mods/public/simulation/templates/units/sele_champion_elephant.xml
10 10 <RequiredTechnology>phase_city</RequiredTechnology> 11 11 </Identity> 12 12 <VisualActor> 13 13 <Actor>units/seleucids/champion_elephant.xml</Actor> 14 14 </VisualActor> 15 </Entity> 16 Pas de fin de ligne à la fin du fichier 15 </Entity> -
binaries/data/mods/public/simulation/templates/units/sele_champion_infantry_pikeman.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_pikeman"> 3 3 <Identity> 4 4 <Civ>sele</Civ> 5 5 <Lang>greek</Lang> 6 6 <GenericName>Silver Shield Pikeman</GenericName> 7 7 <SpecificName>Phalangitès Argyraspis</SpecificName> 8 8 <History>The 'Silver Shields' pike corps made up the infantry arm of the Royal Agema, or "guards." They were the élite infantry of the traditional Seleucid and Macedonian armies.</History> 9 9 <Icon>units/sele_champion_infantry_pikeman.png</Icon> 10 10 <RequiredTechnology>successors/unlock_traditional_army</RequiredTechnology> 11 11 </Identity> -
binaries/data/mods/public/simulation/templates/units/sele_champion_infantry_swordsman.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_swordsman"> 3 3 <Identity> 4 4 <Civ>sele</Civ> 5 5 <Lang>greek</Lang> 6 6 <GenericName>Romanized Heavy Swordsman</GenericName> 7 7 <SpecificName>Thorakitès Rhomaïkós</SpecificName> 8 8 <History>In 166 BC, at the Daphne Parade under Antiochus IV, the Argyraspides corps is only seen to be 5,000 strong. However 5,000 troops armed in the Roman fashion are present and they are described as being in the prime of their life, perhaps denoting their elite nature. It is possible that the missing 5,000 men of the Argyraspides were the 5,000 'Romanized' infantry marching alongside them. The training of a segment of the royal guard in 'Roman' methods was probably down to several factors. Firstly, Antiochus IV had spent part of his early life in Rome and had acquired rather an excessive admiration for Rome's power and methods. Secondly, the future wars that the Seleucids might be fighting would probably be in the Eastern satrapies against mobile enemies and other large areas of land. Training troops in this way would add to the overall efficiency and capability of the army and make it more maneuverable. Indeed, the 'Romanized' troops are seen facing the Maccabees at the Battle of Beth Zechariah in 162 BC. Thirdly, the defeat of the Macedonian Antigonids at the Battle of Pydna in 168 BC was a great culture shock, showing the complete destruction of the Macedonian military system at the hands of the Roman legion. It has been suggested that the fact that these 5,000 men are marching at the head of the army was meant to show Antiochus IV's intention of reforming the entire Seleucid army along Roman lines, though whether or not this complete reform actually took place is unknown. The true extent of the adoption of Roman techniques is unknown, some have suggested that the infantry are in fact more likely to be Thureophoroi or Thorakitai, troops armed with an oval shield of the Celtic type, a thrusting spear and javelins.</History> 9 9 <Icon>units/sele_champion_swordsman.png</Icon> 10 10 <RequiredTechnology>successors/unlock_reform_army</RequiredTechnology> 11 11 </Identity> -
binaries/data/mods/public/simulation/templates/units/sele_infantry_archer_merc_b.xml
8 8 </Entities> 9 9 </Builder> 10 10 <Identity> 11 11 <Civ>sele</Civ> 12 12 <Lang>greek</Lang> 13 13 <SelectionGroupName>units/sele_infantry_archer_merc_b</SelectionGroupName> 14 14 <GenericName>Syrian Archer</GenericName> 15 15 <SpecificName>Toxótēs Syrías</SpecificName> 16 16 <VisibleClasses datatype="tokens">Mercenary</VisibleClasses> 17 17 <History>Syrian archers mix the archery traditions of Crete with those of the East. Large numbers of Cretan colonists and mercenaries were settled within the borders of the Seleucid Empire. In return for lands, the colonists pledged themselves and their offspring to serve in the armies of the Seleucid king when called by him.</History> 18 18 <Icon>units/hele_infantry_archer.png</Icon> -
binaries/data/mods/public/simulation/templates/units/sele_infantry_javelinist_b.xml
8 8 </Entities> 9 9 </Builder> 10 10 <Identity> 11 11 <Civ>sele</Civ> 12 12 <Lang>greek</Lang> 13 14 13 <SelectionGroupName>units/sele_infantry_javelinist_b</SelectionGroupName> 14 <GenericName>Arab Javelineer</GenericName> 15 15 <SpecificName>Pezakontistès Aravikós</SpecificName> 16 16 <History>Arabic mercenaries were recruited in vast numbers by the Syrian kings. At the Battle of Raphia in 217 BC, the army of Antiochus III had within it a contingent of 10,000 Arab troops. These men acted as a screen for the Seleucid war elephants and were ferocious fighters, but were of dubious reliability and effectiveness.</History> 17 17 <Icon>units/pers_infantry_javelinist.png</Icon> 18 18 <RequiredTechnology>phase_village</RequiredTechnology> 19 19 </Identity> -
binaries/data/mods/public/simulation/templates/units/sele_infantry_pikeman_b.xml
9 9 </Builder> 10 10 <Identity> 11 11 <Civ>sele</Civ> 12 12 <Lang>greek</Lang> 13 13 <SelectionGroupName>units/sele_infantry_pikeman_b</SelectionGroupName> 14 14 <GenericName>Bronze Shield Pikeman</GenericName> 15 15 <SpecificName>Chalkaspides</SpecificName> 16 16 <History>The Seleucid phalanx was composed of three corps or regiments of pikemen - the Bronze Shields who were the youngest, the Gold Shields, and the Silver Shields who were the veterans who took the place of honor on the right flank of the phalanx.</History> 17 17 <Icon>units/sele_infantry_spearman.png</Icon> 18 18 </Identity> 19 19 <Promotion> -
binaries/data/mods/public/simulation/templates/units/sele_infantry_spearman_b.xml
9 9 </Builder> 10 10 <Identity> 11 11 <Civ>sele</Civ> 12 12 <Lang>greek</Lang> 13 13 <SelectionGroupName>units/sele_infantry_spearman_b</SelectionGroupName> 14 14 <GenericName>Militia Thureos Spearman</GenericName> 15 15 <SpecificName>Thureophóros Politès</SpecificName> 16 16 <History>The cities at the heart of the Seleucid realm, Syria, fielded their own citizen militia infantry, usually armed as thureophoroi, or medium infantry. In 148 BC at the Battle of Azotos against the Jewish Maccabees, the Seleucid army was called the 'Power of the Cities', due to the high proportion of citizen militia mobilized from the coastal cities of Syria. The thureophoroi (singular: thureophoros) was a type of infantry soldier, common in the 3rd to 1st century BCE, who carried a large oval shield called a thureos which had a type of metal strip boss and a central spine. They were armed with a long thrusting spear, javelins and a sword. They also usually wore an iron or bronze Macedonian helmet. The thureos was probably originally an adapted form of a Celtic shield. Thracian and Illyrian infantry probably adopted the shield before the Greeks. However it has been suggested that the thureos was brought to Greece after Pyrrhus of Epirus' campaigns in Italy, as his Oscan allies and Roman enemies used the scutum. Thureophoroi were a 3rd century development on the Peltast and wore no body armor, but did wear sturdy leather boots for quick movement. Thureophoroi could skirmish, as well as fight in a phalanx when necessary. They were often stationed on the flanks of the traditional pike phalanx as a flexible link between the heavier pikemen and the cavalry wings.</History> 17 17 <Icon>units/sele_infantry_spearman_2.png</Icon> 18 18 </Identity> 19 19 <Promotion> -
binaries/data/mods/public/simulation/templates/units/sele_ship_bireme.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_mechanical_ship_bireme"> 3 3 <Identity> 4 4 <Civ>sele</Civ> 5 5 <GenericName>Bireme</GenericName> 6 6 <SpecificName>Dierēs</SpecificName> 7 7 <History>The design of the bireme (or dieres in Greek) was modified from the penteconter, a ship that had only one set of oars on each side, the bireme having two sets of oars on each side.</History> 8 8 <Icon>units/ptol_ship_bireme.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/sele_support_female_citizen.xml
4 4 <Civ>sele</Civ> 5 5 <Lang>greek</Lang> 6 6 <SpecificName>Syrías Gýnē</SpecificName> 7 7 <GenericName>Syrian Woman</GenericName> 8 8 <Icon>units/sele_support_female.png</Icon> 9 9 <SelectionGroupName>units/sele_support_female_citizen</SelectionGroupName> 10 10 </Identity> 11 11 <VisualActor> 12 12 <Actor>units/seleucids/female_citizen.xml</Actor> 13 13 </VisualActor> 14 14 </Entity> -
binaries/data/mods/public/simulation/templates/units/sele_support_female_citizen_house.xml
4 4 <BuildTime>30</BuildTime> 5 5 </Cost> 6 6 <Identity> 7 7 <RequiredTechnology>unlock_females_house</RequiredTechnology> 8 8 </Identity> 9 </Entity> 10 Pas de fin de ligne à la fin du fichier 9 </Entity> -
binaries/data/mods/public/simulation/templates/units/spart_cavalry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_cavalry_ranged_javelinist"> 3 3 <Identity> 4 4 <Civ>spart</Civ> 5 5 <Lang>greek</Lang> 6 7 6 <SelectionGroupName>units/spart_cavalry_javelinist_b</SelectionGroupName> 7 <GenericName>Perioikoi Cavalryman</GenericName> 8 8 <SpecificName>Pródromos Perioïkós</SpecificName> 9 9 <History>Spartan scout cavalry, supplied by the Perioikoi, or middle-class of Spartan society. Good for hunting and harassing the enemy. The best such cavalry in Greece come from the pastoral territories of Thessaly. Spartan cavalry, though, was no to good.</History> 10 10 <Icon>units/spart_cavalry_javelinist.png</Icon> 11 11 </Identity> 12 12 <Promotion> -
binaries/data/mods/public/simulation/templates/units/spart_cavalry_spearman_b.xml
6 6 <SelectionGroupName>units/spart_cavalry_spearman_b</SelectionGroupName> 7 7 <GenericName>Allied Greek Cavalry</GenericName> 8 8 <SpecificName>Hippeús Symmakhikós</SpecificName> 9 9 <History>Sparta was not known for it's cavalry. In fact, to augment her weak Perioikoi cavalry, Sparta recruited cavalry from subject and allied Greek states. Cavalry were usually made up of the upper class since they were the only ones who could afford the breeding and caring for horses. Initially they were missile troops who avoided close combat, throwing javelins and thrusting spears at enemy troops. As with all ancient horsemen Greek cavalry did not have stirrups or a saddle.</History> 10 10 <Icon>units/spart_cavalry_spearman.png</Icon> 11 11 <RequiredTechnology>phase_town</RequiredTechnology> 12 12 </Identity> 13 13 <Promotion> 14 14 <Entity>units/spart_cavalry_spearman_a</Entity> 15 15 </Promotion> 16 16 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/spart_champion_infantry_pike.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_champion_infantry_pikeman"> 3 3 <Identity> 4 4 <Civ>spart</Civ> 5 5 <Lang>greek</Lang> 6 6 <GenericName>Spartan Pikeman</GenericName> 7 7 <SpecificName>Phalangites Spartiatis</SpecificName> 8 8 <History>The 3rd Century BC saw the brief rise of a resurgent Sparta. Eager to regain past glory, the Spartan kings Agis and Cleomenes briefly resurrected the ancient Spartan laws and nearly reconquered the Peloponnese. If not for the intervention of the Macedonians in both insurrections Sparta would have reigned victorious. This soldier here is a Spartan armed in the 'Macedonian fashion' with a small round pelta shield and the long Macedonian pike, or "Sarissa" for use in the Syntagma phalanx formation.</History> 9 9 <Icon>units/spart_champion_infantry_pike.png</Icon> 10 10 </Identity> 11 11 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/spart_champion_infantry_sword.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_infantry_melee_swordsman"> 3 3 <Builder> 4 4 <Entities datatype="tokens"> 5 5 structures/spart_syssiton 6 6 structures/spart_theatron 7 7 -structures/{civ}_wallset_stone 8 8 </Entities> 9 9 </Builder> 10 10 <Cost> … … 14 14 </Resources> 15 15 </Cost> 16 16 <Identity> 17 17 <Civ>spart</Civ> 18 18 <Lang>greek</Lang> 19 19 <GenericName>Skiritai Commando</GenericName> 20 20 <SpecificName>Ékdromos Skirítēs</SpecificName> 21 21 <Rank>Elite</Rank> 22 22 <History>Skiritae were some of the most reliable allied soldiers serving in the Spartan military. They always had the honor of remaining on the left flank of a Spartan phalanx and (Thucydides 5.67) were deployed to face the any problem which could come to bear the army. (Xenophon 4.2.1-4)</History> 23 23 <Icon>units/spart_champion_infantry_sword.png</Icon> 24 24 <RequiredTechnology>phase_town</RequiredTechnology> -
binaries/data/mods/public/simulation/templates/units/spart_hero_agis.xml
4 4 <Max>2000</Max> 5 5 </Health> 6 6 <Identity> 7 7 <Civ>spart</Civ> 8 8 <Lang>greek</Lang> 9 9 <GenericName>Agis III</GenericName> 10 10 <SpecificName>Agis</SpecificName> 11 11 <History>Agis III was the 20th Spartan king of the Eurypontid lineage. Agis cobbled together an alliance of Southern Greek states to fight off Macedonian hegemony while Alexander the Great was away in Asia on his conquest march. After securing Crete as a Spartan tributary, Agis then moved to besiege the city of Megalopolis in the Peloponnese, who was an ally of Macedon. Antipater, the Macedonian regent, lead an army to stop this new uprising. In the Battle of Megalopolis, the Macedonians prevailed in a long and bloody battle. Much like Leonidas 150 years earlier, instead of surrendering, Agis made a heroic final stand in order to buy time for his troops to retreat.</History> 12 12 <Icon>units/spart_hero_agis.png</Icon> 13 13 </Identity> 14 14 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/spart_hero_brasidas.xml
2 2 <Entity parent="template_unit_hero_infantry_swordsman"> 3 3 <Auras datatype="tokens">spart_hero_brasidas</Auras> 4 4 <Identity> 5 5 <Civ>spart</Civ> 6 6 <Lang>greek</Lang> 7 7 <GenericName>Brasidas</GenericName> 8 8 <SpecificName>Brasidas</SpecificName> 9 9 <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> 10 10 <Icon>units/spart_hero_brasidas.png</Icon> 11 11 </Identity> 12 12 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/spart_infantry_javelinist_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_infantry_ranged_javelinist"> 3 3 <Builder> 4 4 <Entities datatype="tokens"> 5 5 structures/spart_syssiton 6 6 structures/spart_theatron 7 7 structures/spart_royal_stoa 8 8 -structures/{civ}_wallset_stone 9 9 </Entities> 10 10 </Builder> -
binaries/data/mods/public/simulation/templates/units/spart_infantry_spearman_b.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_infantry_melee_spearman"> 3 3 <Builder> 4 4 <Entities datatype="tokens"> 5 5 structures/spart_syssiton 6 6 structures/spart_theatron 7 7 structures/spart_royal_stoa 8 8 -structures/{civ}_wallset_stone 9 9 </Entities> 10 10 </Builder> 11 11 <Identity> 12 12 <Civ>spart</Civ> 13 13 <Lang>greek</Lang> 14 14 <SelectionGroupName>units/spart_infantry_spearman_b</SelectionGroupName> 15 15 <GenericName>Perioikoi Hoplite</GenericName> 16 16 <SpecificName>Hoplítēs Períoikos</SpecificName> 17 17 <History>The basic unit of the Spartan army made up of middle-class men ("Perioikoi"). The Hoplite formed the core of any Greek army with the unique Phalanx formation ready to hold all potential attacks.</History> 18 18 <Icon>units/spart_infantry_spearman.png</Icon> 19 19 </Identity> 20 20 <Promotion> 21 21 <Entity>units/spart_infantry_spearman_a</Entity> -
binaries/data/mods/public/simulation/templates/units/spart_ship_trireme.xml
1 1 <?xml version="1.0" encoding="utf-8"?> 2 2 <Entity parent="template_unit_mechanical_ship_trireme"> 3 3 <Identity> 4 4 <Civ>spart</Civ> 5 5 <GenericName>Trireme</GenericName> 6 6 <SpecificName>Triḗrēs</SpecificName> 7 7 <History>The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Greek city-states. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen, plus twenty sailors and fourteen marines in Greek navies. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. A Trireme travelling from Athens to Mitylene in 427BC made the 350 kilometre trip in only 24 hours, averaging eight knots (14.6 km/h). The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.</History> 8 8 <Icon>units/hele_ship_trireme.png</Icon> 9 9 </Identity> 10 10 <VisualActor> -
binaries/data/mods/public/simulation/templates/units/spart_support_female_citizen.xml
29 29 <Icon>units/hele_support_female_citizen.png</Icon> 30 30 <SelectionGroupName>units/spart_support_female_citizen</SelectionGroupName> 31 31 </Identity> 32 32 <UnitAI> 33 33 <DefaultStance>standground</DefaultStance> 34 </UnitAI> 34 </UnitAI> 35 35 <VisualActor> 36 36 <Actor>units/spartans/female_citizen.xml</Actor> 37 37 </VisualActor> 38 38 </Entity> -
binaries/data/mods/public/simulation/templates/units/spart_support_healer_b.xml
12 12 <Entity>units/spart_support_healer_a</Entity> 13 13 </Promotion> 14 14 <VisualActor> 15 15 <Actor>units/spartans/healer.xml</Actor> 16 16 </VisualActor> 17 </Entity> 18 Pas de fin de ligne à la fin du fichier 17 </Entity>