Changes between Version 1 and Version 2 of Design_Document


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Timestamp:
Jun 15, 2009, 11:09:06 PM (15 years ago)
Author:
Erik Johansson
Comment:

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  • Design_Document

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    11= 0 A.D. Design Document =
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    16 == 0 A.D. - The Vision ==
     14[wiki:0AD_The_Vision 0 A.D. - The Vision]
    1715
    18 === THE VISION OF 0 A.D. ===
     16[wiki:Background:_Seasons Background: Seasons]
    1917
    20 ==== Our Creed ====
     18[wiki:Background:_Territories Background: Territories]
    2119
    22 0 A.D. is a historical (historically based) real time (non stop action) strategy (decisions affect the outcome, not chance) game (fun and enjoyable). I believe we say it best with the 0 A.D. creed:
     20[wiki:Background:_Weather Background: Weather]
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    24 '' It is a moment in time that never was. ''
    25 '' It is the spring of the world, and the dawn of history. ''
    26 '' It is a glimpse into an era when the empires of the world are at their zenith. ''
    27 '' It is but a breath of an age when mighty rulers wield rods of iron and brazen swords; ''
    28 '' to demonstrate that they are indeed the greatest ancient civilisation! ''
     22[wiki:Civ:_Carthaginians Civ: Carthaginians]
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    30 Let's break this creed down piece by piece.
     24[wiki:Civ:_Celts Civ: Celts (gauls, Britons)]
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    32 ''' It is a moment in time that never was. ''
     26[wiki:Civ:_Hellenes Civ: Hellenes (Poleis, Macedonian)]
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    34 It is important to note that "0 A.D." is a period in time that historically never actually existed. Historians go directly from 1 B.C. to 1 A.D. and skip over “0 A.D.” So, what are we saying? We are specifying that this time period is a fictional time period.
     28[wiki:Civ:_Iberians Civ: Iberians]
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    36 ''' It is the spring of the world, and the dawn of history. '''
     30[wiki:Civ:_Persians Civ: Persians]
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    38 History is defined as an account of a chronological chain of events. People started recording history during the time period of our game. It is this history that has been passed down to us, two millennia later. The western world as we know it was birthed during this time.
     32[wiki:Civ:_Romans_PreImp Civ: Romans (pre-imperial)]
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    40 The Roman historian Tacitus (55 - 120 A.D.) stated: “The principle office of history I take to be this: To prevent virtuous actions from being forgotten...”
     34[wiki:List:_Entities:_Nature:_Fauna List: Entities: Nature: Fauna]
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    42 This game reflects on the heroes that lived and conquered during the timeframe of our game. It tells their stories in a fun and entertaining way.
     36[wiki:List:_Entities:_Nature:_Fauna:_Cosmetic List: Entities: Nature: Fauna: Cosmetic]
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    44 ''' It is a glimpse into an era when the empires of the world are at their zenith. '''
     38[wiki:List:_Entities:_Nature:_Fauna:_Herd List: Entities: Nature: Fauna: Herd]
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    46 0 A.D. is a slice in time. Imagine if all the ancient worlds (at the peak of their civilisations) were pitted one against another. We are plucking major civilisations out of their linear timeframe and placing them in the slice of time, which is 0 A.D.
     40[wiki:List:_Entities:_Nature:_Fauna:_Hunt List: Entities: Nature: Fauna: Hunt]
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    48 ''' It is but a breath of an age when mighty rulers wield rods of iron and brazen swords; '''
     42[wiki:List:_Entities:_Nature:_Flora List: Entities: Nature: Flora]
    4943
    50 Combat in the game plays the major role. Economic and political roles take a back seat to strategic warfare. Are we glorifying war for entertainment purposes? Uh… Yep.
     44[wiki:List:_Entities:_Nature:_Flora:_Plants List: Entities: Nature: Flora: Plants]
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    52 ''' to demonstrate that they are indeed the greatest ancient civilisation! '''
     46[wiki:List:_Entities:_Nature:_Flora:_Trees List: Entities: Nature: Flora: Trees]
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    54 Out of the 12 civilisations, which is the best? Well, we don't know! That decision is put in the hands of the player. It is up to them to either recreate or rewrite history.
     48[wiki:List:_Entities:_Nature:_Geological List: Entities: Nature: Geological]
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    56 __2000 YEARS AGO__
     50[wiki:List:_Entities:_Nature:_Geological:_Minerals List: Entities: Nature: Geological: Minerals]
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    58 The game will draw people back 2000 years. This could be a bit difficult because nobody really knows for sure how things were exactly. Much information was lost during the dark ages. We are therefore basing most everything on what our historians have been able to dig up for us. We are taking a great effort to avoid stereotypical imagery and notions, in an effort to give our players a realistic world.
     52[wiki:List:_Entities:_Nature:_Geological:_Other List: Entities: Nature: Geological: Other]
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    60 As far as the look goes, our world will be a heightened representation of reality. Colours will be a bit more saturated, vegetation will slightly edenic, structures will appear in a liveable state, units will be battle-torn, and the resources will be bountiful. We will try to make it as pleasing to the eye as possible.
     54[wiki:List:_Entities:_Nature:_Special List: Entities: Nature: Special]
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    62 Sound will be critical. It will draw the player into the world to give the perception that they are actually there. Music will be epic, voices will hearken back to an ancient time, sound effects will bring the action to your home.
     56[wiki:List:_Entities:_Player:_Structures List: Entities: Player: Structures]
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    64 This game will make you (as a player) feel like you are in command of a civilisation. You make the decisions that will lead to their ultimate rise or demise.
     58[wiki:List:_Entities:_Player:_Infantry List: Entities: Player: Units 1 of 5 (Infantry)]
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    66 __Heart and Soul of 0 A.D.__
     60[wiki:List:_Entities:_Player:_Cavalry List: Entities: Player: Units 2 of 5 (Cavalry)]
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    68 If you strip down the project to its very basic core we are left with a 'game'. It all boils down to a competitive activity, with a set of rules in which players are engaged in a challenge that provides entertainment and amusement. Players will also be rewarded by successfully surpassing the challenges set before them.
     62[wiki:List:_Entities:_Player:_Support List: Entities: Player: Units 3 of 5 (Support)]
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    70 Competition can occur on two basic levels: Player vs. Player and Player vs. Computer. The Player vs. Player aspect will make it very important for the game to have a set of identities (civilisations) that are both balanced and unique. This will provide a multiplayer experience. Player vs. Computer will require us to have a deep and strategic understanding of our own game in order to provide a sufficient level of difficulty for the AI to simulate the actions and reactions of a human player. This will provide a single player experience.
     64[wiki:List:_Entities:_Player:_Siege List: Entities: Player: Units 4 of 5 (Siege)]
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    72 The rules of the game are intended to offer players a wide variety of choices to make. The more choices we allow, the greater the depth of strategy we can offer. It is important that the variety of choices is vast enough to allow the player to choose from an array of actions - each having a unique set of repercussions. The rules of the game will also have a historical basis that will establish it as the historical RTS that it is.
     66[wiki:List:_Entities:_Player:_Ships List: Entities: Player: Units 5 of 5 (Ships)]
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    74 Combat will be the focus of the competition. Economic and diplomatic actions will be used to forward militaristic actions. Every entity in the game will have a specific purpose and use. Much like in the game of chess, each piece on the board has a specific role in a game. Also like chess, a player who 'thinks ahead' and can 'set up' an opponent will benefit from such actions.
     68[wiki:List:_Maps:_Intro List: Maps: Intro]
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    76 This interactive/real-time contest should challenge the mind and avoid boring repetitive actions. Hopefully the player will view the following actions as fun:
    77  * A triumphant assault
    78  * Successfully repelling an attack
    79  * Creation of your base
    80  * Setting up your economy
    81  * Outwitting an opponent by using the correct tool for the job
    82  * Advancing your civilisation
    83  * A come-from-behind victory
    84  * Proper use of formation in a battle
    85  * Effective raiding
    86  * Acquiring territory
    87  * Recreation of history
    88  * Reversing history's outcome
    89  * Advancing a unit to a higher level of rank
    90  * Creating scenarios for others to play
    91  * Allying with another human player against a common enemy
     70[wiki:List:_Maps:_Polar List: Maps: Polar]
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    93 When a player is given an obstacle to overcome and they accomplish their goal, they should be rewarded. It will be the reward that encourages them to continue playing. The more they play, the more parts of the game they will 'unlock'.
     72[wiki:List:_Maps:_Tropic List: Maps: Tropic]
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    95 __A Responsibility__
     74[wiki:List:_Maps:_Types:_Alpine List: Maps: Types: Alpine]
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    97 Because we are in a unique position of engaging the minds of young adults, I believe it is our responsibility to portray the game world as true to history as possible. There are going to be many names/places/events that many people are not familiar with from the general education they receive at their schools.
     76[wiki:List:_Maps:_Types:_Desert List: Maps: Types: Desert]
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    99 Games in the past have been known to give faulty information that misleads people. I believe this is wrong. We have a duty to properly present the history of our game to our audience. Hopefully this will encourage and supplement their education.
     78[wiki:List:_Maps:_Types:_Mediterranean List: Maps: Types: Mediterranean]
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    101 As the philosopher George Santayana said, “Those who cannot remember the past are condemned to repeat it.”
     80[wiki:List:_Maps:_Types:_Savanna List: Maps: Types: Savanna]
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    103 __Snares__
     82[wiki:List:_Maps:_Types:_Semi-Arid List: Maps: Types: Semi-Arid]
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    105 It is very easy for a game to fall prey to many of the common mistakes that prove disastrous to the games in the RTS genre. We need to keep our guard up and avoid these pitfalls:
    106  * '''Fastest click wins''' - In many RTS games, it isn't the player with the most intelligence or the best strategy that wins, it's the player who A] knows the proper order of actions and B] carries them out the fastest. People that practice a general procedure that is usually rewarding and know keyboard shortcuts should be slightly advantaged, and they will still be required; but, the if the opponent recognises their 'cookie cutter' gameplay, they should easily be able to outwit them by identifying and countering the unoriginal/over-used tactics with an effective counteractive strategy.
    107  * '''Single path to victory''' - It seems to be a trend that games cater to a specific strategy that is frequently used to attain a victory. That could be rushing, turtling, booming, etc. We recognise these are valid ways to win a game, but we will attempt to not favour one over another. Players should be able to successfully use (and adapt/change) any strategy to achieve a victory.
    108  * '''Sneaky Tricks''' - Many games overlook some aspects of gameplay that are unintentionally (by the game designers) used to a player's advantage. Through many hours of gameplay testing, we need to identify and eliminate these tricks.
    109  * '''Frustration of Artificial Intelligence''' - It is important to minimise frustration when playing the game. I have lost count of the times I've screamed at the computer, “WHY DID ____ DO ____!” Whether its AI pathfinding or suicidal units, we need to minimise player frustration by rigorous AI testing.
    110  * '''Confusing UI''' - It is very important to avoid handicapping gameplay by making the user interface so complicated that people are not capable of doing what they want to do, and stop playing the game because they can't figure out how to control it. We to need promote an interface that can be easily picked up by our target audience. It is critical to pay special attention to other games in our genre from which we will be drawing players.
    111  * '''Repetition''' - If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring.
    112  * '''Overly Ambitious''' - I think it is very important for us to always remember that this is the first project we have ever done. Much of the knowledge we have gained is based on trial and error. We will probably continue to forge forward in this fashion. We need to understand our limits and avoid getting fixed on them. We should aim high, but not so high that our goals are unattainable.
     84[wiki:List:_Maps:_Types:_Special List: Maps: Types: Special]
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    114 __Why?__
     86[wiki:List:_Maps:_Types:_Steppe List: Maps: Types: Steppe]
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    116 What is in it for me? Why would someone play our game over another game? I think the largest factor in answering that question would be that the game is FREE. Perhaps not the best reason why people will play our game, but it should not be discredited.
     88[wiki:List:_Maps:_Types:_Temperate List: Maps: Types: Temperate]
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    118 I would love to have people say that the game had stunning graphics, a gripping storyline, and left players with a thirst for the game that could not be quenched, but that probably won't happen. As a realist I have come to grips with the fact that we are not able to compete with the professional game studios.
     90[wiki:XML:_Cliff XML: Cliff]
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    120 We can however do our best to include some features that will set us apart from the crowd and make 0 A.D. unique:
     92[wiki:XML:_Formation XML: Formation]
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    122  * '''Accurate History''' - All our content is validated by our History Department to ensure that it is true to source wherever possible (unless it negatively affects gameplay).
    123  * '''Citizen Soldiers''' - There will be no standard villager unit. Instead, regular infantry and cavalry have not only military capabilities, but also economic, making them substantially more versatile than in typical RTS games.
    124  * '''Unit Auto Upgrading''' - Citizen Soldiers will gain experience and automatically gain promotions. With each rank, they become stronger, and don a unique appearance.
    125  * '''Units on Structures''' - Some garrisoned units will be visible on the battlements of structures or the decks of ships, and capable of firing on opponents at range.
    126  * '''Realistic Ships''' - Ship gameplay will include a variety of new features, from a much larger scale, to ship capture, to sea rams, to a modular design that allows catapults to be stationed on the decks, and units to fire from the bows.
    127  * '''Excellent Moddability''' - Our aim is to make the game as data-driven as possible, and allow end-users to override that data, using custom independent mod packs, to have as much control over adding assets and editing existing content as our own scriptors. Savvy modders could potentially have all the necessary tools to program an entirely different game using our engine.
    128  * '''More Multiplayer modes''' - The host will have a wide variety of game types and features to tweak when creating a game session, permitting the kind of gameplay that he most enjoys.
    129  * '''Seasons''' - Over time, the environment will cycle through Spring, Summer, Autumn and Winter. Combined with the scenario's climate, rain and snow will fall with varying severity. Trees blaze into Autumn red or the fresh greenness of Spring, flowers bloom, and denuded husks of trees smother in the snow of Winter.
    130  * '''Provinces and Territories''' - In some game types, the map is subdivided into Provinces that must be captured and annexed into a player's territory in order to reap their valuable resources and construct forward bases in these areas. If the host wishes, a player's starting Territory can also be surrounded by attrition borders to reduce early rushes.
    131  * '''Real World Map Realism''' - Random Maps based upon geographical regions where the civilisations of the ancient world lived and 'died'. These will be generated with biome specific-to-location features that replicate (as best we have researched) the look and feel of the world as it existed 2,000 years ago. This provides for further player immersion into the game.
     94[wiki:XML:_Terrain XML: Terrain]
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    133 __RTS Genre__
    134 
    135 You're probably thinking, "Why is someone creating another RTS game?" Since we converted the 0 A.D. project from an Age of Kings modification project to a complete stand-alone game, we have grappled with this same question. If it is just another clone, what is the point? Hasn't the RTS genre reached its pinnacle? Isn't it time to move on?
    136 
    137 We are well aware of the issue of setting our project apart from being just 'another RTS clone' and are doing our best to define ourselves.
    138 
    139 The genre itself is moving in a different direction since its redefinition a few years ago with the newly discovered capabilities of 3D. Some have headed towards RPG (Role playing games), some towards FPS (First person shooter), and some towards TBS (Turn based strategy), and others towards RTT (Real time tactical).
    140 
    141 Developers do not seem to be content to further the traditional RTS in the same vein as Age of Empires, Command and Conquer, Red Alert, and Warcraft II. Though some are fleeing, we are going to stake a claim in the RTS genre. There is still much innovation to be made. This for us means:
    142 
    143 A.      Less tedious/mindless micro-management
    144 B.      More strategic thinking
    145 C.      Greater stress on planning, formations, and tactics
    146 D.      Choices, Choices, and more Choices
    147 E.      Enhancing the multiplayer experience
    148 
    149 Innovation (nowadays) is not “amazing 3D graphics” or “hundreds of units”. Those are now merely the standard by which an RTS is measured; a rite of passage. If that is all we can hope to attain, then it won't do us any good that the game is free; we would probably have to pay people to play it.
    150 
    151 So we set out to create our own game… It is a large task, but I am confident that our team is up to it. Are we worried that the game will not be original enough? Yes, we are. But, we are doing our best to ensure that it will be a product worthy of being called a 'game' and not just a clone.
    152 
    153 __A Comparison__
    154 
    155 If you were to compare our game to other games, how would it stack up? What would be familiar? Here is a rundown of commonalities with other games.
    156 
    157 Age of Empires - Historical era
    158 Age of Kings - Basic combat system
    159 Rise of Nations - Territories
    160 Generals - Ranks
    161 Warcraft III - Heroes
    162 Praetorians - Units in trees
    163 Knights of Honor - Units on structures
    164 Civilization - Technology 'tree'
    165 
    166 Our Audience
    167 
    168 The players we are targeting will likely have one of the following traits:
    169 An interest in our time period and/or civilisations
    170 Ancient warfare
    171 “Age of” gamers
    172 RTS buffs
    173 Map Makers
    174 Mod Makers
    175 Single Player campaign players
    176 Online Multiplayers
    177 LAN Partiers
    178 WFG Team
    179 
    180 The Wildfire Games team is an assembly of individuals with a large variance of location, experience, skills, and personalities. Together, as a team, we have united to partake in an experience that very few have successfully completed.
    181 
    182 There are many obstacles we must overcome if this game is to be completed:
    183 Virtual - We are a virtual team with no central office. All our communication is done via the internet.
    184 Hobbyist - None of us are doing this as a fully time job. We are not paid. This project comes secondary to work, school, and family.
    185 Inexperience - Very few of us have done this for a living. There are so many things we have to learn by trial and error.
    186 Expansive - RTS games are complex. The sheer volume of art, music, scripts, and code that needs to be created is a huge task, even for a professional development studio.
    187 Reward - The payoff for developing this game is not a salary. Many prospective staff members are turned off by the fact that we cannot offer monetary compensation.
    188 For our team, it will be an uphill battle. Though it will be difficult I am sure our team can rise to the challenge. Talent attracts talent, and we certainly have a lot of it. If we continue to surround ourselves with the best and the brightest we will surely maintain our potential for quality and excellence.
    189 
    190 
    191 Background: Seasons
    192 
    193 SEASONS
    194 
    195 Seasons impart an effect on the terrain, weather, and tree textures to add variety to the game's appearance.
    196 
    197 If seasons are enabled, after an amount of time has passed (as specified at session creation), a new season shall begin, continuing through an infinite cycle of Spring, Summer, Autumn, Winter. See GUI:Session Creation for details.
    198 
    199 Transition Effects
    200 
    201 The transition effect is introduced by a sound. This will be accompanied by particle effects and associated sound effects to signal that the season change has begun.
    202 
    203 Autumn => Winter: falling snow.
    204 Winter => Spring: falling rain.
    205 Spring => Summer: 'sun ray' light particles.
    206 Summer => Autumn: Blowing leaves and dust.
    207 
    208 Transition Texture Swaps
    209 
    210 Transition time takes one full minute.
    211 
    212 Textures begin their changes based on elevation (example: snow melts first in the lowlands).
    213 
    214 Texture swapping will occur when the camera is not watching. So as you scroll across the map, you will notice when you return, that some textures have been swapped. This is done to remove the need to create progressive 'steps' or fades in the textures.
    215 
    216 The transition is evenly spread out over the 2 seasons: 30 seconds before, and 30 afterwards.
    217 
    218 1. SEASON APPEARANCE
    219 
    220 * Spring:
    221 - Textures: New greens, yet more dreary than Summer. More mud, and wet.
    222 - Weather: Particle rain (occurrence depending on climate).
    223 - Transitional Effect: Colour changes to Summer Textures over 1 minute "transistion" period at the end of Spring.
    224 
    225 * Summer:
    226 - Textures: Floriferous. Deep saturated greens.
    227 - Weather: Particle rain (occurrence depending on climate).
    228 - Transitional Effect: Colour changes to Autumn Textures over 1 minute "transistion" period at the end of Summer.
    229 
    230 * Autumn:
    231 - Textures: Golden. Orange. Red. Brown. Dry, arid, and dirty/dusty.
    232 - Weather: Particle rain (occurrence depending on climate). Leaves overlay blown past in breeze.
    233 - Transitional Effect: Colour changes to Winter Textures over 1 minute "transistion" period at the end of Autumn. If possible, leaves drop from branches of deciduous trees during fade-out fade-in period and become part of the "duff" at the base of starkly denuded trees during the Winter Season (disappearing into it).
    234 
    235 * Winter:
    236 - Textures: Stark. Barren. Bluish tint, a 'cold' feel.
    237 - Weather: Snow and ice alpha transparency overlay terrain, and particle snow (occurrence depending on climate).
    238 - Transitional Effect: Colour changes to Spring Textures over 1 minute "transition" period at the end of Winter.
    239 
    240 2. SEASON EFFECTS
    241 
    242 Seasons are mainly a visual effect, with virtually no effect on gameplay (untill possibly Part II). There will be no interruption to resource gathering in Winter. Seasons and weather vary by biome, and a few map types are affected by the current season. See the different map types for details.
    243 
    244 3. SEASON RAMIFICATIONS
    245 
    246 Even in this truncated state, the Art Department will require a significant amount of effort to create the multiple texture types, and the Programming Department will need to write routines to create smooth transitions from season to season.
    247 
    248 Textures will requre at least 3 versions for most vegetation. Structures will require a seperate 'snow prop' that will 'turn on' when Winter rolls around.
    249 
    250 Snow textures will have progressive 'fades'. When the snow starts falling, the ground will be covered in 25% then 50% then 75% then 100% coverage. It starts at the greater elevations and then works its way to the cover the whole terrain. The melting process is another set of textures but runs in reverse.
    251 
    252 Snow textures are alpha overlays that are placed above the terrain, as a 'decal'. It is a totally seperate terrain mesh, due to the limitations of texture layers.
    253 
    254 Though it will not be easy, the Graphics Department is up to the task!
    255 
    256 
    257 Background: Territories
    258 
    259 CIVILISATION TERRITORIES
    260 
    261  
    262 
    263 PROVINCES
    264 
    265 When this game mode is enabled, every map will be comprised of a number of Provinces. That number is determined during game session creation.
    266 
    267 Every Province will have a Settlement in it that players may 'settle'. When a player takes that action, they effectively declare ownership of that Province; which adds the Province to the player's Territory.
    268 
    269 Ideally, the Provinces will be evenly sized and have roughly equal available resources. They will also follow natural boundaries such as forest lines, roads, rivers, islands, etc.
    270 
    271 SETTLEMENTS
    272 
    273 Each Province is centralised around that Province's Settlement. If no player controls the Settlement, it is owned by Gaia. That means there are no penalties for traversing across it and it is free to be taken by any player.
    274 
    275 To take control of a Province, construct a Civic Centre on its Settlement. Destroying an enemy Civic Centre will cause it to revert back to being a Settlement. Because Gaia now owns it, all bonuses and penalties to players in the Province are now null.
    276 
    277 Settlements are indicated on the Mini Map using a unique symbol.
    278 
    279 CIVIC CENTRES
    280 
    281 A player gains control of a Province by building a Civic Centre upon the site of the Settlement.
    282 
    283 In Territory game mode, this is the only way to build additional Civic Centres.
    284 
    285 Each player begins the game with control of one Province, via a "starting" Village Centre (unless he is playing the Nomadic game mode, in which case he will begin with only starting units and will first need to hunt down an available Settlement to build his first Civic Centre).
    286 
    287 Destroying an enemy Civic Centre reveals the Settlement at its foundation, allowing the player to build his own upon the site and seize control of the Province (any structures and units will still remain in the Province).
    288 
    289 BENEFITS OF CONTROLLING A PROVINCE
    290 The player sees no Shroud of Darkness in his own Provinces.
    291 Expanding his Territory allows the player to control more of the game map.
    292 - He cannot easily build structures on terrain unless he controls its Province.
    293 - He cannot gather from resource objects unless he controls their Province.
    294 Until the 'rush timer' has ticked down to zero, units will rapidly lose hitpoints whenever they are in an enemy's Province. (The starting time of the timer is specified at session creation.)
    295 Faster construction time: In situations where the player can build around existing buildings in a Province he doesn't own (see the next section), he cannot build as quickly in the other player's Province as he could in his own.
    296 Civic Centres increase population limit, so more units can be trained.
    297 All of the player's entities gain a bonus to their armour value as long as they are in one of his Provinces.
    298 STRUCTURES IN PROVINCES
    299 
    300 To repeat, one of the big advantages of owning a Province is that you can easily construct structures in that province. However this is not only way.
    301 
    302 Requirements to build:
    303 Build a Civic Centre on the Settlement
    304 This is your first initial step to construction of any structure in any Province.
    305 Capture a structure from the enemy
    306 If you cannot construct a structure and you really want to build a structure in that Province, another option is to weaken the enemy's structure to the point of capturablity. After it is captured you are capable of building structures in its proximity.
    307 Have a structure already built in the Province
    308 This is an issue when an enemy comes into your Province and destroys your Civic Centre. You are still able to build in this Province within the proximity of your existing structures.
    309 ALLIED PROVINCES
    310 
    311 A player may build defensive and military (but not economic) structures within a Province controlled by an ally.
    312 
    313 It is not permitted to seize ally-controlled Provinces unless the player destroys. If they take such an action, the player forfeits ownership of that province to their ally (or whoever builds on top of the settlement first).
    314 
    315 TERRITORIES
    316 
    317 A Territory is defined as a player's collection of Provinces.
    318 
    319 PROVINCIAL BORDERS
    320 
    321 The outer edges of the terrain a player controls will be marked on the Mini Map in such a way for the player to visualise ownership of that Province. It will also be encouraged to represent this on the game map.
    322 
    323 
    324 Background: Weather
    325 
    326 WEATHER
    327 
    328 Weather in the game will be 100% visual, with no impact on gameplay at all. The types of weather effects in the game will largely be based on the capabilities of the graphics engine, so this list may grow or shrink in the future.
    329 
    330 Also see the section on Weather in the "Atlas" Editor document for information on setting the attributes of weather effects, and the Seasons section of the DD for information about how weather effects are factored into seasons. Also see the section on Environmental Audio in the Audio DD for information on the sound effects associated with weather.
    331 
    332 1. RAIN
    333 
    334 Standard typical rain, as in water falling from clouds.
    335 
    336 Visual effects of Rain:
    337 - Rain Sprites.
    338 - Cloud decals (shadows).
    339 - Lighting adjustment.
    340 - Ripples.
    341 - Puddles?
    342 
    343 Rain will create sprites or "sheets" of rain falling down from the sky. If it's raining over water, ripple effects will be produced. When the the camera is zoomed in, raindrops will visibly hit the ground and make little splashes. This effect only occurs if the camera is zoomed in.
    344 
    345 Additionally, we might have 'cloud decals' over the terrain and structures; the cloud's shadows will accordingly drift and cloak objects and terrain in shadow. This will most likely be a very performance demanding effect so we might cut it or save it for the "high quality" options setting. Rain will only appear where there are cloud shadows on the terrain.
    346 
    347 Also, after a period of rain, puddles will appear where it's been raining a lot. Puddles are simple art objects that will already be available as objects in the Editor. They have a small watery texture on them (which doesn't move) along with vertex shaders (reflections) so that it can reflect stuff. If it's raining on top of puddles, they'll produce ripples just like when it rains over water.
    348 
    349 2. SNOW
    350 
    351 When it's cold, rain turns to snow - little white crystals floating down silently from the sky.
    352 
    353 Visual effects of Snow:
    354 - Snow sprites.
    355 - Fog.
    356 - Terrain and Object decals.
    357 
    358 Snow sprites will float down softly and silently (like real snow!). Depending on the density of snowfall, terrain, trees, structures or unit textures could be covered with snow using snow decals. Greater snow levels can also produce a slight fog effect.
    359 
    360 3. FOG
    361 
    362 Visual effects of Fog:
    363 - "Fog".
    364 - Light Glow.
    365 - Fog Objects.
    366 
    367 When it's foggy, a colourised atmosphere is added to the map. The player won't be able to see stuff in the distance as well (based on the fog depth).
    368 
    369 If there are any fires or other lights, a \"glow\" appears around them.
    370 
    371 Furthermore, when the fog is really dense, "fog objects" will appear. These are eyecandy objects already in the Editor. They are mobile clouds of particle fog. It'll make for some really nice looking dense fog.
    372 
    373 In the editor you can specify the amount of fog (how thick it is), the color of fog, it's density, and if you want it to create fog objects or not.
    374 
    375 4. STORM
    376 
    377 Visual effects of Storm:
    378 - [Everything included with Rain].
    379 - Lightning flashes.
    380 - Lightning.
    381 - Thunder sounds.
    382 
    383 This is similar to Rain, but the rain sprite animation is different and harder. Also there could be lightning and thunder sounds.
    384 
    385 
    386 Civ: Carthaginians
    387 
    388 CARTHAGINIAN CIVILISATION PROFILE
    389 
    390 by Ken Wood [aka Phoenix-TheRealDeal / tonto_real] Email: ken@0ad.wildfiregames.com. (Arizona, United States of America).
    391 
    392 Historical consultants, translators and contributors:
    393 * Professor Alejandro Carneiro [aka Piteas] (Classical & Antiquity Greco-Romano-Iberico History Studies) (Spain).
    394 * Aviv Sharon [aka Jeru] (Israel).
    395 
    396 Contributing concept artists: Antonio J. Flamas [aka ajflamas] (Spain); Aviv Sharon [aka Jeru] (Israel); Jason Bishop [aka Wijitmaker] (Washington, United States of America); Marco Giannini [aka Kellian] (Italy).
    397 
    398 
    399 
    400 "Dido building Carthage" (Turner) - the allegory is that she is seen in the clouds.
    401 
    402 UNIT DESCRIPTIONS
    403 
    404 ==INFANTRY==
    405 
    406 * Name: Iš Hérev Sakhír. (eesh HEH-rev sah-HEER) <means Celtic 'Gaesata' Mercenary Swordsman.>
    407 * Class: Swordsman.
    408 * Hacker Armament: Celtic Hallstatt 'La Tene' culture period long sword.
    409 * Appearance: See figure 2 in the reference picture below.
    410 - Garb: -
    411 - Helmet: -
    412 - Shield: -
    413 - Figure(s): -
    414 * History: Celts served as mercenaries in Carthaginian armies from the earliest times.
    415 * Garrison: 1.
    416 * Function: The iron of the sword was not of the best quality; the weapons had to be straightened after each good strike.
    417 * Special: -
    418 
    419 Reference Celtic Gaesata Mercenary Swordsman as figure 2.
    420 
    421 * Name: Iš Hanít Arukáh Meguyás. (eesh ha-NEET ah-roo-KAH meh-goo-YAHSS) <means: Liby-Phoenician Levy Long-Pikeman>
    422 * Class: Spearman.
    423 * Hacker Armament: Long Pike or Sarissa type spear.
    424 * Appearance: See figure 1 in reference picture below.
    425 - Garb: -
    426 - Helmet: -
    427 - Shield: -
    428 - Figure(s): -
    429 * History: Although the Liby-Phoenician soldiers were not themselves citizens of the city of Carthage, they were levied to the armies of Carthage from those Phoenician colonies of modern-day Tunisia and Libya that had been taken over by the Carthaginians upon the demise of the mother cities in the Levant. Those town and cities were not permitted to hold standing armies of their own, having instead to rely upon Carthage for leadership and defense.
    430 * Garrison: 1.
    431 * Function: -
    432 * Special: -
    433 
    434 Reference Liby-Phoenician Spearman is shown by the figure at the left in this drawing; the end of the pike is shown laying on the ground in the forefront.
    435 
    436 Relative length of the Long Pike or Sarissa is shown by the small figure in lower-right corner of this drawing.
    437 
    438 * Name: Iš Kidón Meguyás. (eesh kee-DOAN meh-goo-YAHSS) <means: Iberian Levy Javelinist>
    439 * Class: Javelinist.
    440 * Hacker Armament: Javelin (see below).
    441 * Appearance: Refer to figure 3 in the picture below but armed with the javelin carried by figure 2.
    442 - Garb: -
    443 - Helmet: -
    444 - Shield: -
    445 - Figure(s): -
    446 * History: Though initially mercenaries hired by the Carthaginians, once the Carthaginian expansion was made into large areas of the Iberian Peninsula, these soldiers became levies imposed by the Carthaginian generals on their "allies".
    447 * Garrison: 1.
    448 * Function: -
    449 * Special: -
    450 
    451 Reference for Iberian Levy Javelinist; use figure 3 armed with javelin of figure 2.
    452 
    453 * Name: Qašát. (kah-SHOT) <means: Mauritanian Levy Archer>
    454 * Class: Archer.
    455 * Hacker Armament: Bow.
    456 * Appearance:
    457 - Garb: No armour. Quiver of arrows.
    458 - Helmet: None.
    459 - Shield: None.
    460 - Figure(s): See reference image below.
    461 * History: The Mauritanians are said to have supplied good archers to the armies of Carthage.
    462 * Garrison: 1.
    463 * Function: Movement: Relatively faster than other Archers.
    464 * Special: -
    465 
    466 Reference drawing for Mauritanian Levy Archer.
    467 
    468 
    469 * Name: Qalá<sup>c</sup>. (ka-LA) <means: Balearic Levy Slinger>
    470 
    471 * Class: Slinger.
    472 * Hacker Armament: Three slings and sling bolt pouch; see concept drawing below.
    473 * Appearance:
    474 - Garb: Bare minimum (basic loincloth).
    475 - Helmet: None at any experience level.
    476 - Shield: None.
    477 - Figure(s): Barefoot, nothing on body to restrict movement; see concept drawing below.
    478 * History: The Balearic Slinger regiment was a levy from the islands that had been under control of Carthage from the 6th century BCE. They fired ceramic shot capable of punching through enemy shield and armour and dropping soldiers dead in their tracks. They carried 3 different slings of different lengths which were used to obtain range to target.
    479 * Garrison: 1.
    480 * Function: Rate of Fire: Fast. Movement: Fastest infantry unit in the game (very agile). Attack: Strongest slinger in the game (+1 more than Rhodian Slinger). Accuracy: High.
    481 * Special: -
    482 
    483 Balearic Levy Slinger - concept drawing by Marco Giannini (Italy).
    484 
    485 ==CAVALRY==
    486 
    487 * Name: Iš Hérev Rakhúv Meguyás. (eesh HEH-rev rah-HOOV meh-goo-YAHSS) <means: Iberian Levy Cavalry Falcata Swordsman>
    488 * Class: Cavalry Swordsman.
    489 * Hacker Armament: The 'Falcata' sword; see concept drawing below.
    490 * Appearance:
    491 - Garb: As depicted in the reference drawing for figure 1 and/or 3.
    492 - Helmet: None for basic unit.
    493 - Shield: Round smallish 'Caetra' shield common to many of the Iberian warriors having a central 'boss', usually of bronze or iron; though the shield was small it was also light and the Iberian units carrying it were very adept in moving it quickly about defensively.
    494 - Figure(s): See concept drawing below.
    495 - Mount: As shown in the reference drawing, figure 1.
    496 * History: Though initially mercenaries hired by the Carthaginians, once the Carthaginian expansion was made into large areas of the Iberian Peninsula, these soldiers became levies imposed by the Carthaginian generals on their "allies".
    497 * Garrison: 2.
    498 * Function: -
    499 * Special: -
    500 
    501 Reference drawing for Iberian Levy Cavalry Falcata Swordsman; use figure 1 armed with the sword at figure 3.
    502 
    503 * Name: Iš Rómah Rakhúv. (eesh ROW-mock rah-HOOV) <means: Italian Ally Cavalry Spearman>
    504 * Class: Cavalry Spearman.
    505 * Hacker Armament: Spear.
    506 * Appearance: Use the cavalryman figure in the reference drawing below as the basis for the unit.
    507 - Garb: -
    508 - Helmet: -
    509 - Shield: -
    510 - Figure(s): -
    511 - Mount: -
    512 * History: A number of the tribes, especially those of the southern Italian Peninsula, allied with Hannibal Barca during the 2nd Punic War. (The reference drawing is meant to be representative of those.)
    513 * Garrison: 2.
    514 * Function: -
    515 * Special: -
    516 
    517 Reference drawing for Italian Ally Cavalry Spearman (the mounted unit).
    518 
    519 * Name: Iš Kidón Rakhúv. (eesh KEE-doan rah-HOOV) <means: Numidian Ally Cavalry Javelinist>
    520 * Class: Cavalry Javelinist.
    521 * Hacker Armament: Javelin.
    522 * Appearance: See lower-left figure in the drawing below.
    523 - Garb: -
    524 - Helmet: -
    525 - Shield: -
    526 - Figure(s): -
    527 - Mount: -
    528 * History: Numidian Cavalry were known to be the fastest, most agile, in the ancient world; the riders rode without bridle or reins, steering their mount with knee pressure and body signals alone. They were the only cavalry that the Romans were unable to adequately deal with.
    529 * Garrison: 2.
    530 * Function: Movement: Fastest cavalry unit in the game.
    531 * Special: -
    532 
    533 Reference for Numidian Ally Cavalry Javelinist is at the lower-left in the drawing.
    534 
    535 ==SUPPORT UNITS==
    536 
    537 * Name: Ezrahít. (ez-rah-KEET) <means: Carthaginian Citizeness>
    538 * Class: Female Citizen.
    539 * Appearance:
    540 - Garb: Grecian female dress and hair style was based upon that of the Mauritanians as brought to them via the Phoenicians, thus passing through Carthage.
    541 - Helmet: No helmet per se, may or may not have headgear as depicted in concept drawings below.
    542 - Shield: None.
    543 - Figure(s): -
    544 * History: A no brainer.
    545 * Garrison: 1.
    546 * Function: -
    547 * Special: -
    548 
    549 Reconstructions of Greek women's dress styles originating in Mauritania via Carthage and/or other Phoenician trading centres.
    550 
    551 * Name: Kohénet. (ko-HEH-net) <means: Priestess of Baal Hammon & Tanit>
    552 * Class: Healer.
    553 * Appearance:
    554 - Garb: Use the reference drawing as a basis along with Greek-like dress shown just to the right of the hair-styles (above) in the foregoing reference drawing for the Carthaginian Citizeness.
    555 - Helmet: -
    556 - Shield: None.
    557 - Figure(s): -
    558 * History: Tanit (also spelled TINITH, TINNIT, or TINT), chief goddess of Carthage, equivalent of Astarte. Although she seems to have had some connection with the heavens, she was also a mother goddess, and fertility symbols often accompany representations of her. She was probably the consort of Baal Hammon (or Amon), the chief god of Carthage, and was often given the attribute "face of Baal." Although Tanit did not appear at Carthage before the 5th century BC, she soon eclipsed the more established cult of Baal Hammon and, in the Carthaginian area at least, was frequently listed before him on the monuments. In the worship of Tanit and Baal Hammon, children, probably firstborn, were sacrificed. Ample evidence of the practice has been found west of Carthage in the precinct of Tanit, where a tofet (a sanctuary for the sacrifice of children) was discovered. Tanit was also worshipped on Malta, Sardinia, and in Spain. There is no other reason for giving the Carthaginians a priestess instead of a priest in 0 A.D., although Tanit was the most popular of their two main gods with the people.
    559 * Garrison: 1.
    560 * Function: -
    561 * Special: -
    562 
    563 Marble bust of goddess Tanit (use as model for Priestess).
    564 
    565 * Name: Sohér. (so-HAIR) <means: Carthaginian Trader>
    566 * Class: Trader.
    567 * Appearance:
    568 - Garb: See the illustration reference drawing for the Carthaginian Merchantman, unit following; use the individual with the conical hat standing between two spearmen for the basis; mount the Trader upon a horse.
    569 - Helmet: Conical hat.
    570 - Shield: None.
    571 - Figure(s): See reference drawing for Merchantman for typical trader figures standing on beach in front of ship.
    572 - Mount: Horse.
    573 * History: ?
    574 * Garrison: 2.
    575 * Function: -
    576 * Special: -
    577 
    578 * Name: Iš Mishár. (eesh mees-HAR) <means: Carthaginian Merchantman>
    579 * Class: Merchantman.
    580 * Appearance:
    581 - Shell: The drawing below is the ship that I want modeled for the Carthaginian Merchantman (skinned differently also for the Iberians).
    582 - Helmet: -
    583 - Shield: None.
    584 - Figure(s): -
    585 * History: The entire purpose of the Phoenicians/Carthaginians was to conduct trade and commerce principally upon the sea (though not limited to that as far as Carthage was concerned).
    586 * Garrison: Cannot.
    587 * Function: Movement: Fastest Merchantman in the game.
    588 * Special: -
    589 
    590 Reference drawing for Carthaginian Merchantman and Carthaginian Trader.
    591 
    592 ==WAR SHIPS==
    593 
    594 * Name: Du-Mašót. (doo mah-SHOAT) <means: Carthaginian Bireme>
    595 * Class: Bireme.
    596 * Appearance:
    597 - Shell: See reference picture below.
    598 * History: The Phoenicians/Carthaginians were the first to develop 'bireme technology' by taking the pentakonter and 'cutting it in half' then stacking two rows of oarsmen tiered atop the other, producing a ship half the length that was more maneouvreable and faster in the water. The ram section at the bow was built to look like a sea monster swimming through the water in order to terrorise superstitious potential competitors. They were also fed tall tales of such denizens in a propaganda effort to mislead and frighten off others who might consider following them into unknown waters.
    599 * Garrison: Cannot.
    600 * Function: Fastest Bireme in the game.
    601 * Special: -
    602 
    603 Carthaginian Bireme.
    604 
    605 * Name: Tlat-Mašót. (tlat mah-SHOAT) <means: Carthaginian Trireme>
    606 * Class: Trireme.
    607 * Appearance:
    608 - Shell: See reference picture below, note ballista mounted on foredeck tower.
    609 * History: Triremes (and later Quinqueremes) were a longtime mainstay of the Phoenician/Carthaginian fleet that was the largest maintained on the Mediterranean Sea, also ranging out into the Atlantic as protection for its Merchantmen. The Athenian Greeks were the only ones to build a faster ship of this type.
    610 * Garrison: Cannot.
    611 * Function: Movement: 2nd fastest (after Athenians) of the Triremes.
    612 * Special: -
    613 
    614 Carthaginian Trireme.
    615 
    616 * Name: Haméš-Mašót. (ha-MESH mah-SHOAT) <means: Carthaginian Quinquereme>
    617 * Class: Quinquereme.
    618 * Appearance:
    619 - Shell: See reference picture below; mount onager atop cabin toward the stern poopdeck.
    620 * History: The Carthaginians were long in the forefront of ship technology, maintaining the largest fleet in the Mediterranean for centuries. Their Quinquereme was also the best on the water and essentially unchallengeable until the Romans built a Quinquereme largely from Carthaginian design (having 'captured' a grounded ship of its type) then later developed the corvus boarding ramp for it.
    621 * Garrison: Cannot.
    622 * Function: Movement: Fastest of the Quinqueremes. Very limited in number (probably through expense).
    623 * Special: -
    624 
    625 Carthaginian Quinquereme.
    626 
    627 ==SIEGE==
    628 
    629 * Name: Qatapúltah. <means: Carthaginian Onager>
    630 * Class: Onager.
    631 * Appearance:
    632 - Shell: See reference picture below.
    633 * History: The Carthaginians are known for having had many siege weapons.
    634 * Garrison: 3.
    635 * Function: -
    636 * Special: -
    637 
    638 Reference Onager.
    639 
    640 * Name: Balístra. <means: Carthaginian Ballista>
    641 * Class: Ballista.
    642 * Appearance:
    643 - Shell: See reference picture below.
    644 * History: The Carthaginians are known for having had many siege weapons.
    645 * Garrison: 3.
    646 * Function: -
    647 * Special: -
    648 
    649 Reference Ballista.
    650 
    651 ==SUPER UNITS==
    652 
    653 * Name: Qaçín. (kah-TSEEN) <means: Carthaginian Sacred Band Officer>
    654 * Class: Super Infantry Unit.
    655 * Hacker Armament: Special spear (looks like a 'standard').
    656 * Ranged Armament: None.
    657 * Appearance: As shown at figure 2 in the drawing below but dismounted.
    658 - Garb: -
    659 - Helmet: -
    660 - Shield: -
    661 - Figure(s): -
    662 * History: Sacred Band represented the group of Carthaginian Citizens that were especially trained to become the officers over all components of the army.
    663 * Garrison: 1.
    664 * Function: -
    665 * Special: Strong against Siege weapons, all Citizen Soldier units but additionally bonused against Infantry Swordsmen, Cavalry Swordsmen & Cavalry Spearman.
    666 
    667 Reference for Sacred Band Officer is the unit on the right; the "standard" appurtenances to his spear symbolically represent the Tanit, goddess of the Carthaginians. Thus his 'faith in her' makes him a super-strong fighting man.
    668 
    669 * Name: Pil Qrav. (peel krov) <means: Carthaginian War Elephant>
    670 * Class: Super Cavalry Unit.
    671 * Hacker Armament: Ram (Crushing impact tusk attack, effective against structures).
    672 * Ranged Armament: None.
    673 * Appearance:
    674 - Garb: -
    675 - Helmet: -
    676 - Shield: -
    677 - Figure(s): As rendered below but with an 'elephant rider' seated behind the head with no weapon other than a stave to drive the elephant.
    678 - Mount: The elephant.
    679 * History: The North African Forest Elephant, smaller than the Indian elephant and now extinct, was captured and trained by the Carthaginians as a "terror weapon".
    680 * Garrison: 3.
    681 * Function: Hitpoints: High. Movement: Slow.
    682 * Special:
    683 - Strong against siege weapons, all Citizen Soldier units and cavalry units of any kind (except other elephants). Weak against Infantry Spearmen (whom have the normal bonus to their AT against cavalry units).
    684 - "Damage Frenzy".
    685 - "Stench" Aura.
    686 - "Trample Damage" Aura.
    687 
    688 0 A.D. rendering of elephant by Jason Bishop (Washington, United States of America).
    689 
    690 Carthaginian War Elephants and riders.
    691 
    692 ==HEROES==
    693 
    694 * Name: Hannibal Barca.
    695 * Class: Hero1.
    696 * Hacker/Ranged Armament: Bow.
    697 * Appearance:
    698 - Garb: -
    699 - Helmet: -
    700 - Shield: -
    701 - Figure(s): See reference picture below.
    702 - Mount: Towered elephant.
    703 * History: ?
    704 * Garrison: 3.
    705 * Function: Attack: High. Range: High. Hitpoints: High.
    706 * Special:
    707 - "Hero" Aura TBD
    708 
    709 Hannibal Barca on his Indian War Elephant "Sara".
    710 
    711 Hannibal Barca on his Indian War Elephant "Sara" (closeup).
    712 
    713 * Name: Hamilcar Barca.
    714 * Class: Hero2.
    715 * Hacker/Ranged Armament: Javelin.
    716 * Appearance:
    717 - Garb: -
    718 - Helmet: -
    719 - Shield: -
    720 - Figure(s): See reference picture below.
    721 - Mount: Towered elephant.
    722 * History: ?
    723 * Garrison: 3.
    724 * Function: Attack: High. Range: High. Hitpoints: High.
    725 * Special:
    726 - "Hero" Aura TBD
    727 
    728 Hasdrubal Barca on his Indian War Elephant.
    729 
    730 * Name: Maharbal.
    731 * Class: Hero3.
    732 * Hacker/Ranged Armament: Spear.
    733 * Appearance:
    734 - Garb: -
    735 - Helmet: -
    736 - Shield: -
    737 - Figure(s): See reference picture below.
    738 - Mount: Horse.
    739 * 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."
    740 * Garrison: 2.
    741 * Function: Attack: High. Range: High. Hitpoints: High.
    742 * Special:
    743 - "Hero" Aura (+20% Cavalry AT)
    744 
    745 Concept reference for Carthaginian Cavalry Commander Maharbal.
    746 
    747 NEW UNIT TRAITS
    748 
    749 * Damage Frenzy: If the unit loses 75% of its hitpoints, it will randomly attack nearby units, friend or foe, other than Priestesses. This effect can only be overcome by restoring the unit's lost health.
    750 * "Stench" Aura: As with Persian camels, cavalry units are spooked by elephants, and prove less effective when in range of them.
    751 * "Trample Damage" Aura: As with Persian elephants, causes passive crush damage to nearby enemy units through trampling.
    752 
    753 CIV CENTRE UNITS
    754 
    755 * Melee Infantry: Liby-Phoenician Levy Long-Pikeman (Spearman).
    756 * Ranged Infantry: Balearic Levy Slinger (Slinger).
    757 * Cavalry: Numidian Ally Cavalry Javelinist (Cavalry Javelinist).
    758 
    759 FORBIDDEN CLASSES
    760 
    761 * Infantry Archer.
    762 * Cavalry Archer.
    763 * Ram (War Elephant serves as ram).
    764 
    765 STRUCTURE DESCRIPTIONS
    766 
    767 ==VILLAGE==
    768 
    769 * Name: Merkáz. (mare-CAUSE) <means: Civ Centre>
    770 * Class: Civ Centre.
    771 * History: Carthage!.
    772 
    773 Concept drawings by Aviv Sharon (Israel).
    774 
    775 Note: Object 1 is Baal-Hammon, Object 2 is Moloch-Baal sacrificial shrine (furnace in ‘abdomen’, Object 3 is Tanit.
    776 
    777 Virtual reconstruction of Carthage showing double harbour, civic centre, and fortress citadel - acropolis.
    778 
    779 * Name: Báyit. (BAyeet) <means: House>
    780 * Class: House.
    781 * History: Housing was generally built of ‘adobe’ or sandstone then plastered with stucco. Flat roofs predominate, few windows, arched doorways in evidence, kind of a blend of Achaemenian and Mediterranean styles with some tiled roofs. In the biggest cities, especially Carthage and such as Utica, housing was in flat-roofed structures rising as high as 6 and 7 stories (two-storied would be sufficient).
    782 
    783 Concept drawing by Nadav Halwany aka "Doodle", Haifa, Israel. Textured and rendered by The Chief.
    784 
    785 Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.
    786 
    787 Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.
    788 
    789 Modern housing somewhat appropriate to Carthaginian housing, except that exterior windows weren’t much in evidence; housing was built around central interior courtyards instead.
    790 
    791 Roman era Carthaginian house (tile roofed) mosaic patio.
    792 
    793 * Name: Ahuzáh. (ah-hoo-ZAH) <means: Carthaginian's Estate>
    794 * Class: Farm Centre.
    795 * History: Although there must have been many small farms as well, when the Carthaginians expanded into the hinterland, most farms and orchardist establishments were created by the wealthy segment of society that became known as the landowners, and the resulting estates were mostly worked by ‘almost enslaved’ Liby-Phoenicians, Numidians, and whomever they could get.
    796 
    797 Concept drawing by Antonio J. Flamas (Spain). NOTE Inset figure 1: this is the symbol for the goddess Tanit and should be somewhere visibly located on every Carthaginian structure with exception to Carthaginian City Wall and Wood Tower.
    798 
    799 * Name: Sadéh. (saw-DEH) <means: Field>
    800 * Class: Field.
    801 * History: ?.
    802 
    803 <no illustration yet available>
    804 
    805 * Name: Réfet. (REH-fet) <means: Corral>
    806 * Class: Corral.
    807 * History: ?.
    808 
    809 <no illustration yet available>
    810 
    811 * Name: Mehçabáh. (MEK-tsah-bah) <means: Resource Centre>
    812 * Class: Resource Centre.
    813 * History: ?.
    814 
    815 Concept drawing by Antonio J. Flamas (Spain).
    816 
    817 * Name: Migdál. (meeg-DOLL) <means: Wooden Tower>
    818 * Class: Scout Tower.
    819 * History: Possibly used as outposts.
    820 
    821 <no illustration yet available>
    822 
    823 * Name: Homáh. (ho-MAW) <means: Carthaginian City Wall>
    824 * Class: Wall.
    825 * 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.
    826 * Special:
    827 - Footprint: 2x4 base. 3 tile height for walls.
    828 
    829 Reference drawing shows the typical inner wall of three that has been excavated at Thapsus (in Tunisia). (Hollows shown below grade in the cut-a-way were for septic and effluent removal.)
    830 
    831 * Name: Migdál-shá<sup>c</sup>ar. (meeg-DOLL SHAW-arr) <means: Carthaginian Gatetower.>
    832 * Class: Wall Gate.
    833 * History: The tower sections constituted a 4th level where they rose up to provide even higher firing level platform than that of the top of the wall run.
    834 * Special:
    835 - Footprint: 4 tile height for tower.
    836 - Garrison: 10.
    837 - Elevation Bonus: +2 RA.
    838 - Auto-Gate: The tower is built at the auto-gate position (occupying 2 of the 4 tiles), and can be locked/unlocked as normal.
    839 
    840 (see Wall above for images)
    841 
    842 ==TOWN==
    843 
    844 * Name: Namél. (naw-MEL) <means: Port Centre>
    845 * Class: Port Centre.
    846 * History: The structure is based upon the centre ‘island’ of skidways and sheds (including shops and admiral’s headquarters) of the inner harbour constructed to house the war fleet of the Carthaginian navy at Carthage.
    847 
    848 Concept drawing by Aviv Sharon (Israel).
    849 
    850 Virtual reconstruction of inner port for warships at Cathage.
    851 
    852 * Name: Miqdáš. (meek-DOSH) <means: Temple>
    853 * Class: Health Centre.
    854 * History: Quite a few temples and altars were scattered about Carthinginians territory, given up to the worship of various gods in a pantheon that, regrettably, is mostly lost to time and destruction. The structure shown is one found just west of the Bagradas River on a tributary that was dedicated to a pantheon of gods ranging from traditional Phoencicio-Carthaginian to Egyptian and Hellenic. It was actually built of a golden-hued marble (some others from a pink-hued marble also famously quarried in the Carthaginian homeland). Note that Tanit and Baal-Haamon were the were the two principal gods worshipped by a population that was quite religious, therefore their ‘effigies’ should also appear on the façade of the temple or as statuary in front of it, perhaps flanking the entrance.
    855 
    856 Reconstruction of the Temple of Chimtou (it was constructed from ‘golden marble’ from the area of Chimtou in Tunisia (near Bagradas River valley).
    857 
    858 Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.
    859 
    860 Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.
    861 
    862 Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.
    863 
    864 Carthaginian Tanit symbol stone, national symbols on coin (Tanit is on the reverse below), and bas relief of god Baal-Hammon -- images that might be incorporated into Temple concept.
    865 
    866 * Name: Mahanéh. (maw-haw-NEH) <means: Military Centre>
    867 * Class: Military Centre.
    868 * History: Although the Carthaginians incorporated stables and barracks into their city walls, for gameplay purposes we use a Military Centre.
    869 
    870 Sketch of an Egyptian armoury by unknown author (from an old pre-0ad modpack) is suitable for this purpose.
    871 
    872 * Name: Šuq. (shouk) <means: Trade Centre>
    873 * Class: Trade Centre.
    874 * History: Trade centres were probably just big sheds or structures surrounding a ‘market’ area or in a wharf area of a port, but it is felt that the Achaemenian concept below will serve the purpose of the game admirably.
    875 
    876 Achaemenian motif concept drawing by Antonio J. Flamas (Spain).
    877 
    878 ==CITY==
    879 
    880 * Name: Meçudáh. (meh-tsoo-DAW) <means: Blockhouse Fort>
    881 * Class: Fortress.
    882 * History: The Carthaginians built a number of rather ‘monolithic’ blockhouse forts sited at critical locations in North Africa, sometimes also in conjunction with long lengths of wall intended to keep the wilder people of the desert to the south from freely ranging into the ‘civilised’ territories under their direct control.
    883 
    884 <no illustration yet available; I have, as yet, *no* idea what this thing should look like.>
    885 
    886 SPECIAL STRUCTURES
    887 
    888 (None)
    889 
    890 NEW STRUCTURE TRAITS
    891 
    892 See Wall and Wall Gate.
    893 
    894 FORBIDDEN STRUCTURES
    895 
    896 * Wall Tower (Wall Gate functions as both gate and tower).
    897 
    898 CIV BONUSES
    899 
    900 CB1
    901 Name: Triple Walls.
    902 History: Carthaginians built triple city walls.
    903 Effect: Carthaginian walls, gates, and towers have 3x hitpoints of a standard wall.
    904 
    905 CB2
    906 Name: Roundup.
    907 History: Not unlike the Iberian Peninsula, North Africa was known as ‘horse country’, capable of producing up to 100,000 new mounts each year. It was also the home of the North African Forest Elephant.
    908 Effect: Horses or elephants can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse and Elephant functions similarly to a relic as in AoK. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) or War Elephant Super Units is reduced by a fixed amount of –5% per animal corralled appropriate to kind.
    909 
    910 TEAM BONUS:
    911 
    912 TB1
    913 Name: Trademasters.
    914 History: The Phoenicians @#$% Carthaginians were broadly known as the greatest trading civilisation of the ancient and classical world.
    915 Effect: +33% trade profit ‘international’ routes.
    916 
    917 TECHNOLOGIES
    918 
    919 * Infantry: Average, except Balearic slingers strongest in the game.
    920 * Cavalry: Average, except Numidian cavalry javelinists fastest in the game.
    921 * Naval: Strong, also most ships are the fastest in the game.
    922 * Siege: Average, except no land ram, but War Elephant has a sieging capability.
    923 * Economy:
    924 - Farming: Strong, all standard including animal husbandry.
    925 - Mining: Average.
    926 - Lumbering: Average.
    927 - Hunting: Average.
    928 - Land Trade: Strong.
    929 - Naval Trade: Strong.
    930 * Architecture:
    931 - Defences: Average, except Carthaginian Wall strongest in the game.
    932 
    933 This map presents justification for Carthaginians having all farming, animal husbandry, and mineral mining technologies.
    934 
    935 SPECIAL TECHNOLOGIES
    936 
    937 ST1
    938 Name: Exploration.
    939 History: Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had ‘missions’ to everywhere.
    940 Effect: All hominid units +2 LOS.
    941 
    942 ST2
    943 Name: Colonisation.
    944 History: Carthaginians established many trading centres as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.
    945 Effect: BT –33% all buildings and structures.
    946 
    947 ====FOOTNOTES====
    948 
    949 Carthaginian Translation Table Reference by Aviv Sharon: http://0ad.wildfiregames.com/~art/jeru/car...anslations3.htm
    950 
    951 A Link to Punic names: http://www.barca.fsnet.co.uk/carthage-punic-names.htm
    952 
    953 
    954 Civ: Celts (gauls, Britons)
    955 
    956 CELTIC CIVILISATION PROFILE
    957 
    958 by Jason Bishop. Email: jason@0ad.wildfiregames.com and Anthony McKinley. Email: tlmis@hotmail.com.
    959 
    960 UNIT DESCRIPTIONS
    961 
    962 QUOTE
    963 Notes about appearances for all Celtic units:
    964 
    965 Clothing was checkered, speckled, striped, multi-coloured, plaid.
    966 
    967 Colours:
    968 Yellow/Black – Subjects.
    969 Grey/Brown/Red – Nobles.
    970 Purple/Blue – Kings.
    971 No more than one colour at a time – Slaves.
    972 
    973 ==INFANTRY==
    974 
    975 * Name: Gaesata
    976 * Class: Spearman.
    977 * Hacker Armament: Heavy Spear.
    978 * Appearance:
    979 - Garb:
    980 Basic – Shirtless with trousers.
    981 Advanced – Trousers and tunic (bright colours).
    982 Ultimate – Trousers (bright colours), shirt of mail.
    983 - Helmet:
    984 Basic – No helmet.
    985 Advanced – Limed spiky hair.
    986 Ultimate – Celtic helmet.
    987 - Shield:
    988 Basic – Oval.
    989 Advanced – Oval.
    990 Ultimate – Oval.
    991 - Figure(s): Use the tunic trousers model for basic and advanced, the armour trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck optional in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
    992 * History: The main weapon of most Celtic warriors was the spear. Spears came in great variety with many specialized heads for fighting various types of enemies, hunting, and parade decoration. A spearman in a Celtic society was not inherently low class though; spears were associated with numerous deities and heroes. Spearmen are noted several times of fighting in phalanxes and Celtic art depicts them sometimes standing in what would later be recognized as a shieldwall, probably for when they were holding a position.
    993 * Garrison: 1.
    994 * Function: -
    995 * Special: -
    996 
    997 http://0ad.wildfiregames.com/~art/history/...mages/ACB11.jpg
    998 
    999 * Name: Baguada
    1000 * Class: Javelinist.
    1001 * Ranged Armament: Light Spear.
    1002 * Appearance:
    1003 - Garb:
    1004 Basic – Trousers and tunic (earth tones).
    1005 Advanced – Trousers and tunic (bright colours).
    1006 Ultimate – Trousers only (bright colours).
    1007 - Helmet:
    1008 Basic – No helmet.
    1009 Advanced – Limed spiky hair.
    1010 Ultimate – Celtic helmet.
    1011 - Shield:
    1012 Basic – No shield.
    1013 Advanced – Round shield.
    1014 Ultimate – Oval shield.
    1015 - Figure(s): Use the tunic trousers model for basic and advanced, the shirtless trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck optional in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
    1016 * History: Baguada means 'geurilla'; an irregular combatant. Skirmishers, raiders, pirates, etc., would fit under such a designation. Such men were extremely common in Celtic armies. While positions were best held by dedicated spearmen standing in an ordered line and wall, the duty of softening an enemy, and even breaking weaker enemy positions, such as militia, would go to men carrying huge numbers of additional javelins. So many javelins did Celts bring with them, they were said in at least one instance in Galatia to 'charge following a black shadow so great sunlight is emptied from the sky', a poetic description of the enormous number of missiles they would put into the air preceding their main attack.
    1017 * Garrison: 1.
    1018 * Function: The mainstay of the Celtic military. Moderate Cost, faster than normal training time, moderate armour, above average movement rate, moderate offense.
    1019 * Special: -.
    1020 
    1021 http://0ad.wildfiregames.com/~art/history/...images/ACB4.jpg
    1022 
    1023 * Name: Iaosae
    1024 * Class: Slinger.
    1025 * Hacker Armament: Long knife or short sword
    1026 * Ranged Armament: Sling.
    1027 * Appearance:
    1028 - Garb:
    1029 Basic – Trousers only (earth tones).
    1030 Advanced – Trousers and tunic (bright colours).
    1031 Ultimate – Trousers and tunica with padded leather vest (bright colours).
    1032 - Helmet:
    1033 Basic – No helmet.
    1034 Advanced – Limed spiky hair.
    1035 Ultimate – Celtic helmet.
    1036 - Shield:
    1037 Basic – No shield.
    1038 Advanced – Small rectangular shield.
    1039 Ultimate – Round shield.
    1040 - Figure(s): Use the tunic trousers model for basic and advanced, the shirtless trousers model for the Ultimate. Face would have a large moustache or be clean shaved. Torc around neck in advanced and Ultimate. Barefoot at first, then shoes or boots. Basic could also have long hair.
    1041 * History: Sling bullets are found in enormous numbers in Celtic sites, made of lead, though clay bullets would also have been used. Slings figure prominently in Celtic myth, and were not associated with any sense of shame. To the contrary, the great skill needed to use a sling well was highly rewarded and favored, so they found much more use in Celtic society for a ranged weapon than bows, outside of specific tribes. The god Lugos, in Irish myth Lug, is associated closely with many weapons, among them his sling. Slings were the primary weapon of Celtic hunters as well. In battle, men with slings would mainly be of the middle class, so better equipped than most slingers in other societies for melee. However, the heavy lead bullets so common to them makes their range shorter than average, compensated for by the puncture power of well-made bullets.
    1042 * Garrison: 1.
    1043 * Function: Range of the Celtic military. Higher than normal cost for slingers, moderate armour, above average movement rate, good offense, but slightly shorter than average range. Should be less disadvantaged in a melee than equivalents, as Celtic slingers were typically semi-regular combatants.
    1044 * Special: -.
    1045 
    1046 ==CAVALRY==
    1047 
    1048 * Name: Epos
    1049 * Class: Cavalry Swordsman.
    1050 * Hacker Armament: Long Sword.
    1051 * Appearance:
    1052 - Garb:
    1053 Basic – Shirtless with trousers.
    1054 Advanced – Trousers and tunic (bright colours).
    1055 Ultimate – Trousers (bright colours), shirt of mail.
    1056 - Helmet:
    1057 Basic – No helmet.
    1058 Advanced – Limed spiky hair.
    1059 Ultimate – Celtic helmet.
    1060 - Shield:
    1061 Basic – Round.
    1062 Advanced – Round.
    1063 Ultimate – Round.
    1064 - Figure(s): Use the shirtless pants model for the basic, tunic trousers model for advanced, armor and trousers model for the Ultimate. Face would either be bearded or have a large moustache. Torc around neck in advanced and Ultimate. Soft leather shoes, not boots. Basic could also have long hair.
    1065 - Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
    1066 * History: Owning a horse was a sign of aristocracy. Although the primary unit in the Celtic army was the infantry, they had great respect for their horses. They honoured their speed and their bravery. They actually assigned two warriors to one horse. When one warrior was tired in battle, they would run back to camp and the other warrior would get on and go fight. Another method was to take their mount and tether it to a stake in the ground then go fight on foot and run back to their horse when they needed to flee. They fought as mercenaries in the Punic wars. Primarily used in ambushes and hit and run tactics. After the fall of Gaul, the Romans used the Gallic warriors and horses to greatly strengthen their army. - Only a minor change here; horse ownership was far more common than nobility. It's better to say aristocracy; not all Celtic aristocracy were nobles. Most were just very wealthy freemen, like powerful merchants or wealthy farmers with ignoble estates.
    1067 * Garrison: 2.
    1068 * Function: Average statistics, except slower speed – predecessor of the medieval knight.
    1069 * Special: Bonused vs. all infantry.
    1070 
    1071 http://0ad.wildfiregames.com/~art/history/...ges/ACR412.html
    1072 
    1073 * Name: Coun
    1074 * Class: Cavalry Spearman.
    1075 * Hacker Armament: Teeth.
    1076 * Appearance:
    1077 Basic - No collar.
    1078 Advanced - Spiked collar.
    1079 Ultimate - Spiked collar. Body paint.
    1080 - Figure(s): Mastiff - Dog.
    1081 * History: Dogs in Celtic warfare varied in breed and size, but were of key use to Celts, especially in intertribal war, or warring with neighboring Germans. Most famous were the great mastiffs of Britain, eventually adopted by the Romans as a means to replace Molossian hounds and other such animals. To Celts, these animals were used to flush out ambushers, or disorder an enemy line, or run down missile troops, who could not run faster than the animals.
    1082 * Garrison: 2.
    1083 * Function: Fast moving unit. Cheap. Does well against cavalry.
    1084 * Special: Not able to capture female villagers. Bonused vs. wild animals.
    1085 
    1086 http://images.google.com/images?sourceid=n...UTF-8&q=mastiff
    1087 
    1088 * Name: Marcos
    1089 * Class: Cavalry Javelinist.
    1090 * Ranged Armament: Light Spear.
    1091 * Appearance:
    1092 - Garb:
    1093 Basic – Shirtless with trousers.
    1094 Advanced – Trousers and tunic (bright colours).
    1095 Ultimate – Trousers (bright colours), shirt of mail.
    1096 - Helmet:
    1097 Basic – No helmet.
    1098 Advanced – Limed spiky hair.
    1099 Ultimate – Celtic helmet.
    1100 - Shield:
    1101 Basic – Round.
    1102 Advanced – Round.
    1103 Ultimate – Hex Dip.
    1104 - Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
    1105 * History: Celtic horsemen drawn from the lower classes or non-aristocratic warriors were usually not expected to engage in a direct melee while mounted. They would be used to harass enemy columns on the move, supply lines, or foragers, to hamstring enemy movements. This was shown to great effect against Julius Caesar in Britain, where the light British horsemen would harass his operations to forage and his supply. With his own Gallic horsemen stuck in Gaul due to weather, he could not effectively chase them off or prove much threat to these harriers. Their prime use, as such, is hit-and-run attacks, softening an enemy position for superior cavalry and infantry assaults.
    1106 * Garrison: 2.
    1107 * Function: Ranged cavalry unit.
    1108 * Special: -
    1109 http://0ad.wildfiregames.com/~art/history/...ia_celtas2.html
    1110 
    1111 ==SUPPORT UNITS==
    1112 
    1113 * Name: Bodu
    1114 * Class: Female Citizen.
    1115 * Armament: None.
    1116 * Appearance:
    1117 - Garb: See image below.
    1118 - Helmet: N/A.
    1119 - Shield: N/A.
    1120 - Figure(s): See image below.
    1121 * History: Being a woman in Celtic society was remarkable better than any other social society at this time. Women were viewed largely as equals to men. The woman had control over every piece of property she owned as she came into marriage. If a man was a noble or king, it was also not uncommon for women to take leadership positions if the husband died. Celtic women were said to be fair to look upon, but also as strong as their husbands. Celtic men wealthy enough could have several 'wives', but only he and his 'chosen' wife held duties and rights. For example, children from any secondary spouse were cared for by the husband and his first wife, and the actual blood mother had no legal obligation to the child, since it was considered born of the union of the first two. - Mainly cut some things and modified stuff. Popular myth is that they ran homelife or that bloodlines went through them. The first, we have no proof of, but some to contrary. The second is flatly a myth; the only place among Celts we know bloodlines went through women was in Caledonia (and later, only in deciding lines of Scottish high kings in matrialinical tanistry; the lower kings (Mormaers) used traditional Irish succession, which was patrialinical tanistry). Elsewhere, patrialinical succession was used. Also added a bit on Celtic polygamy (though not everything I could; they had very complicated marriage laws).
    1122 * Garrison: 1.
    1123 * Function: -
    1124 * Special: Harder to capture.
    1125 
    1126 http://0ad.wildfiregames.com/~art/history/...ges/ladie1.html
    1127 http://0ad.wildfiregames.com/~art/history/...eltfemales.html
    1128 
    1129 * Name: Druides
    1130 * Class: Healer.
    1131 * Appearance:
    1132 - Garb: White long tunic – with ornamental trim.
    1133 - Helmet: N/A.
    1134 - Shield: N/A.
    1135 - Figure(s): Should have an older appearance, staff in hand – Possibly add a hood (see image below).
    1136 * History: A druid may be one of many different professions; priest, historian, lawyer, judges, teachers, philosophers, poets, composers, musicians, astronomers, prophets, councillors, high craftsmen like a blacksmith, the classes of the 'men of art', and sometimes kings, chieftains, or other politicians. Druids were very hierarchal, with classes and ranks based on the length of their education and what fields they practiced. They learned their trades through mnemonics by way of poetry and songs, as writing was rarely used by Celts outside of prayers on votive objects, or lists of names for migratory records.
    1137 * Garrison: 1.
    1138 * Function: Medic.
    1139 * Special: -
    1140 
    1141 http://0ad.wildfiregames.com/~art/history/.../celtdruid.html
    1142 http://0ad.wildfiregames.com/~art/history/...aenula1jpg.html
    1143 
    1144 * Name: Reros
    1145 * Class: Trader.
    1146 * Appearance:
    1147 - Garb: See below.
    1148 - Helmet: N/A.
    1149 - Shield: N/A.
    1150 - Figure(s): See below.
    1151 - Mount: That guy below would be walking beside a pack horse.
    1152 * History: Celtic merchants possessed a high place in society. While mainly ignoble, the very successful merchants often had a level of wealth that could challenge that of lower nobility. Many even had small private militias to defend their shops. Celtic merchants reached as far as India, and some of their coins even are found as far as west China. Wealth in Celtic society was paramount, and even nobles often had a cadre of merchants personally loyal to them, selling their goods, to keep them rich through various avenues. Key among what they sold to others would be slaves, sold in enormous numbers, as well as metalwork, weaponry, livestock, grain, salted meats, alcohol, linen, stone tiles, ore, gemstones, and wood.
    1153 * Garrison: 2.
    1154 * Function: Trading.
    1155 * Special: -
    1156 
    1157 http://0ad.wildfiregames.com/~art/history/...ltbackpack.html
    1158 
    1159 * Name: Curoca
    1160 * Class: Merchantman.
    1161 * Appearance:
    1162 - Shell: Small hide boat.
    1163 * History: These very small boats were used mainly for fishing, but they were also used to transport goods and personnel. The shell is wickerwork, covered with animal hides. The boat is round, and can close during a storm. They were used at times for boarding enemy ships, though such work was typically better left to larger all wood ships. Their resilience to ill sea conditions made them good for long travel, but their hide construction could be easily punctured by a weapon, explaining the rarity of their use in combat, even for boarding.
    1164 * Garrison: Cannot.
    1165 * Function: Transport, fast moving, low hit points.
    1166 * Special: Drop the capacity to 6; no fighting capabilities.
    1167 
    1168 http://www.coracle-fishing.net/corac-pix/coraca19x.jpg
    1169 
    1170 ==WAR SHIPS==
    1171 
    1172 * Name: Venetic Pontone
    1173 * Class: Trireme.
    1174 * Appearance:
    1175 - Shell: Visually unknown – we just have this written description: "The Gauls’ [Veneti] ships were made with much flatter bottoms [than Roman ships] to help them ride shallow water caused by shoals or ebb tides. Exceptionally high bows and sterns fitted them for use in heavy seas and violent gales, and the hulls were made entirely of oak, to enable them to stand any amount of shock and rough usage. The cross-timbers, which consisted of beams a foot wide, were fastened with iron bolts as thick as a man’s thumb. The anchors were secured with chains instead of ropes. They used sails of raw hides or thin leather, either because they had no flax and were ignorant of its use, or more probably because they thought that ordinary sails would not stand the violent storms and squalls of the Atlantic and were not suitable for such heavy vessels … adapted for sailing such treacherous and stormy waters. We could not injure them by ramming because they were so solidly built, and their height made it difficult to reach them with missiles or board them with grappling irons. Moreover, when it began to blow hard and they were running before the wind, they weathered the storm more easily; they could bring in to shallow water with greater safety, and when left aground by the tide had nothing to fear from reefs or pointed rocks" – probably barge-like
    1176 * History: See the link below for more information.
    1177 * Garrison: Cannot.
    1178 * Function: Transport, slow moving, very very high hit points.
    1179 * Special: No fighting capabilities unless boarded by enemy ship.
    1180 
    1181 http://www.ttforumfriends.com/roman%20cassius_dio.htm
    1182 
    1183 ==SIEGE==
    1184 
    1185 * Name: Brado
    1186 * Class: Land Ram.
    1187 * Appearance:
    1188 - Shell: Ram operated by 4 men with no covering.
    1189 * History: Celtic assaults on fortified positions were relegated largely to three methods. Creating a shell of shields and setting fire to gatehouses, sapping, at which they were noted as being most expert by Caesar, and rams, known only from votive inscriptions and some Celtic art.
    1190 * Garrison: 2.
    1191 * Function: Lower than normal hit points.
    1192 * Special: -
    1193 
    1194 ==SUPER UNITS==
    1195 
    1196 BRITONS
    1197 
    1198 * Name: Delamokludda.
    1199 * Class: Super Infantry Unit.
    1200 * Hacker Armament: Longsword.
    1201 * Ranged Armament: None.
    1202 * Appearance:
    1203 - Garb: Long sleeve tunic, trousers wrapped in leather bands, corselet of chainmail.
    1204 - Helmet: Typical Celtic helmet varieties.
    1205 - Shield: N/A.
    1206 - Figure(s): Earth tone colours.
    1207 * History: Brythonic chieftains, much like their Gallic counterparts, went to battle with an elite force as their personal bodyguards. The Delamokludda were the older, more experienced Brythonic champions who wore chainmail due to their stature and wielded two-handed longswords made of iron.
    1208 * Garrison: 1.
    1209 * Function: Very high hack attack. High hack armour. Low HPs and low Pierce armour. Bonus vs. All Spear Units (infantry and cavalry).
    1210 * Special: -
    1211 
    1212 
    1213 * Name: Carbanto
    1214 * Class: Super Cavalry Unit.
    1215 * Hacker Armament: N/A.
    1216 * Ranged Armament: Javelin.
    1217 * Appearance:
    1218 - Garb: Trousers only – highly painted body with blue paint
    1219 - Helmet: Celtic helmet.
    1220 - Shield: Long Oval.
    1221 - Mount: Two small ponies.
    1222 - Figure(s): Use the tunic trousers armour model. Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots. Add blue body paint - Woad.
    1223 * History: Chariots were employed by the Celts of the British Isle. They were noisy, and intimidating. They were used to attack in motion by running over people, and hurling javelins. However they also were used to quickly deliver and provide escape from the battle as a transport. They were also used to quickly move men to places in the battle line that were weak and losing momentum. The wheels of the chariot were ringed with seamless iron. Chariots saw use on the continent as well, but lesser. Their most notable continental use may have been at Telamon.
    1224 * Garrison: 4.
    1225 * Function: Fast. Ranged attack.
    1226 * Special: Would be cool if you could run people over… but I doubt it would be possible to implement in the game.
    1227 
    1228 
    1229 GAULS
    1230 
    1231 * Name: Neitos
    1232 * Class: Swordsman.
    1233 * Hacker Armament: Long Sword.
    1234 * Appearance:
    1235 - Garb: Trousers (bright colours), shirt of mail.
    1236 - Helmet: Celtic helmet.
    1237 - Shield: Hex.
    1238 - Figure(s): Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots.
    1239 * 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.
    1240 * Garrison: 1.
    1241 * Function: Moderate speed and cost. Equal in armour and stronger in attack than your average ultimage CS swordsman.
    1242 * Special: -
    1243 
    1244 http://0ad.wildfiregames.com/~art/history/...tstobattle1.jpg
    1245 
    1246 * Name: Brihent
    1247 * Class: Super Cavalry Unit.
    1248 * Hacker Armament: Spear.
    1249 * Ranged Armament: N/A.
    1250 * Appearance:
    1251 - Garb: Trousers and mail shirt.
    1252 - Helmet: Celtic helmet.
    1253 - Shield: Dip.
    1254 - Figure(s): Use the tunic trousers armor model. Face would either be bearded or have a large moustache. Torc around neck. Soft leather shoes, not boots.
    1255 - Mount: Typical head gear, 4 horned saddle, no stirrups, severed heads hanging off the saddle in Ultimate status.
    1256 * 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.
    1257 * Garrison: 2.
    1258 * Function: Costly. Strong Armour. Strong Attack.
    1259 * Special: -
    1260 
    1261 http://0ad.wildfiregames.com/~art/history/...BC_DM90-01.html
    1262 
    1263 ==HEROES==
    1264 
    1265 GALLIC
    1266 
    1267 * Name: Britomartus.
    1268 * Class: Hero1.
    1269 * Hacker Armament: Heavy Spear
    1270 * Appearance:
    1271 - Garb: rich and lavished.
    1272 - Helmet: ‘horned’ bronze helmet.
    1273 - Shield: bronzed ornamental/ceremonial shield
    1274 - Figure(s): hero/capped mesh.
    1275 - Mount: NA
    1276 * History: The story of how Marcus Claudius Marcellus killed a Gallic leader at Clastidium (222 BC) is typical of such encounters. Advancing with a smallish army, Marcellus met a combined force of Insubrian Gauls and Gaesatae at Clastidium. The Gallic army advanced with the usual rush and terrifying cries, and their king, Britomartus, picking out Marcellus by means of his badges of rank, made for him, shouting a challenge and brandishing his spear. Britomartus was an outstanding figure not only for his size but also for his adornments; for he was resplendent in bright colours and his armour shone with gold and silver. This armour, thought Marcellus, would be a fitting offering to the gods. He charged the Gaul, pierced his bright breastplate and cast him to the ground. It was an easy task to kill Britomartus and strip him of his armour.
    1277 * Garrison: 1.
    1278 * Function: Infantry Spearman
    1279 * Special:
    1280 - "Hero" Aura TBD
    1281 
    1282 http://0ad.wildfiregames.com/~art/history/...nia_celtas3.jpg
    1283 http://0ad.wildfiregames.com/~art/history/..._1-BC_SGF33.jpg
    1284 http://0ad.wildfiregames.com/~art/history/...it_Chieftan.jpg
    1285 ^Like that guy, but with a spear.
    1286 
    1287 * Name: Brennus.
    1288 * Class: Hero2.
    1289 * Hacker/Ranged Armament: Long Sword.
    1290 * Appearance:
    1291 - Garb: ’old’ celtic look.
    1292 - Helmet: plumed heavy helmet.
    1293 - Shield: none
    1294 - Figure(s): hero/capped mesh.
    1295 - Mount: NA
    1296 * History: Brennus is the name which the Roman historians give to the famous leader of the Gauls who took Rome in the time of Camillus. According to Geoffrey, the brothers invaded Gaul and sacked Rome in 390 B.C., "proving" that Britons had conquered Rome, the greatest civilization in the world, long before Rome conquered the Britons. We know from many ancient sources which predate Geoffrey that Rome was indeed sacked in 390 B.C., and that the raid was led by a man named Brennus, but he and his invading horde were Gallic, not British. In this episode several features of Geoffrey's editing method can be seen: he modified the historical Brennus, created the brother Belinus, borrowed the Gallic invasion, but omitted the parts where the Gauls seemed weak or foolish. His technique is both additive and subtractive. Like the tale of Trojan origin, the story of the sack of Rome is not pure fabrication; it is a creative rearrangement of the available facts, with details added as necessary. By virtue of their historical association, Beli and Bran are often muddled with the earlier brothers Belinus and Brennus (the sons of Porrex) who contended for power in northern Britain in around 390 BC, and were regarded as gods in old Celtic tradition.
    1297 * Garrison: 1.
    1298 * Function: Infantry Swordsman
    1299 * Special:
    1300 - "Hero" Aura TBD
    1301 
    1302 http://0ad.wildfiregames.com/~art/history/...images/3714.jpg
    1303 http://0ad.wildfiregames.com/~art/history/...ages/celts3.jpg
    1304 http://0ad.wildfiregames.com/~art/history/...ral_Europe_.jpg
    1305 http://0ad.wildfiregames.com/~art/history/...es/celtas8.html
    1306 
    1307 * Name: Vercingetorix.
    1308 * Class: Hero3.
    1309 * Hacker/Ranged Armament: Long Sword.
    1310 * Appearance:
    1311 - Garb: Chain male, pants, huge mustache.
    1312 - Helmet: None
    1313 - Shield: None
    1314 - Figure(s): hero/caped mesh.
    1315 - Mount: 4 horned saddle, heads hanging off harness.
    1316 * History: http://itsa.ucsf.edu/~snlrc/encyclopaedia_...cingetorix.html
    1317 * Garrison: 2.
    1318 * Function: Cavalry Swordsman
    1319 * Special:
    1320 - "Hero" Aura TBD
    1321 
    1322 http://0ad.wildfiregames.com/~art/history/...ngetorix-02.jpg
    1323 http://0ad.wildfiregames.com/~art/history/...ges/celtas6.jpg
    1324 ^That horse
    1325 
    1326 BRITON
    1327 
    1328 * Name: Caratacos
    1329 * Class: Hero1.
    1330 * Hacker/Ranged Armament: Stout Spear.
    1331 * Appearance:
    1332 - Garb: padded leather armor, older looking
    1333 - Helmet: plumed helmet.
    1334 - Shield: Hex Shield
    1335 - Figure(s): hero/capped mesh.
    1336 - Mount: NA
    1337 * History: Caractacus, the Roman form, is a simple change from Caratacos, his actual name, which was printed on his many, many coins. Under this name he is remembered as a fierce defender of Britain against the Romans after their invasion in 43 AD. Son of King Cunobelin of the Catuvellauni tribe, Caratacos fought for nine years against the Romans with little success, eventually fleeing to the tribes in Wales, where he was defeated decisively. Finally he entered Northern Britain, where was handed over to the Romans. Taken to Rome, Caratacos was allowed to live by the Emperor Claudius and died in Italy. Tradition states he converted to Christianity when his wife did, but there is nothing known of this as definite. Probably more notable is the matter that he was allowed to live once captured. Roman policy was typically to have such men killed in public displays to celebrate. Caratacos was brought before the Emperor and Senate at his request to explain himself. What he said is not known for certainty, but Tacitus applies to him a famous speech;
    1338 
    1339 "If the degree of my nobility and fortune had been matched by moderation in success, I would have come to this City as a friend rather than a captive, nor would you have disdained to receive with a treaty of peace one sprung from brilliant ancestors and commanding a great many nations. But my present lot, disfiguring as it is for me, is magnificent for you. I had horses, men, arms, and wealth: what wonder if I was unwilling to lose them? If you wish to command everyone, does it really follow that everyone should accept your slavery? If I were now being handed over as one who had surrendered immediately, neither my fortune nor your glory would have achieved brilliance. It is also true that in my case any reprisal will be followed by oblivion. On the other hand, if you preserve me safe and sound, I shall be an eternal example of your clemency."
    1340 * Garrison: 1.
    1341 * Function: Infantry Spearman
    1342 * Special:
    1343 - "Hero" Aura TBD
    1344 
    1345 http://0ad.wildfiregames.com/~art/history/...f_bibeyran1.jpg
    1346 http://0ad.wildfiregames.com/~art/history/...ish_celtas4.jpg
    1347 
    1348 * Name: Cunobelin
    1349 * Class: Hero2.
    1350 * Hacker/Ranged Armament: Sword
    1351 * Appearance:
    1352 - Garb: Colorful clothing, gold neck torc, with cloak.
    1353 - Helmet: Ornate Celtic helmet
    1354 - Shield: Oval
    1355 - Figure(s): Should probably look more like a very rich swordsman.
    1356 - Mount: NA
    1357 * History: Cunobelin was a powerful ruler centered in the territory around modern day Colchester. Ruling the Catuvellauni from Camulodunum, he was a warrior king who conquered a neighboring tribe, he Trinovantes, and was referred to by the Romans as the King of the Britons. The Trinovantes, while having been Roman allies, were not able to call for Roman aide, as they were conquered shortly after the Roman's own disaster in Germania. Cunobelin died of disease after subjugating the great majority of the southern half of Britain (his coins were being minted as far as the borders of what would become Wales). When he died, his son Togdumnos replaced him, who died in battle with the Romans, and was subsequently replaced by his brother, Caratacos. It is an irony that it was his third son that initially invited this Roman reprisal. Cunobelin seems to have been indifferent to the Romans. He traded with them freely, but had few qualms subjugating known Roman allies, and even sent Adminius as a fosterling to be educated in Roman Gaul. This accounted for Adminius's friendships among the Romans, and he was given lordship over the Cantaci, who inhabited Kent, by his father. This area was the prime area of Roman influence and trade in Britain, and he shrewdly observed his youngest son's friendship with powerful Roman and Gallo-Roman politicians and traders would be of use administrating the region. His other sons though had no love for the Romans, and when Cunobelin died, Togdumnos, now king, arrested, executed, or expelled numerous Roman sympathizers, including his own brother Adminius, and the deposed Atrebates king, Verica, who appealed to their connections in the Roman Empire for aide in recovering their lands. Cunobelin in his own time though was possibly one of the greatest of all British kings. He conquered huge portions of land from originally ruling over only four minor tribes in a confederation, the Catuvellauni, and achieved recognition as king of Britain. This recognition was so great that tribes in Cambria even came to assist his sons against the Romans and their British allies, and Cunobelin was held up by the post-Roman Britons as one of their great heroes; a conqueror and uniter of petty kingdoms, something the post-Roman Britons sorely needed.
    1358 * Garrison: 1.
    1359 * Function: Infantry Swordsman
    1360 * Special:
    1361 - "Hero" Aura TBD
    1362 
    1363 http://0ad.wildfiregames.com/~art/history/...ges/patrick.jpg
    1364 
    1365 * Name: Boudicca.
    1366 * Class: Hero3.
    1367 * Hacker/Ranged Armament: Light Spear
    1368 * Appearance:
    1369 - Garb: Dress, Red hair, Leather armor.
    1370 - Helmet: None.
    1371 - Shield: None.
    1372 - Figure(s): Female gown.
    1373 - Mount: Two white pony horses.
    1374 * History: Ammianus Marcellinus described how difficult it would be for a band of foreigners to deal with a Celt if he called in the help of his wife. For she was stronger than he was and could rain blows and kicks upon the assailants equal in force to the shots of a catapult. Boudicca, queen of the Iceni, was said to be 'very tall and terrifying in appearance; her voice was very harsh and a great mass of red hair fell over her shoulders. She wore a tunic of many colours over which a thick cloak was fastened by a brooch. Boudicca had actually at first been a Roman ally, along with her husband, Prasutagus, king of the Iceni. Prasutagus had been a close Roman ally after a brief uprising, respected as being forethinking even by his former enemies, now allied Romans, and free to rule his kingdom as their native tradition dictated, except in one case. Prasutagus, realizing he was going to die, agreed upon a will with his wife and subordinates; his daughters would inherit the physical running of the territory, under Boudicca's stewardship until they were adults, and the Emperor of Rome would have overlordship, collecting taxes and being allowed to request military aide. Much the same situation as he already held. The problem lay in that the Romans did not recognize female heirs, and thus asserted, upon Prasutagus's death, that only the Emperor's claim to the kingdom of Icenia was valid. They further noted it was regular Roman practice to only allow a client kingdom to be independent for the lifetime of the initial king, such as had occured in Galatia. The Empire formally annexed the kingdom, and began extracting harsh taxes immediately, citing that Prasutagus was indebted to the Romans, having taken several loans during his lifetime that he had failed to repay. Boudicca's complaint about this treatment and the defiance of her deceased husband's will was met with brutality; Roman soldiers flogged her, and her daughters, only children, were raped. Boudicca and her subjects were infuriated at the disgrace done to their queen and the children. With the Roman governor of Britain engaged with the druids in Cambria, now Wales, Boudicca was able to attract more followers from outside the Iceni, as they were hardly the only British tribe growing rapidly disallusioned with the Romans. Boudicca and her army laid waste to three cities, routed a Roman legion, and called on the memory of Arminius, a German who had routed the Romans from his lands, and their own ancestors who had driven off Caesar near a century earlier. Boudicca was defeated by a major tactical blunder in the Battle of Watling Street, leading to much of her force being slaughtered as they could not withdraw to safety. Boudicca herself escaped, and then slew her daughters, and then herself, to avoid further shame at Roman hands.
    1375 * Garrison: 3.
    1376 * Function: Cavalry Javelinist.
    1377 * Special:
    1378 - "Hero" Aura TBD
    1379 
    1380 http://0ad.wildfiregames.com/~art/history/...mages/ACB10.jpg
    1381 ^The woman and the chariot.
    1382 
    1383 NEW UNIT TRAITS
    1384 
    1385 I don’t think I made anything new?
    1386 
    1387 CIV CENTRE UNITS
    1388 
    1389 * Melee Infantry: Neitos.
    1390 * Ranged Infantry: Baguda.
    1391 * Cavalry: Epos.
    1392 
    1393 FORBIDDEN CLASSES
    1394 
    1395 * Swordsman.
    1396 * Archer.
    1397 * Cavalry Archer.
    1398 * Bireme.
    1399 * Quinquereme.
    1400 * Onager.
    1401 * Lithibolos.
    1402 
    1403 STRUCTURE DESCRIPTIONS
    1404 
    1405 QUOTE
    1406 Note: From my research, the Celts didn’t have specific structures that performed a specific function. Typically the structure was joined with a house (such as a blacksmith, market, or barn). But, because we are going to have to take some historical liberties, we will have to ‘make up’ some structures to fit the template of the game
    1407 
    1408 ==VILLAGE==
    1409 
    1410 * Name: Briga
    1411 * Class: Civ Centre.
    1412 * History: Briga in the language of the Gauls and southern Britons meant both 'hill' and 'town'. This is not mere coincidence; Celtic towns were built on hills for natural defenses, enhanced by earthworks and walls. The center of the town was typically at the hilltop. It would be a dwelling for the local leader, as well as lodging for his servants, his small private armory, an audience hall for discussing matters; political, legal, military, and economic.
    1413 
    1414 http://www.wildfiregames.com/0ad/pages/pic.../celtcolony.gif
    1415 
    1416 * Name: Tekes
    1417 * Class: House.
    1418 * History: Celtic homes varied between round wattle and daub homes, common most in the British Isles and northern Iberia, and wood-and-stone longhouses. Later, large tenements and apartments were built. Within a city, houses would be of excellent quality, many having running water. Even the later tenements in cities, intended for poor laborers who worked within the walls, typically had a communal running water connection, all connected to a central cistern that collected rainwater, purified through a granite sieve. These were most common in Gaul, though, as Britain was typically several decades behind in the south, and even a century or more the further north one went, as far as Celtic development went. An underground cess system would also connect these homes, based on modern archaeological findings. However, this is only within the cities. Outside, people lived on maintained, permanent farming estates; small villages built around a powerful aristocrat or low noble's home, with people who worked his fields, or in local shops and businesses catering to the inhabitants of the estate. While in both city and farming village houses often had basements, here they would lack running water, and are often found near running water, or irrigated in streams through the village for ease of water collection and rubbish disposal. Each home typically has a small shrine, to pray to a local god, the spirits of the home, and to the souls of ancestors, as well as cups. If tradition maintained in Gaelic and Brythonic cultures, these were for offerings to spirits, giving them wine or beer in exchange for good fortune, or at least to not be tormented by the less friendly among them. In Gaul, homes would vary between one and five rooms on average, discluding the basement. Upscale homes of the non-aristocratic class may have been fortunate enough to have a kitchen. All would probably have a hearth or firepit, and some simple floor matresses. Beds, while known among Celts, were largely only for the very wealthy, as their construction often included finally crafted wood and metal. There would also be, based on iron bands, be two washtubs, one for bathing, one for clothing, and soap was a common property item, crafted and sold in huge amounts, used for both bathing and washing clothing. The common Celtic family would have a fairly good standard of living; most Celts ate a handsome portion of meat compared to most contemporary societies, even if it was just offal for slaves and 'serfs'. Beer and mead was common, and recent examination even finds 'branding', implying mass production of alcohols from various families and regions, meaning the market could easily have been saturated, making the cost low enough even for a family of debtors able to afford a good cask of beer from time to time. Pets were common among Celts, particularly dogs, who would sleep inside with the family. Livestock would not though, as occured in some medieval societies, as Celts were known to build large, communal barns for the safe-keeping of everyone in the village's livestock, except for the headman and his family, who had their own barns and fields for the private care of their livestock.
    1419 http://0ad.wildfiregames.com/~art/history/...20Interior.html
    1420 
    1421 * Name: Simbalos
    1422 * Class: Farm Centre.
    1423 * 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 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. Storage of crops was either in pits or in raised stores and harvest was over several months - weeds, grain and then straw. Farms would be worked mainly by a combination of freemen who aren't on campaign, 'serfs', male and female, and a huge number of slaves. Nobles would not engage in this activity, as Celtic nobles and other 'sacred' classes were forbidden manual labor, unless it was for war, or was a 'high craft'.
    1424 http://0ad.wildfiregames.com/~art/history/...s/29_copie.html
    1425 
    1426 http://www.ukagriculture.com/countryside/h...mages/700bc.jpg
    1427 
    1428 * Name: Varmo
    1429 * Class: Field.
    1430 * History: Wheat and barley were the main crops of the bronze age being grown for flour, straw, animal feed and malt for alcoholic drinks. Hay was grown for animal feed while straw was used for bedding, thatching and winter fodder. In the iron age, the range of crops grown had widened considerably since the early bronze age. Although the most important were wheat and barley, oats, tic beans, vetch, peas, rye, flax and fat hen were regularly grown. Celts also notably created many new strains of old crops, some now extinct, some still in use. Celts were excellent farmers, and the idea of them as savage barbarians has little bearing in many cases, farming particularly. Examining Celtic farming techniques, one finds a people who knew how to crossbreed strains, or enhance existing strains to adapt to new conditions. Celts particularly grew huge amounts of wheat, both as animal feed and for many breads they ate with their meals, or as entire meals combined, such as sausages and vegetables baked into bread, good for one on the move. A wealthy Celtic farmer could even potentially buy his way into nobility by selling his crops. Key to Celtic farming though were two classes. The Celtic equivalent of 'serfs' were not so constrained as later feudal equivalents, but were indebted to the farm's owner, and worked his fields to pay off these debts, which were increased by the farm's owner paying for their home, and a small pay for which the worker could buy necessities. The other would be slaves. Celtic slaves could not be harmed excessively, had to be fed, clothed, and housed, but could be traded as any other commodity, though while in service, they were paid, if only a tiny amount. Slaves' children would be 'part-slaves', and work the fields when grown enough, until they paid off their life price, then allowed free, though presumably most merely became serfs, and it'd be several more generations before they were freemen of the tribe.
    1431 
    1432 * Name: Cavalidos
    1433 * Class: Corral.
    1434 * History: Woven fences made from coppicing which are the tender shoots regrown from the stool of a tree after you chop it. Bronze age: Cattle, sheep, goats and pigs. Cattle had always been important with pre-historic farmers but through the bronze age there was an increase in the importance of sheep and goats. These would have been kept for wool, milk and meat. The type of sheep were very similar to the Soay breed of today. Pigs and wild boar remains have been found in farmsteads. In the iron age: sheep, goats, cattle, pigs, poultry, geese and ducks. Horses were a new arrival in the farmsteads but they were not used for work so much as symbols of status. Most Celtic ranched equines were actually ponies. Large horses were for war or travel by established, wealthy people. Ponies were used for farming, as well as for war by the lower classes, who could not afford actual horses. Celts were also notable for crossbreeding 'similar' animals, creating the earliest mules in Europe, probably for farm labor and as pack animals.
    1435 http://0ad.wildfiregames.com/~art/history/...ges/Image4.html
    1436 
    1437 http://www.ukagriculture.com/countryside/h...de_history.html
    1438 
    1439 * Name: Sengula
    1440 * Class: Resource Centre.
    1441 * History: In southern parts of the country, most of the wildwood had been cleared and given way to farming or coppice management. In northern parts, or where the ground was particularly unsuitable for agriculture, wildwood remained, but under constant threat. Land around the farmsteads was usually enclosed by hazel fencing or hedging. A major part of Celtic soldiery was derived by guards of stock buildings, barns, ranches, and fields. All of these were under threat from neighboring tribal raids, so trained combatants, not having wars to go to fight in, would work to guard them, and run off raiders. Further, these acted as doles during famines or wars. In a famous example of them being stretched between the two purposes, Vercingetorix retreated to Alesia, but their stores had been almost emptied to feed his army, and food was already scarce due to a poor season. The inability to provide food for the army and the city led to a terrible fate for the city's inhabitants, who were sent out to the Roman siegeworks, hoping to be taken by the Romans, possibly enslaved, but at least given food. The Romans left them to starve, hoping the defenders would reopen the gates, allowing an assault, but the Celts under Vercingetorix realized the plot, and they too left the non-combatants to starve to death. The soldiers were starved out before a second relief force could come to aide them due to the low stores, already earlier being bled so much, and Vercingetorix surrendered as to save them from the fate that had already met the citizens of Alesia.
    1442 http://0ad.wildfiregames.com/~art/history/...pages/DA16.html
    1443 
    1444 * Name: Tur
    1445 * Class: Wood Tower.
    1446 * History: Towers have a great mythic element in Celtic societies. Towers are found, fragmented as they may be, sometimes. The largest towers were the great caps to fortresses in Britain and Ireland, but towers are found in Celtic art on the continent. The most common were probably just to keep watch on places, as most remains are found along trade roads.
    1447 http://www.wildfiregames.com/0ad/pages/pic...icwoodtower.jpg
    1448 
    1449 * Name: Visila (and gates should be Visidianos)
    1450 * Class: Wall.
    1451 * 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.
    1452 * Special:
    1453 - Turf Resistance: Higher resistance to Ram attacks, but more susceptible to ranged siege and fiery attacks than conventional stone walls.
    1454 - Bank Protection: Ranged units can walk up to the bank of the wall and attack from above, but without the protection of wall towers. Due to their limited range attacks, they will have to leave the safety of the base and and meet in the open any opponent attacking from a distance.
    1455 
    1456 http://0ad.wildfiregames.com/~art/history/...s/celtwall.html
    1457 
    1458 ==TOWN==
    1459 
    1460 * Name: Nembalos
    1461 * Class: Port Centre.
    1462 * History: Major Celtic ports existed in Armorica, two in southern Britain, two in Ireland, and several in southern Gaul.
    1463 
    1464 * Name: Nemeton
    1465 * Class: Health Centre.
    1466 * History: Celtic temples were complex affairs and seperate from hospitals and asylums. However, if this is meant to be a temple, the Gallic temple should appear similar to a Hellenic temple, but made of stone and oak wood, and wood pillars, but no walls, elevated about four feet off the ground, with a votive pool near it. A maintained grove would be within the complex as well, which would be fenced off and surrounded with a ditch. A maintained British temple was typically a round wood building with an opening in the center through which grew an oak or yew tree.
    1467 
    1468 * Name: Amoridas
    1469 * Class: Military Centre.
    1470 * 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.
    1471 
    1472 * Name: Merras Tekesa
    1473 * Class: Trade Centre.
    1474 * History: Efficient farming led to food surpluses and a developing social hierarchy through the period with administration and power centred on the hill forts. Trade would have been buoyant with Europe; exported corn, cattle hides, tin, gold and iron in exchange for wine and olive oil. The first coins appeared although they were more items of wealth and status than trade. There is evidence too of standardised pottery and this suggests that weights and measures were controlled to provide consistency in trade.
    1475 
    1476 ==CITY==
    1477 
    1478 BRITONS
    1479 
    1480 * Name: Ovidos
    1481 * Class: Fortress.
    1482 * History: http://www.ospreyfortress.com/articles/brochs.htm
    1483 
    1484 http://www.hunterian.gla.ac.uk/Archives/le...images/wall.jpg
    1485 
    1486 GAULS
    1487 
    1488 * Name: Oppidum
    1489 * Class: Fortress.
    1490 * History: Hill Fort section: http://www.ospreyfortress.com/articles/brochs.htm
    1491 
    1492 SPECIAL STRUCTURES
    1493 
    1494 * Name: Melonas
    1495 * Class: SB1.
    1496 * History: The Celts developed the first rotary flour mill.
    1497 * Requirements: Farmstead.
    1498 * Phase: City.
    1499 * Special: Increases food production by 10%. No techs, no unit training, no garrisoning. Non-cumulative.
    1500 
    1501 Celtic word for quern = brauon (rotary mill)
    1502 
    1503 NEW STRUCTURE TRAITS
    1504 
    1505 See Melonas.
    1506 
    1507 FORBIDDEN STRUCTURES
    1508 
    1509 * Wall Tower.
    1510 
    1511 CIV BONUSES
    1512 
    1513 CB1
    1514 Name: Ardiosmanae
    1515 History: Represents Celtic farming methods.
    1516 Effect: Enhanced food gained from ranching and farming.
    1517 
    1518 CB2
    1519 Name: Deas Celtica
    1520 History: Celtic religion and druidry inspired their warlike mindset.
    1521 Effect: Druids increase attack rates of soldiers near them slightly.
    1522 
    1523 TEAM BONUS:
    1524 
    1525 TB1
    1526 Name: Druides
    1527 History: Celtic druids had an organized religion that disseminated new advances and technology between even tribes at war with eachother.
    1528 Effect: Bonus to tech speed.
    1529 
    1530 CIV WEAKNESSES
    1531 
    1532 (none)
    1533 
    1534 TECHNOLOGIES
    1535 
    1536 * Infantry: Celts were strong in melee, and short range. They do not have long range attacking such as a bow or a sling. This is due to the fact that Celts did not view attacking from a distance as honourable. They were skilled craftsmen, the first to advance Europe to the iron age, and they should have the techs to support that. Unit training time should be above average because of the perpetual lifestyle of war. Their armour should be weak, as they did not view armour as honourable in battle. Also it slowed them down and increased the chances of infection if wounded. Their movement rate should be above average. The Celts were huge in stature compared to most civs. They should have a bonus of strength in their attack. Infantry is the focal point of the Celtic war machine.
    1537 * Cavalry: Celts were skilled in the ways of cavalry fighting, but because a horse was available only to nobles, I believe they should be at above average cost. Other than that, the stats should be pretty much normal. Their techs should be strong because of the advances in metallurgy techniques. First to shoe horses and use a bronze bit.
    1538 * Naval: Very weak in navy. They did not use ships for war, but mainly for transport. They should have two contrasting boats: one that is fast, small, and weak; and one that is large, slow, and vey stout.
    1539 * Siege: Again, very weak, just a simple battering ram
    1540 * Economy: Most all techs.
    1541 - Farming: Above average farming techs, historically because Rome traded and absorbed so much from the Celtic land regions and workers.
    1542 - Mining: Above average. Not only did they mine for metallic resources but they also mined for salt. The territories where they dwelt were very rich in natural resources.
    1543 - Lumbering: Average, although the Celts did develop the first handsaws.
    1544 - Hunting: Average. Though they viewed bows as dishonourable in combat, they did use them for hunting.
    1545 - Land Trade: Average – had to trade all those extra resources to Rome.
    1546 - Naval Trade: Below Average – not a naval civ.
    1547 * Architecture: Weak, generally simple thatched structures with flammable roofs, but build time should be adjusted according to the loss in hitpoints.
    1548 - Defences: The Gallic turf walls frustrated the Romans to no end. They were very hard to take down. They were so effective, that Rome copied the technique and used it against the Celts – Siege of Alesia. Their towers were mainly used for scouting and not defensive purposes.
    1549 
    1550 QUOTE
    1551 The Celts introduced the use of iron to northern Europe.
    1552 Celts were the first to give shape to handsaws, chisels, files, and other tools we use today. (Standard 4-foot-8 1/2-inch railroad, span of their chariots, rotary flour mill)
    1553 They created Europe's first major industrial revolution.
    1554 Celts introduced soap to the Greeks and Romans.
    1555 The Celts invented chain armor.
    1556 The Celts were the first people in Britain to make pottery on a wheel, and to ride horses and use chariots.
    1557 They were first to shoe horses.
    1558 They also devised a cagey put-off for paying up: Since Celts saw no real break between life and death, a debt could be carried over into the other world.
    1559 
    1560 SPECIAL TECHNOLOGIES
    1561 
    1562 BRITONS
    1563 
    1564 ST1
    1565 Name: Sevili Dusios
    1566 History: The Britons took up the practice of either making permanent marks on their body in the form of tattoos or temporarily painted their bodies with woad paint. The effect was very frightening.
    1567 Effect: Increased attack and movement rate for melee soldiers.
    1568 
    1569 ST2
    1570 Name: Turos Maros
    1571 History: 'Great Tower'; Celtic legends abound with stories of massive tall towers built by the most powerful kings, and we've found the remains of some very large towers.
    1572 Effect: Increases the height bonus of units garrisoned in a tower.
    1573 
    1574 GAULS
    1575 
    1576 ST1
    1577 Name: Vae Victos
    1578 History: Means ‘Woe to the Defeated’ – It was the words that the Gallic Leader, Brennus, spoke at the Capitol at Rome after they took their plunder. Just used Celtic spelling here.
    1579 Effect: A set amount of ore and food from every structure destroyed or captured
    1580 
    1581 ST2
    1582 Name: Carnutes
    1583 History: The Carnutes were druids from Aulercia. They fought a huge amount when needed, and were actually largely responsible for turning back the Belgae incursions into Armorica and Aulercia.
    1584 Effect: Gallic druids gain a small melee attack.
    1585 
    1586 ====FOOTNOTES====
    1587 
    1588 TRIBES
    1589 
    1590 We actually know a huge deal about many tribes, but more important are large cultures into which they fit, such as the more Iberian-than-Celtic Aquitanians, the Italic Celts, the actual Celtae of Gaul, Galatia, and central-eastern Europe, the Belgae, the Belgo-Gallic Britons, the Midland Britains, the Caledonians, etc.
    1591 
    1592 
    1593 Civ: Hellenes (Poleis, Macedonian)
    1594 
    1595 HELLENES (GREEKS) CIVILISATION PROFILE
    1596 
    1597 Version 0.1-.0.9
    1598 by Sting and Apollonios. Email: synchronicity84@hotmail.com, apollonios@phoenix-temple.com and michael@wildfiregames.com.
    1599 
    1600 Version 1.0
    1601 by Michael D. Hafer [aka Mythos_Ruler] Email: michaeldhafer@gmail.com. (Indiana, United States of America).
    1602 
    1603 
    1604 
    1605 
    1606 
    1607 UNIT DESCRIPTIONS
    1608 
    1609 ==INFANTRY==
    1610 
    1611 * Name: Greek Hoplite.
    1612 * Class: Spearman.
    1613 * Hacker Armament: Spear (2.75m); Short Sword (ornamental).
    1614 * Appearance:
    1615 Basic: Pilos helmet, hoplon, spear, tunic with sandals – pretty poor, but a middle-class citizen, proud of the fact that he can be a hoplite! He may not be well equipped, but he makes up for it in gusto! See above links for basic equipment.
    1616 
    1617 Advanced: Chalcidian helmet, bronze muscled cuirass, hoplon, spear, decorative xiphos, tunic and sandals.
    1618 http://www.wildfiregames.com/users/art/his...th%2520Cent.jpg - like this guy, but with no crest and a Chalcidian helmet, and of course an iron spearhead.
    1619 
    1620 Ultimate: crested Corinthian helmet, linothorax cuirass, hoplon with cloth hanging from bottom edge (to stop arrows), spear, decorative xiphos, greaves, tunic, sandals - he’s rich, mucho dinero!
    1621 http://www.wildfiregames.com/users/art/his...C_AN-S8-F06.jpg - do this guy, just give him the cloth on the bottom of the shield.
    1622 
    1623 * History: The basic unit of the Greek army and unique in its combat tactics. The Hoplite formed the core of the Greek army with a unique formation ready to hold all potential attacks.
    1624 * Garrison: 1.
    1625 * Function: -Heavy close-quarter combat.
    1626 * Special: -
    1627 
    1628 http://www.wildfiregames.com/~art/hyborian...%20Hoplites.jpg
    1629 
    1630 * Name: Thracian Peltast.
    1631 * Class: Javelinist.
    1632 * Hacker Armament: Javelin; Short Sword (ornamental).
    1633 * Appearance:
    1634 Basic: Simple, with tunic, barefoot and bareheaded, and a bunch of javelins about 4 feet long.
    1635 
    1636 Advanced: Pelta, javelins, tunic, boots, traditional Thracian cap
    1637 http://0ad.wildfiregames.com/~art/history/...Cent%2520BC.jpg - just like this guy except with a different hat and no cape. The hat we want is like this guy in the middle: http://0ad.wildfiregames.com/~art/history/...msThracians.jpg
    1638 
    1639 Ultimate: Pilos helmet, with decorative spear held in shield hand, pelta, javelins, boots, cape, tunic
    1640 http://0ad.wildfiregames.com/~art/history/...ast_JW90148.jpg
    1641 - Like this guy, but with a Pilos Helmet
    1642 
    1643 * History: Peltasts carry a special shield called a pelta (from which they derived their name). The shield is deliberately curved to allow the Peltast to throw javelins faster and over a greater range. Peltasts were used to great affect by the Thebans at the Battle of Leuctra, successfully breaking up the Spartan phalanx and allowing the famous Theban Sacred Band to defeat the disorganized Spartans hoplites.
    1644 * Garrison: 1.
    1645 * Function: -
    1646 * Special: -
    1647 
    1648 http://www.wildfiregames.com/~art/hyborian...n%20Peltast.jpg
    1649 
    1650 * Name: Cretan Toxotes.
    1651 * Class: Archer.
    1652 * Hacker Armament: Greek bow (smaller range than Persian bow; about 80% of the Persian equivalent).
    1653 * Appearance:
    1654 NOTE: Greek archers carried their quiver on their back. Bow is not too big, probably 3.5 to 4 feet in length.
    1655 
    1656 Basic: Tunic, bow, quiver, sandals – poor and young, like these guys but without the beard: http://www.wildfiregames.com/users/art/his...mages/AG505.jpg
    1657 And no greaves.
    1658 
    1659 Advanced: Tunic, bow, quiver, Petasus helmet or a similar looking broad-brimmed hat, sandals – things are getting better, more moolah! He’d look like the second guy from the left in this pic: http://www.wildfiregames.com/users/art/his...mages/AG507.jpg
    1660 Note that he is wearing a Petasus helmet.
    1661 
    1662 Ultimate: Tunic, bow, quiver, sandals, Pilos helmet, light linen cuirass – about as good as it gets for archers. – Not too fancy, he’s WAY down there on the list in terms of money. His cuirass is a quilted linen example, NOT the type worn by hoplites. Pretty much he’d be the Advanced but with a quilted linen cuirass
    1663 
    1664 * History: Cretan archers were the best archers in Greece. They used a different bow with longer range. [Note: this could be used as a potential tech.]
    1665 * Garrison: 1.
    1666 * Function: Good against Infantry.
    1667 * Special: -
    1668 
    1669 http://www.wildfiregames.com/~art/hyborian...k%20Toxotes.jpg
    1670 
    1671 ==CAVALRY==
    1672 
    1673 * Name: Greek Hyppikon.
    1674 * Class: Cavalry Swordsman.
    1675 * Hacker Armament: Sword; Spear (ornamental).
    1676 * Appearance:
    1677 - Garb: Bronze thorax; Pericnimides (Bronze Greaves).
    1678 - Helmet: Greek Cavalry Helmet (different from Hoplite's).
    1679 - Shield: No shield.
    1680 - Figure(s): -
    1681 * History: The Greek cavalry was formed by the rich and aristocrats in ancient Greece, because breeding horses was expensive. They were therefore not used in great numbers.
    1682 * Garrison: 2.
    1683 * Function: Good against Infantry.
    1684 * Special: -.
    1685 
    1686 http://www.wildfiregames.com/~art/hyborian...%20Hyppikon.jpg
    1687 
    1688 ==SUPPORT UNITS==
    1689 
    1690 * Name: Greek Ghune. (means 'woman')
    1691 * Class: Female Citizen.
    1692 * Appearance: A long himation covered by a short chiton. Long hair hair pinned up.
    1693 - Like the woman on the left here: http://www.wildfiregames.com/users/art/his...nsDress-001.jpg
    1694 * History: Even though Greece was a male-dominated world, women did play a significant role in it. The most outstanding examples were Sappho, the famous poet, and Olympias, the mother of Alexander the Great.
    1695 * Garrison: 1.
    1696 * Function: -
    1697 * Special: -
    1698 
    1699 http://www.wildfiregames.com/0ad/album_page.php?pic_id=8886
    1700 
    1701 * Name: Akaestor.
    1702 * Class: Healer.
    1703 * Appearance:
    1704 - Garb: Chiton (player color), with a long white Himation wrapped around him.
    1705 - Helmet: None.
    1706 - Shield: None.
    1707 - Figure(s): Old man. White hair. Optional beard.
    1708 * History: The art of medicine was widely practised in Classical Greece. Hippocrates was the first physician to separate religion and superstition from actual medicine, and many others followed his lead.
    1709 * Garrison: 1.
    1710 * Function: -
    1711 * Special: -
    1712 
    1713 http://???
    1714 
    1715 * Name: Emporos.
    1716 * Class: Trader.
    1717 * Appearance:
    1718 - Garb: Normal chiton with himation (leather boots).
    1719 - Helmet: Wide brimmed hat.
    1720 - Shield: None.
    1721 - Figure(s): Donkey caravan.
    1722 - Mount: Donkey.
    1723 - Looks like the guy on the bottom left:
    1724 http://www.wildfiregames.com/~art/history/...6-MaleDress.jpg
    1725 * History: The Greeks were born traders. While not as widely spread as sea trade, land trade nevertheless was practised on a reasonable scale.
    1726 * Garrison: 2.
    1727 * Function: -
    1728 * Special: -
    1729 
    1730 http://???
    1731 
    1732 * Name: Emporiko Plio.
    1733 * Class: Merchant Ship.
    1734 * Appearance:
    1735 - Shell: (Standard).
    1736 * History: ?
    1737 * Garrison: Cannot.
    1738 * Function: ?
    1739 * Special: ?
    1740 
    1741 http://???
    1742 
    1743 ==WARSHIPS==
    1744 
    1745 * Name: Greek Pentekontors.
    1746 * Class: Bireme.
    1747 * Appearance:
    1748 - Shell: Single-tier, 25 rows.
    1749 - Like this model: http://www.wildfiregames.com/users/art/his...enteconter1.jpg
    1750 * History: Pentekontors 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.
    1751 * Garrison: Cannot.
    1752 * Function: These ships were designed to go fast so they could transport troops to the sights of battles. They had a single tier (level) of 25 oarsmen on each side, and were called Pentekontors.
    1753 * Special: -
    1754 
    1755 http://???
    1756 
    1757 * Name: Greek Trireme.
    1758 * Class: Trireme.
    1759 * Appearence:
    1760 - Shell: Three tiers of oars. Larger than the Pentakonter.
    1761 - Looks like this: http://www.wildfiregames.com/users/art/his...sails%20out.jpg
    1762 - Two other examples:
    1763 http://www.wildfiregames.com/users/art/his...rirememodel.jpg
    1764 http://www.wildfiregames.com/users/art/his...triremeplan.jpg
    1765 * 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.
    1766 * Garrison: Cannot.
    1767 * Function: The common tactics of the time were to ram one's opponent. Most ships at the time were equipped with a large battering ram at the bow which was used to crush the sides of an opponent. Another common tactic was to brush along the sides of the opponent's ship and snap all of the oars off. Once the ship was disabled and floundering in the waves, then the other ship could move in and finish its opponent. The Greeks employed the ramming tactics to excellent effect throught out their naval battles. Speed was the key element for ramming and that required manoeuvrability and lightly armoured ships.
    1768 * Special: -
    1769 
    1770 http://???
    1771 
    1772 ==SIEGE UNITS==
    1773 
    1774 * Name: Helepolis
    1775 * Class: Ram.
    1776 * Appearance:
    1777 - Shell: Siege Tower
    1778 - The Helepolis of Rhodes (notice the siege engines within): http://www.wildfiregames.com/~art/history/...s/helepolis.jpg
    1779 * History: When Demetrius Poliorcetes besieged Salamis, in Cyprus, he instructed that a machine be constructed, which he called "the taker of cities." Its form was that of a square tower, each side 90 cubits high and 45 wide. It rested on four wheels, each eight cubits high. It was divided into nine stories, the lower of which contained machines for throwing great stones, the middle large catapults for throwing spears, and the highest, other machines for throwing smaller stones, together with smaller catapults. It was manned with 200 soldiers, besides those that moved it by pushing the parallel beams at the bottom (Diod. xx.48).
    1780 * Garrison: 5. <== Note largest garrison requirement you're likely to find.
    1781 * Function: Functions much like a warship, but on land. Is able to garrison all types of units (except cavalry) to increase attack and other attributes, including other siege units. This in all probability could/should be a campaign and editor-only unit. However, once we implement walls and ships as spec'd, we'll have a better understanding of whether or not we can include the Helepolis in the standard game.
    1782 * Special: May unload garrisoned units over enemy walls.
    1783 
    1784 http://???
    1785 
    1786 * Name: Lithobolos
    1787 * Class: Catapult
    1788 * Appearance:
    1789 - Shell: Stone-throwing catapult, similar to the Roman onager.
    1790 * History: The Lithobolos (Stone Thrower) hurled stones of 10 lbs (4.5 kilos) to 180 lbs (82 kilos) in weight. They all looked alike and differed only in size: the dimentions being calculated by a complex mathematical formula based on the spring diameter. Such machines were normally brought to point-blank range (150-200 yards [157m - 185m]) and were capable of stripping the battlements from fortified walls.
    1791 * Garrison: 3.
    1792 * Function: Anti-building siege. Used to take down Walls and Fortresses. 10-20% weaker than the unupgraded Roman Onager.
    1793 * Special: Does bonus damage vs. enemy units garrisoned atop walls and towers.
    1794 
    1795 http://???
    1796 
    1797 * Name: Oxybeles
    1798 * Class: Ballista
    1799 * Appearance:
    1800 - Shell: Scorpion-like engine that throws rock instead of arrows.
    1801 - The Oxybeles. Notice the "torsion powered" upgrade around 340 BC. Good idea for a possible tech or upgrade: http://www.wildfiregames.com/~art/history/...images/CAT3.jpg
    1802 * History: The Oxybeles was designed in 375 BC, because the composite bow developed so fast that it grew too large and too powerful to be operated by a single human archer. The bow was placed on a tripod and a winch was fitted to draw it back. It was still made out of horn, wood and sinew, but it was bigger and more powerful then the gastrophetes bow. Because of that, the range was greater, and by placing the bow on a stable tripod, the accuracy of the shot was also greatly improved. However, the limits of the materials were nearly reached, and the engineers still wanted more power.
    1803 * Garrison: 3.
    1804 * Function: Building and Infantry killer. Smaller and weaker than the Roman Scorpion.
    1805 * Special: Bonused vs. Infantry and Infantry Archers.
    1806 
    1807 http://???
    1808 
    1809 ==POLEIS SUPER UNITS==
    1810 
    1811 * Name: Spartan Hoplite (Spartiate)
    1812 * Class: Super Infantry Unit.
    1813 * Hacker Armament: Spear (tied a lace around his spear to improve grip while thrusting over the wall of hostile shields); Xiphos (ornamental).
    1814 * Appearance:
    1815 Spartan Hoplite – Corinthian helmet with side-to-side large, bright red crest, linen cuirass, bronze greaves, spear, hoplon with large Spartan red Lambda symbol, Xiphos sheathed on left side.
    1816 - Like this Spartiate, but with a transverse crest:
    1817 http://www.wildfiregames.com/~art/history/...an_Hoplite_.jpg
    1818 - Also, like this guy, but with no cloak. Use a spear instead of sword:
    1819 http://www.wildfiregames.com/~art/history/...rior_Sword.html
    1820 * History: The Spartans had a very peculiar form of government which enabled them to be professional soldiers. It not only enabled them, but actually forced them to be superior soldiers as a small group of Spartans had to dominate an enormous number of subjects and unwilling allies. The Spartan army was superior in Hellas, and in the rest of the known world. No other army was so well trained, and had such excellent equipment. They believed that traditional training was the key to success, and for centuries they were correct, as they never lost a battle in spite of their small numbers. Ironically enough, this concept ended the Spartan supremacy, as the Spartan phalanx could not resist the new sloped Theban phalanx and the invading integrated Macedonian forces. The end of the Spartan power marked the end of the domination of the phalanx.
    1821 * Garrison: 1.
    1822 * Function: Good vs. Cavalry and Infantry. Their Achilles Heel is definately archery, with no extra pierce armor when compared to the standard "Greek Hoplite." Uses Xiphos (sword) when not in formation. Uses Dory (spear) when in formation.
    1823 * Special: Special (small; 10%) attack bonus vs. Persian units.
    1824 
    1825 http://www.wildfiregames.com/0ad/album_page.php?pic_id=8862
    1826 
    1827 * Name: Athenian Ekdromos (Ekdromos)
    1828 * Class: Super Infantry Unit.
    1829 * Hacker Armament: Throwing Spear (primary); Kopis (when attacking enemy females, slingers, siege, and/or javelinists).
    1830 * Appearance:
    1831 Early Thracian Style Helmet with vertical crest; Hoplon shield with Gorgon Head texture (the only Greek unit with this shield texture - sacred to Athenians); No Greaves; No body armor; Loose-fitting chiton/tunic; Kopis sheathed on his left side; Sandals.
    1832 - This guy is an Ekdromos. Notice the Gorgon shield design and lack of heavy body armor: http://www.wildfiregames.com/~art/history/...0-BC_ESS-09.jpg
    1833 - Another good take on the ekdromos: http://www.wildfiregames.com/~art/history/...ekdromos.jpg
    1834 * History: Ekdromos (literally: out runner) was a development of the hoplite. Development of the hoplite took many twists and turns based on the changing dynamics on the field of battle. Once armies began using Peltasts imported from Thrace something had to be done to counter this barrage of javelins thrown into the midst of a phalanx. The Thebans began to increase the armor of their hoplites, but the Athenians took a completely different approach and lightened the load for their infantry. The Ekdromoi would dash out from the phalanx, close with the enemy ranged units at speed, and cut them down at will. This approach also worked to harass more heavily armed troops as well, the enemy carrying too much weight to catch the vexatious Ekdromoi.
    1835 * Garrison: 1.
    1836 * Function: This is 0 A.D.'s version of the Eagle Warrior from Age of Kings: The Conquerors. Fast. Great for raiding and great against siege engines (too fast to be hit by siege projectiles)
    1837 * Special: Bonused 100% vs. Female, Siege, Slinger, and Javelinist Class units. Uses his Kopis to slay these units. All other units he throws his spear like a Javelinist. It is short range, slow to reload, but high attack strength.
    1838 
    1839 
    1840 http://www.wildfiregames.com/0ad/album_page.php?pic_id=8856
    1841 
    1842 ==MACEDONIAN SUPER UNITS==
    1843 
    1844 * Name: Macedonian Pezhetairoi.
    1845 * Class: Super Infantry Unit.
    1846 * Hacker Armament: 18-foot sarissa lance; Sword (ornamental).
    1847 * Appearance:
    1848 Thracian helmet, bronze muscled cuirass, round shield, sarissa (15 – 19 foot pike), kopis on left side, tunic
    1849 - Like this guy but with a more attractive version of the Thracian helmet: http://0ad.wildfiregames.com/~art/history/.../images/g10.jpg
    1850 * History: 'Foot Companions', these were the elite troops from the Macedonian phalanx, whom carried their Sarissas with both hands, the white shields being attached to their armour. The Sarissa and the new tactics they used were developed by Philip II under Theban influence. If properly protected by cavalry on both sides, the Pezhetairoi were virtually invincible to any kind of enemy unit. They were always deployed in deep formations of 16+.
    1851 * Garrison: 1.
    1852 * Function: Good against Cavalry and Infantry. Vulnerable to Archers, Slingers, and Javelinists. Vulnerable to Cavalry attacking from the rear. Movement: Slow.
    1853 * Special: When ordered into the Syntagma formation they gain additional 25% bonus vs. Cavalry attacking from the front.
    1854 
    1855 http://www.wildfiregames.com/~art/hyborian...tairoiColor.jpg
    1856 
    1857 * Name: Macedonian Hetairoi.
    1858 * Class: Super Cavalry Unit.
    1859 * Hacker Armament: 18-foot sarissa lance; Sword (ornamental).
    1860 * Appearance:
    1861 Boeotian helmet with plume, bronze muscled cavalry cuirass (same as infantry but with wider bottom), greaves, sandals, 9-foot spear (sarissa), kopis on left side.
    1862 - Like this guy: http://0ad.wildfiregames.com/~art/history/...s/1440_face.jpg
    1863 
    1864 * History: Macedonian noblemen made up this elite cavalry unit, which was key to victory for Macedonian kings starting with Philip II, whom increased their number from 600 to several thousand. The Companion Cavalry was also a preferred general stand.
    1865 * Garrison: 2.
    1866 * Function: All around powerful unit, but best vs. Cavalry and Archers. Fast mobile units. Only weakness is vs. enemy SUs.
    1867 * Special: -
    1868 
    1869 http://www.wildfiregames.com/~art/hyborian...tairoiColor.jpg
    1870 
    1871 ==POLEIS HEROES==
    1872 
    1873 * Name: Themistocles
    1874 * Class: Hero1.
    1875 * Hacker Armament: Xiphos
    1876 * Ranged Armament: None
    1877 * Appearance:
    1878 - Garb: Lino-thorax, Pericnimides (Bronze Greaves), tailored garments.
    1879 - Helmet: No helmet.
    1880 - Shield: Round shield with an Athene Owl design.
    1881 - Figure(s): Think of a saltier Maximus from the movie Gladiator.
    1882 - This could be a pretty good imitation of Themistocles for our game. Though, perhaps a little more pepper for his salty hair: http://www.wildfiregames.com/~art/history/...hemistocles.jpg
    1883 * 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.
    1884 * Garrison: 1.
    1885 * Function: Naval Enhancement
    1886 * Special:
    1887 - "Hero" Aura (When garrisoned in a ship, all nearby war ships are 20% faster. Ships are also built 20% faster during his lifespan).
    1888 
    1889 http://???
    1890 
    1891 * Name: Leonidas
    1892 * Class: Hero2.
    1893 * Hacker Armament: Spear.
    1894 * Ranged Armament: None.
    1895 * Appearance:
    1896 - Garb: White tunic with purple trimmings.
    1897 - Helmet: As for Spartiate. Striped Plume.
    1898 - Shield: As for Spartiate.
    1899 - Other: Looks like a meaner and badder Spartiate. Long hair poking down out of the bottom of his helmet, with beard. Think of Aragorn from the Lord of the Rings movies. Include a red cloak for artistic license and for differentiation from the "common Spartiate." (approved by Paul).
    1900 - Use this for Leonidas. Include the red cloak for artistic reasons and to help make Leonidas stand out from the rest of the hoplites and Spartiate units. Another possible artistic license would be to emblazen the back of the cloak with a white Spartan Lamda symbol: http://www.wildfiregames.com/~art/history/...ges/C90-F06.jpg
    1901 - Another GREAT image. This is exactly how Leonidas should look, but with spear instead of sword: http://www.wildfiregames.com/~art/history/...rrior_Sword.jpg
    1902 - And another: http://0ad.wildfiregames.com/~art/history/...oplite_4-BC.jpg
    1903 * History: The king of Sparta, whom fought and died at the battle of Thermopylae in 480 BC. He successfully blocked the way of the huge Persian army through the narrow passage with his 7000 men, until Xerxes was made aware of a secret unobstructed path. Finding the enemy at his rear, Leonidas sent home most of his troops, choosing to stay behind with 300 hand-picked hoplites and win time for the others to withdraw.
    1904 * Garrison: 1.
    1905 * Function: Infantry Enhancement
    1906 * Special:
    1907 - "Hero" Aura (Nearby friendly Hoplites and Spartiates have +20% attack and +10% armor.)
    1908 
    1909 http://???
    1910 
    1911 * Name: Xenophon
    1912 * Class: Hero3.
    1913 * Hacker Armament: Spear.
    1914 * Ranged Armament: None.
    1915 * Appearance:
    1916 - Garb: White tunic with purple trimmings.
    1917 - Helmet: Thracian type.
    1918 - Shield: Hoplon.
    1919 - Figure(s): Similar to hoplite, but cuirass is covered with lamellar plate mail.
    1920 * History: Xenophon (c. 430 B. C. to c. 355 B. C.) was a Greek soldier and (later) historian who was born in Athens of an oligarch family and was a student of Socrates during his youth. In 401 B. C., Xenophon joined an army of Greek mercenaries lead by Clearchus and four other generals who were aiding Cyrus the Younger in his military campaign against his brother, King Artaxerxes II. He initially went along as a civilian observer and guest of his friend Proxenus who was one of the five generals. Unfortunately for the Greeks, Cyrus was killed in the Battle of Cunaxa in 401 B. C. and the 10000 Greeks found themselves alone in enemy territory, more than 1000 miles from the nearest Greek colony. In addition, the leaders of the force and a hundred captains were treacherously murdered during a negotiation by the Persian satrap Tissaphernes. On the very night after the assassination of Clearchus, the other generals and captains, Xenophon endeavored to rally the spirits of the surviving officers, successfully, and through the night they reorganized the army as if it had not been decapitated of its leadership. Through the timely intervention of a civilian hanger-on the Greek phalanx met the new day confident and ready to fight again, survive regardless of the odds against doing so. Xenophon was elected one of the new Greek leaders chosen to lead the army in its retreat out of Persia. In a march that lasted five months, traveled over 1500 miles, and overcoming many obstacles (both external and internal), they finally reached the colony of Trapezus (now Trabzon, Turkey) on the Black Sea, and then further found their way by land and sea legs back to the Greek homelands in a journey that took more than a year and a half altogether. As one of the five new Strategoi and most junior at that (having never been a soldier), Xenophon is given the task of commanding the rearmost division, the position that turned out to be the most dangerous during the “Anabasis”, or “March Up Country”. Xenophon repetitively demonstrated his brilliance and leadership qualities in effecting new organizations of light troops and cavalry to include the tactics of their employment in the protection of the phalanx in countering and overcoming their adversaries along the route of march to a degree that he becomes the acknowledged leader of the entire force even though Cheirisophus was the senior strategoi who commanded the van and all the others strategoi outranked him. The story of the retreat from Cunaxa, which Xenophon himself wrote in the third person (as was the custom of the times), is one of the most famous feats of all time in recorded military history. Xenophon went on to fight and lead troops in numerous battles then later write numerous books on military tactics, organization and command throughout the remainder of his lifetime. Other than the legacy of the Anabasis itself his legacy left to the annals of warfare really took effect when Phillip II of Macedon and his son Alexander the Great (also a stude3nt of Socrates for a time) succeeding him put Xenophon’s knowledge of warfighting to work for them and the latter went on to conquer most of the known world at the time.
    1921 * Garrison: 1.
    1922 * Function: Speed Enhancement
    1923 * Special:
    1924 - "Hero" Aura (When placed into formation all units in the formation +15% speed and +15% armor. Additionally, during Xeno's lifespan, all Peltasts +15% speed.)
    1925 
    1926 http://www.wildfiregames.com/~art/history/...eek_w_Spear.jpg
    1927 A great spot-on image for Xenophon. The lamellar mail over his cuirass is clearly visible. This is the exact image Mythos and Paal had in mind.
    1928 
    1929 http://www.wildfiregames.com/~art/history/...001-1right.html
    1930 Similar to this guy, but with Hoplon instead of Macedonian shield. Also, use one hand for the spear and one hand for the shield. He has a cool OWL design on his shield which should be used for Themistocles. We can come up with some other cool shield design for Xenophon.
    1931 
    1932 ==MACEDONIAN HEROES==
    1933 
    1934 * Name: Philip II.
    1935 * Class: Hero1.
    1936 * Hacker Armament: As for Macedonian Hetairoi.
    1937 * Ranged Armament: None.
    1938 * Appearance:
    1939 - Garb: Purple tunic.
    1940 - Helmet: Gold helmet.
    1941 - Shield: As for Macedonian Hetairoi.
    1942 - Figure(s): As for Macedonian Hetairoi.
    1943 - Mount: As for Macedonian Hetairoi.
    1944 * History: The king of Macedonia (359 BC - 336 BC), he carried out vast monetary and military reforms in order to make his kingdom the most powerful force in the Greek world. Greatly enlarged the size of Macedonia by conquering much of Thrace and subduing the Greeks. Murdered in Aegae while planning a campaign against Persia.
    1945 * Garrison: 2.
    1946 * Function: Cavalry Enhancement
    1947 * Special:
    1948 - "Hero" Aura (All nearby friendly SUs gain a +20% attack boost.)
    1949 
    1950 
    1951 http://???
    1952 
    1953 * Name: Alexander the Great.
    1954 * Class: Hero2.
    1955 * Hacker Armament: A mean looking Kopis.
    1956 * Ranged Armament: None.
    1957 * Appearance:
    1958 - Garb: As portrayed on the "Battle of Issus" mosaic.
    1959 - Helmet: Bronze "Lion" helmet, complete with flowing crest and feathers.
    1960 - Shield: As portrayed on the "Battle of Issus" mosaic.
    1961 - Figure(s): As portrayed on the "Battle of Issus" mosaic.
    1962 - Mount: Bucephalus.
    1963 * History: The most powerful hero of them all - son of Philip II, king of Macedonia (336 BC - 323 BC). After conquering the rest of the Thracians and quelling the unrest of the Greeks, Alexander embarked on a world-conquest march. Defeating the Persian forces at Granicus (334 BC), Issus (333 BC) and Gaugamela (331 BC), he became master of the Persian Empire. Entering India, he defeated king Porus at Hydaspes (326 BC), but his weary troops made him halt. Died in Babylon at the age of 33 while planning a campaign against Arabia.
    1964 * Garrison: 2.
    1965 * Function: Hero Killer
    1966 * Special:
    1967 - "Hero" Aura (All nearby cavalry units, including Super Cavalry, are 10% faster and have +15% attack.)
    1968 - "Heroicide Bonus" (+20% attack bonus vs. enemy heroes.)
    1969 
    1970 <span style='font-size:8pt;line-height:100%'>Alexander the Great</span>
    1971 
    1972 * Name: Demetrius Poliorcetes.
    1973 * Class: Hero3.
    1974 * Hacker Armament: Sarissa; Short Sword (ornamental).
    1975 * Ranged Armament: None.
    1976 * Appearance:
    1977 - Garb: 16 kg metal armour. Purple tunic.
    1978 - Helmet: A fancy hat or a crown of laurels.
    1979 - Shield: ?
    1980 - Figure(s): ?
    1981 * History: One of the Diadochi, king of Macedonia (294 BC - 288 BC), Demetrius was renowned as one of the bravest and most able successors of Alexander. As the son of Antigonus I Monophtalmus, he fought and won many important battles early on and was proclaimed king, along with his father, in 306 BC. Losing his Asian possessions after the battle of Ipsus, he later won the Macedonian throne. Fearing lest they should be overpowered by Demetrius, the other Diadochi united against him and defeated him.
    1982 * Garrison: 1.
    1983 * Function: Siege Enhancement
    1984 * Special:
    1985 - "Hero" Aura (All nearby siege weapons have 50% greater range and LOS (Poliorcetes means "the taker of cities").)
    1986 
    1987 http://???
    1988 
    1989 NEW UNIT TRAITS
    1990 
    1991 * Herocide Bonus: Alexander the Great has an attack bonus versus all other enemy heroes in the game. This gives him the unique qualification as a "hero killer."
    1992 
    1993 CIV CENTRE UNITS
    1994 
    1995 * Melee Infantry: Greek Hoplite.
    1996 * Ranged Infantry: Thracian Peltast.
    1997 * Cavalry: Greek Hyppikon.
    1998 
    1999 FORBIDDEN CLASSES
    2000 
    2001 * Swordsman.
    2002 * Slinger.
    2003 * Cavalry Spearman.
    2004 * Cavalry Javelinist.
    2005 * Cavalry Archer.
    2006 * Quinquereme.
    2007 
    2008 STRUCTURE DESCRIPTIONS
    2009 
    2010 ==VILLAGE==
    2011 
    2012 * Name: Apoikia. (means 'Colony')
    2013 * Class: Civ Centre.
    2014 * History: During the Great Colonisation, the Hellenes built numerous colonies all over the shores of the Mediterranean and Black Seas, which became miniature versions of Greece on foreign soil.
    2015 
    2016 <insert picture of the above structure, if available>
    2017 
    2018 * Name: Melathron. (means 'House')
    2019 * Class: House.
    2020 * History: Hellenic houses from the Classical Age were generally humble yet stylish. During the Hellenistic Age, however, luxurious palaces and estates became commonplace in the rich Hellenistic metropolises like Antioch, Alexandria and Seleucia.
    2021 
    2022 <insert picture of the above structure, if available>
    2023 
    2024 * Name: Sitobolion. (means 'Granary')
    2025 * Class: Farm Centre.
    2026 * History: Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.
    2027 
    2028 <insert picture of the above structure, if available>
    2029 
    2030 * Name: Agros. (means 'Field')
    2031 * Class: Field.
    2032 * History: Even though Greece is a rugged country, farming was still one of the most common sources of food. Farms were built in small villages and outside city walls.
    2033 
    2034 <insert picture of the above structure, if available>
    2035 
    2036 * Name: Stavlos.
    2037 * Class: Corral.
    2038 * History: <Structure History>.
    2039 
    2040 <insert picture of the above structure, if available>
    2041 
    2042 * Name: Anakeion. (means 'Warehouse')
    2043 * Class: Resource Centre.
    2044 * History: Resources and building materials were kept in warehouses.
    2045 
    2046 <insert picture of the above structure, if available>
    2047 
    2048 * Name: Pyrgion. (means 'Little Tower')
    2049 * Class: Scout Tower.
    2050 * History: Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants.
    2051 
    2052 <insert picture of the above structure, if available>
    2053 
    2054 * Name: Teichos. (means 'City Wall')
    2055 * Class: Wall.
    2056 * 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.
    2057 
    2058 <insert picture of the above structure, if available>
    2059 
    2060 * Name: Pyrgos. (means 'Tower')
    2061 * Class: Wall Tower.
    2062 * History: Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants.
    2063 
    2064 <insert picture of the above structure, if available>
    2065 
    2066 * Name: Pule.
    2067 * Class: Wall Gate.
    2068 * History: ?
    2069 
    2070 <insert picture of the above structure, if available>
    2071 
    2072 ==TOWN==
    2073 
    2074 * Name: Limenos.
    2075 * Class: Port Centre.
    2076 * History: Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.
    2077 
    2078 <insert picture of the above structure, if available>
    2079 
    2080 * Name: Anaktoron. (means 'Temple')
    2081 * Class: Health Centre.
    2082 * 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.
    2083 
    2084 <insert picture of the above structure, if available>
    2085 
    2086 * Name: Strategion. (means 'Military Centre')
    2087 * Class: Military Centre.
    2088 * History: The Strategion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Strategoi.
    2089 
    2090 <insert picture of the above structure, if available>
    2091 
    2092 * Name: Agora. (means 'Market')
    2093 * Class: Trade Centre.
    2094 * History: The most important place in most Classical Greek polises, the Agora served many purposes - it was a stage for public speeches and debates, as well as a market.
    2095 
    2096 <insert picture of the above structure, if available>
    2097 
    2098 ==CITY==
    2099 
    2100 (If the civilisation branches at City, specify one Fortress for each branch)
    2101 
    2102 * Name: Akropolis. (means 'Fortress')
    2103 * Class: Fortress.
    2104 * History: The Akropolis was usually a fortified citadel in the upper part of the city. The Athenian Akropolis was renowned for its marvellous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defences.
    2105 
    2106 <insert picture of the above structure, if available>
    2107 
    2108 SPECIAL STRUCTURES
    2109 
    2110 * Name: Theatron.
    2111 * Class: SB1.
    2112 * 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.
    2113 * Requirements: None.
    2114 * Phase: City.
    2115 * Special:
    2116 - Must be built in order to use Hellenisation CB.
    2117 - Each additional Theatron reduces the delay between each use of Hellenisation by 30 seconds.
    2118 - Limited to 3 Theatrons per player (therefore Hellenisation delay can be reduced to no more than 30 seconds).
    2119 
    2120 <insert picture of the above structure, if available>
    2121 
    2122 * Name: Gymnasion.
    2123 * Class: SB2.
    2124 * History: The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established.
    2125 * Requirements: None.
    2126 * Phase: City.
    2127 * Special: Garrisoning a male foot unit in the Gymnasion for a short period of time will bestow the unit with a permanent non-cumulative 15% speed increase. Recharge time for the "charging" ability is also reduced by 15%. Up to 10 units may be garrisoned at a time for this purpose.
    2128 
    2129 <insert picture of the above structure, if available>
    2130 
    2131 NEW STRUCTURE TRAITS
    2132 
    2133 See Special Structures.
    2134 
    2135 FORBIDDEN STRUCTURES
    2136 
    2137 None.
    2138 
    2139 CIV BONUSES
    2140 
    2141 CB1
    2142 Name: Oikoumene.
    2143 History: The Hellenes envisioned themselves as comprising the civilised world (oikoumene), surrounded by more or less developed barbarians. Many foreigners also considered them men of higher stature.
    2144 Effect: 10-15% cheaper technologies.
    2145 
    2146 CB2
    2147 Name: Hellenisation.
    2148 History: By means of their superior culture and evocative language, the Greeks were highly successful in Hellenising various foreigners. During the Hellenistic Age, Greek was the 'lingua franca' of the Ancient World, spoken widely from Spain to India.
    2149 Effect: Every 90 seconds, a random unit from another civilisation is produced from the Theatron and comes under control of the player. This occurs automatically and without cost - though each unit will require sufficient population slots to support. Units with construction capability will only be able to build Hellenic structures. Requires: Theatron Special Structure.
    2150 
    2151 TEAM BONUS:
    2152 
    2153 TB
    2154 Name: Oracle at Delphi.
    2155 History: The sacred Oracle of Apollo at Delphi was among the most highly cherished sanctuaries by Hellenes and foreigners alike. The Lydian king Croesus, for example, consulted the advice of the god before going to war with Cyrus the Great of Persia.
    2156 Effect: All units and allied units have increased LOS. ~ 10%
    2157 
    2158 TECHNOLOGIES
    2159 
    2160 * Infantry: Very good, probably the best in the game. All technologies. Archers are the exception: neither here, nor there. Archery techs average.
    2161 * Cavalry: Mediocre to poor (except for Hetairoi, which are excellent). Nothing to match the cavalry of the Persians, for instance.
    2162 * Naval: Very good. Almost all technologies.
    2163 * Siege: Good. Most technologies.
    2164 * Economy:
    2165 - Farming: Mediocre. They should get some of the technologies, but not the most advanced ones.
    2166 - Mining: Very good. Almost all, if not all, technologies. Silver and gold mines have been discovered and exploited in Greece and Macedonia. Coinage was highly developed, especially after the reform of Philip II.
    2167 - Lumbering: Mediocre. Same as farming.
    2168 - Hunting: Very limited. It was practised mostly as a sport by Macedonian kings.
    2169 - Land Trade: Mediocre. Definitely nothing to match that of the best civs in the area.
    2170 - Naval Trade: Very good, one of the best in the game. Almost all techs.
    2171 - Architecture: Above average. I would say something on the order of 80% of that of the Persians. Better for the Poleis branch than for the Macedonians.
    2172 - Defences: Poleis - Very good. Macedonia - 80% of those of Poleis.
    2173 
    2174 SPECIAL TECHNOLOGIES
    2175 
    2176 ==POLEIS SPECIAL TECHNOLOGIES==
    2177 
    2178 ST1
    2179 Name: Phalanx.
    2180 History: The classical phalanx formation was developed about VIII century BC. It was eight men deep and two hundred men wide.
    2181 Effect: The player gains the ability to order his troops into a Phalanx formation, providing +30% attack and +30% armor if attacked from the front.
    2182 
    2183 ST2
    2184 Name: Delian League.
    2185 History: Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy.
    2186 Effect: Triremes are 20% cheaper.
    2187 
    2188 ==MACEDONIAN SPECIAL TECHNOLOGIES==
    2189 
    2190 ST1
    2191 Name: Syntagma.
    2192 History: Introduced by Philip II, it was derived from the oblique battle front developed by the Theban commander Epaminondas. The phalanx, consisting of 256 men, is arranged in the following way – 16 men in width and 16 in depth.
    2193 Effect: The player gains the ability to order his spear infantry into a Syntagma formation: irresistible charge of the Macedonian phalangites, which is vulnerable only in the rear. The formation allows the units in the 2nd row of the formation to also attack enemy units directly in front of the formation. In effect this doubles the attack power of the offensive face of the formation.
    2194 
    2195 ST2
    2196 Name: Hellenistic Metropolises.
    2197 History: Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilisation.
    2198 Effect: Civ Centres have double hitpoints.
    2199 
    2200 ==MISCELLANEOUS==
    2201 
    2202 Possible "standard" technology
    2203 Name: Tirtean Paeans.
    2204 History: Paeans were battle hymns that were sung by the hoplites when they charged the enemy lines. One of the first known Paeans were composed by Tirteus, a warrior poet of Sparta, during the First Messenian War.
    2205 Effect: Infantry move faster.
    2206 
    2207 
    2208 Civ: Iberians
    2209 
    2210 IBERIAN CIVILISATION PROFILE
    2211 
    2212 by Ken Wood [aka Phoenix-TheRealDeal / tonto_real] Email: ken@0ad.wildfiregames.com. (Arizona, United States of America).
    2213 
    2214 Historical consultant and contributor: Professor Alejandro Carneiro [aka Piteas] (Classical & Antiquity Greco-Romano-Iberico History Studies) (Spain).
    2215 
    2216 Contributing concept artists: Antonio J. Flamas [aka ajflamas] (Spain); Aviv Sharon [aka Jeru] (Israel); Marco Giannini [aka Kellian] (Italy); Praveen Pillai [aka Tonto_CT] (United Kingdom), Brendan W. Keough.
    2217 
    2218 UNIT DESCRIPTIONS
    2219 
    2220 ==INFANTRY==
    2221 
    2222 * Name: Caetrati. <Temporary Basque name -Ezpata (sword, from spatha)>
    2223 * Class: Swordsman.
    2224 * Armament: Falcata.
    2225 * Appearance:
    2226 - Garb: Basic tunic is of cream-coloured cloth with short-sleeved shirt. Hemmed sleeves and hem at the bottom of the skirt can be used for civ colour identification bands. Two metal rings above the elbows on each arm. The breast has a scaled armour plate 'vest' strapped over the shirt part of the tunic and chain mail skirt below. Gains a bronze breastplate when upgraded to Ultimate rank.
    2227 - Shield: Round buckler (caetra)
    2228 - Helmet: No headgear for basic unit, crested spine for advanced, plumed horsehair for Ultimate; see concept drawing below.
    2229 - Figure(s): -
    2230 * History: Numantinos were citizens of the city of Numantia and members of the Celtiberi tribe living in the centre of the Iberian Peninsula; particularly famous for their resistance to Roman subjugation culminating in the Siege of Numantia which lasted 8 months. Rather than submit to the Roman victors, almost the entire nobility committed suicide instead of surrendering to be paraded in a Triumph and/or sold into slavery as the rest of the population subsequently was.
    2231 * Garrison: 1.
    2232 * Function: -
    2233 * Special: Iberian Steel.
    2234 
    2235 concept drawings by Brendan
    2236 
    2237 * Name: Scutarii <Temporary Basque name - Ezkutu (scutum)>
    2238 * Class: Spearman.
    2239 * Armament: Spear having a broad point at the front end and smaller iron tip at the butt end.
    2240 * Appearance:
    2241 - Garb: Identical to Infante Numantino.
    2242 - Shield: Identical to Infante Numantino.
    2243 - Helmet: Identical to Infante Numantino.
    2244 - Figure(s): -
    2245 * History: Carpetani were a major tribe occupying lands just south of the Celtiberi on Iberia's central upland plain, much like their neighbours to the north, and long resisted incursion by both Romans and Carthaginians in their homeland.
    2246 * Garrison: 1.
    2247 * Function: -
    2248 * Special: -
    2249 
    2250 concept drawing by Brendan
    2251 
    2252 * Name: Iberian Slinger. <Temporary Basque name - Habailari (slinger)>
    2253 * Class: Slinger.
    2254 * Armament: Three slings and sling bolt pouch; see concept drawing below.
    2255 * Appearance: TO BE DETERMINED
    2256 - Garb: Same basic tunic as Infante Numantino: Cream-coloured cloth with short-sleeved shirt. Hemmed sleeves and hem at the bottom of the skirt can be used for civ colour identification bands.
    2257 - Shield: None.
    2258 - Helmet: None at any experience level.
    2259 - Figure(s): Barefoot; nothing on body to restrict movement.
    2260 * History: The Iberian Peninsula is literally littered with stone, ceramic, and leaden sling bolts at archeological sites, so evidence suggests that slingers were a common enough unit that they are tribal generic. While it is a popular notion that Balearic Slingers, possibly the best in the ancient world, were 'Hispanic' because the islands now belong to modern day Spain, they are a Carthaginian unit relative to the times. Iberian slingers carry 3 slings like those of the Balearic.
    2261 * Garrison: 1.
    2262 * Function: Relatively cheap. Quick rate of fire. Fastest infantry unit. Their agility makes up to some extent for their lack of armour.
    2263 * Special: -
    2264 
    2265 concept drawing by Marco Giannini aka Kellian (Italy)
    2266 
    2267 ==CAVALRY==
    2268 
    2269 * Name: Jinetes <Temporary Basque name - Zalduneria (cavalry)>
    2270 * Class: Cavalry Spearman
    2271 * Armament: Iberian spear.
    2272 * Appearance: TO BE DETERMINED - SIMILAR TO CAETRATI
    2273 - Garb:
    2274 - Shield:
    2275 - Helmet:
    2276 - Figure(s): -
    2277 - Mount: Typically a fine horse of mid stature as they were raised on the Iberian Peninsula; They decorated them with spirals of woven wool multi-coloured 'rosettes' affixed to top side and front of bridle and woven-fringed neck and breast bands as marks of their special pride in the animals.
    2278 * History: Mounted troops comprised variously 20~25% of warriors and their horses were well cared for by their owners. Horses were raised in abundant numbers in the Iberian Peninsula from the earliest of times; it was said by the Romans that either Iberia or Numidia (in North Africa) could provide on the order of 100,000 mounts per year!
    2279 * Garrison: 2.
    2280 * Function: -
    2281 * Special: Iberian Steel.
    2282 
    2283 
    2284 ==SUPPORT UNITS==
    2285 
    2286 Note: In the Spanish language the adjective follows the noun (name) and gender is usually denoted by a final 'a' for the feminine and final 'o' for the masculine, both noun and adjective being in agreement.
    2287 
    2288 * Name: Ciudadana Iberica. (see-oo-dah-DAHN-nah ee-BAY-ree-kah) <means: Iberian female citizen>
    2289 * Class: Female Citizen.
    2290 * Armament: None.
    2291 * Appearance:
    2292 - Garb: Various; see concept drawings below.
    2293 - Shield: None.
    2294 - Helmet: No helmet per se. May or may not have headgear as depicted in concept drawings below.
    2295 - Figure(s): See concept drawings below.
    2296 * History: Until the coming of and imposition of Roman Law, females were treated as being equal to men in virtually all social aspects of their society.
    2297 * Garrison: 1.
    2298 * Function: -
    2299 * Special: -
    2300 
    2301 concept drawing by Marco Giannini aka Kellian (Italy)
    2302 
    2303 concept drawing by Praveen Pillai aka Tonto_CT (United Kingdom)
    2304 
    2305 * Name: Sacerdotisa de Ataecina. (sah-sayer-doh-TEE-sah day ah-tah-eh-SEE-nah) <means: Priestess to the goddess Ataecina>
    2306 * Class: Healer.
    2307 * Armament: None.
    2308 * Appearance: See concept drawing & pic below.
    2309 - Garb: See concept drawing & pic below.
    2310 - Shield: None.
    2311 - Helmet: See headdress in concept drawing below.
    2312 - Figure(s): See concept drawing & pic below.
    2313 * 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 Endovelico and female Ataecina, we thought it would be nice to adopt The Lady of Elche as our priestess-healer representing Ataecina.
    2314 * Garrison: 1.
    2315 * Function: -
    2316 * Special: "Fe" Aura.
    2317 
    2318 concept drawing by Marco Giannini aka Kellian (Italy)
    2319 
    2320 The Lady of Elche - figure on the right - from Osprey MAA #180.
    2321 
    2322 The Lady of Elche - Museo de Madrid. (Isn't she beautiful?)
    2323 
    2324 * Name: Comerciante Iberico. (koh-mayer-see-ANH-tay ee-BAY-ree-koh) <means: Iberian businessman>
    2325 * Class: Trader.
    2326 * Armament: None.
    2327 * Appearance:
    2328 - Garb: Colourful tunic, trousers in the checkered 'Celtic style', and boots.
    2329 - Shield: None.
    2330 - Helmet: Big 'floppy' hat to keep the sun and rain off.
    2331 - Figure(s): Typical of Iberian male. Only one figure, riding on a seat at the yoke of the wagon.
    2332 - Mount: Trade wagon pulled by two oxen of the auroch cattle type. Put together the parts as shown below.
    2333 * History: It is not known exactly what 'vehicles' might have been used for trading, except that the Iberians did a lot of overland trading by land amongst themselves and some with people to the north of the Pyrenees, and that wagons and carts were known and used for something; it stands to reason they would have been used in commerce.
    2334 * Garrison: 2.
    2335 * Function: -
    2336 * Special: -
    2337 
    2338 Reference image for Trader
    2339 
    2340 * Name: Barco. (BAR-koh) <means: boat or ship>
    2341 * Class: Merchantman.
    2342 * Armament: (Standard).
    2343 * Appearance:
    2344 - Shell: This is a knock-off for the ship that I want modeled for the Carthaginians to be skinned and statted somewhat differently. It will have solid sides rather than that lateral opening below the shield line. The vertical bands separating the shields are to be iron bands placed to strengthen the hull and should show bolts in the bands. See the pic immediately below for a basis.
    2345 * History: The Iberians, especially along the western and northwestern coasts of the peninsula, had been trading by sea with peoples in North Africa, Western Europe along the coast of Gaul and the British Isles by boat well back into the 2nd millennium BC. As such, their ships were very seaworthy, crossing stretches of the Atlantic Ocean (while they are not known to have traded by sea in the Mediterranean). Though the Carthaginians came along around the beginning of the 1st millennium and co-opted much of that trade, along with the Greeks in the Mediterranean, with 'better ships', they still would have influenced the seafaring peoples who built the 'high sided sailing vessels' along the Atlantic Seaboard. So it is not such a stretch to specify a good strong sailing ship for Iberians that can be used as either a merchant trading vessel or a quasi-war fighting transport of units.
    2346 * Garrison: Cannot.
    2347 * Function: High hitpoints (very strong and highly armoured hull; sea ram resistant).
    2348 * Special: -
    2349 
    2350 Reference image for Merchantman
    2351 
    2352 ==WAR SHIPS==
    2353 
    2354 None.
    2355 
    2356 ==SIEGE==
    2357 
    2358 * Name: Ariete. (ah-ree-EH-tay) (upgrade to: Ariete de Asedio). (ah-ree-EH-tay day ah-SAY-dee-oh) <means: battle ram and siege ram, respectively>
    2359 * Class: Ram.
    2360 * Armament: (Standard).
    2361 * Appearance:
    2362 - Shell: See notes below.
    2363 * History: It is not known if any of the Iberians culture tribes used rams; the unit is added to the civ roster for gameplay purposes.
    2364 * Garrison: 3.
    2365 * Function: -
    2366 * Special: -
    2367 
    2368 <picture not available - 'standardised' land ram, or siege ram as the upgrade, my best guess>
    2369 
    2370 ==SUPER UNITS==
    2371 
    2372 * Name: Infante Devotio. <Temporary Basque name - Leial Infanteria (Loyal Infantry)>
    2373 * Class: Super Infantry Unit.
    2374 * Melee Armament: Falcata or Espasa sword.
    2375 * Ranged Armament: Saunion
    2376 * Appearance: TO BE DETERMINED - MOST LIKELY SIMILAR TO SCUTARII
    2377 - Garb: See concept drawing..
    2378 - Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a wolf.
    2379 - Helmet: See concept drawing.
    2380 - Figure(s): See concept drawing.
    2381 * History: 'Devotios' (the devoted) were experienced veterans of 'foreign wars'. They served as mercenaries for other nations and having lived to return to their own where they assumed a position close to the chief or king. Their relationship was similar to that of feudal knights during the later Middle Ages.
    2382 * Garrison: 1.
    2383 * Function: Strong against siege weapons, all Citizen Soldier units but additionally bonused against Infantry Spearman & Cavalry Spearman. Weak against Infantry Archer & Cavalry Archer.
    2384 * Special: -
    2385 
    2386 concept drawing by Marco Giannini aka Kellian (Italy)
    2387 
    2388 * Name: Jinetes Devotio. <Temporary Basque name - Zalduneria (Loyal Cavalry)>
    2389 * Class: Super Cavalry Unit.
    2390 * Melee Armament: Iberian Spear..
    2391 * Ranged Armament: Iberian Spear
    2392 * Appearance: TO BE DETERMINED
    2393 - Garb: See concept drawing.
    2394 - Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a bull.
    2395 - Helmet: See concept drawing.
    2396 - Figure(s): See concept drawing.
    2397 - Mount: Identical to Caballero Ilerjete.
    2398 * History: (Identical to Devotio Infante.)
    2399 * Garrison: 2.
    2400 * Function: Strong against siege weapons, all Citizen Soldier units but additionally bonused against Cavalry Archer & Infantry Slinger. Weak against Infantry Spearman & Infantry Javelinist.
    2401 * Special: -
    2402 
    2403 concept drawing by Marco Giannini aka Kellian (Italy)
    2404 
    2405 ==HEROES==
    2406 
    2407 * Name: Viriato. (bee-ree-AH-toh)
    2408 * Class: Hero1.
    2409 * Armament: Falcata sword.
    2410 * Appearance:
    2411 - Garb: Typical Iberians tunic. Fine mesh chain mail over clothing, belted. Animal pelt cape.
    2412 - Shield: A round 'Caetra' slightly larger in diameter than the Citizen Soldier units carry; has raised centre boss depicting the head of a lion.
    2413 - Helmet: Is sort of beehive shaped; has a horsehair plume that descends down from the back of the top of the beehive..
    2414 - Figure(s): See centre figure in two figures immediately below.
    2415 * History: Viriato, like Vercingentorix amongst the Gauls, was the most famous of the Iberian tribal war leaders, having conducted at least 7 campaigns against the Romans in the southern half of the peninsula during the 'Lusitani Wars' from 147 to 139 BCE. He surfaced as a survivor of the treacherous massacre of 9,000 men and the selling into slavery of 21,000 elderly, women, and children of the Lusitani. They had signed a treaty of peace with the Romans, conducted by Servius Sulpicius Galba, governor of Hispania Ulterior, as the 'final solution' to the Lusitani problem. He emerged from humble beginnings in 151 BCE to become war chief of the Lusitani. He was intelligent and a superior tactician, never really defeated in any encounter (though suffered losses in some requiring retreat). He succumbed instead to another treachery arranged by a later Roman commander, Q. Servilius Cepio, to have him assassinated by three comrades that were close to him.
    2416 * Garrison: 1.
    2417 * Function: Strong AT, high AR, high HP.
    2418 * Special: "Hero" Aura: "Tactica Guerilla".
    2419 
    2420 concept drawing by Marco Giannini aka Kellian (Italy)
    2421 
    2422 Viriato statue model in Spain - front view centre figure
    2423 
    2424 Viriato statue model in Spain - rear view centre figure (I don't know what kind of animal pelt he is wearing)
    2425 
    2426 * Name: Caros. (KAH-rohss)
    2427 * Class: Hero2.
    2428 * Armament: Falcata sword.
    2429 * Appearance:
    2430 - Garb: See pic below for basis, except that will wear boots instead of sandals.
    2431 - Shield: Bronzed iron Caetra wound shield with animal head motif on the boss.
    2432 - Helmet: Smooth rounded bronze as shown.
    2433 - Figure(s): See figure 1 in pic below for basis.
    2434 - Mount: The typical Iberian horse with armour but also having in addition to the multi-coloured woolen floral looking rosettes on the bridle more decorative trappings across the breast and in the bridle of the horse, a bell hanging at the throat.
    2435 * History: Caros was a chief of the Belli tribe located just east of the Celtiberi (Numantines at the centre). Leading the confederated tribes of the meseta central (central upland plain) he concealed 20,000 foot and 5,000 mounted troops along a densely wooded track. Q. Fulvius Nobilior neglected proper reconnaissance and lead his army into the trap strung out in a long column. Some 10,000 of 15,000 Roman legionaries fell in the massive ambush that was sprung upon them. The date was 23 August of 153 BCE, the day when Rome celebrated the feast of Vulcan. By later Senatorial Decree it was ever thereafter known as dies ater, a 'sinister day', from whence our word disaster comes, and Rome never again fought a battle on the 23rd of August. Caros was wounded in an after battle small cavalry action the same evening and soon died thereafter, but he had carried off one of the most humiliating defeats that Rome ever suffered.
    2436 * Garrison: 2.
    2437 * Function: A strong high AT, high AR, high HP, cavalry unit having a special aura.
    2438 * Special: "Hero" Aura: "Tactica Guerilla".
    2439 
    2440 <insert picture of the above unit, if available> Marco is doing the concept drawing.
    2441 
    2442 Figure #1, centre front. Picture from Osprey MAA #180
    2443 
    2444 * Name: Indibil. (EEN-dee-beel)
    2445 * Class: Hero3.
    2446 * Armament: Falcata sword and Spear.
    2447 * Appearance:
    2448 - Garb: The only picture of a statue rendition we have shows him hardly dressed (1st reference below), but we will show him much like the Edetano soldier in the second reference drawing below.
    2449 - Shield: See 2nd reference pic below.
    2450 - Helmet: See 2nd reference pic below..
    2451 - Figure(s): See 2nd reference pic below.
    2452 - Mount: See 2nd reference pic below.
    2453 * History: Indibil was king of the Ilegetes, a large federation ranged principally along the Ebro River in the northwest of the Iberian Peninsula. During the Barcid expansion, from 212 BCE he had initially been talked into allying himself with the Carthaginians who hade taken control of a lot of territory to the south and west, however after loss and his capture in a major battle he was convinced, some say tricked, to switch to the Roman side by Scipio Africanus. But that alliance didn't last long, as Roman promises were hollow and the Romans acted more like conquerors than allies. So, while the Romans and their allies had ended Carthaginian presence in 'Hispania' in 206 BCE, Indibil and another tribal prince by the name of Mandonio, who may have been his brother, rose up in repbellion against the Romans. They were defeated in battle, but rose up in a 2nd even larger rebellion that had unified all the Ilergetes again in 205 BCE. Outnumbered and outarmed they were again defeated, Indibil losing his life in the final battle and Mandonio being captured then later put to death. From that date onward the Ilergetes remained a pacified tribe under Roman rule.
    2454 * Garrison: 2.
    2455 * Function: High AT, high AR, high HP.
    2456 * Special: "Hero" Aura: "Tactica Guerrilla".
    2457 
    2458 <Kellian is doing the concept drawing>
    2459 
    2460 reference picture #1 statue of Indibil and Mandonio (Spain)
    2461 
    2462 reference picture #2 edetano soldier with mount, use as basis for Indibil
    2463 
    2464 NEW UNIT TRAITS
    2465 
    2466 * "Fe" Aura: <FEY; means "faith"> Effect: Replaces "Heal" Aura. Health regeneration rate is twice that of the normal Aura; simulates the Iberians' penchant for dying or committing suicide rather than surrender.
    2467 
    2468 * Flaming Javelin: Effect: Once the player researches the 'Falarica del Fuego' Special Technology, the unit gains the ability to set fire to enemy units and structures as well as effect pierce damage when striking targets.
    2469 
    2470 * Iberian Steel: Iberian steel in swords was the best in the world at the time, so this unit has a relatively higher attack factor than any other civ's swordsmen. Effect: +1 AT.
    2471 
    2472 * "Hero" Aura: "Tactica Guerrilla": <(TAHK-tee-kah gay-REE-yah); means: guerrilla tactics> The Iberians were singularly well known for their use of guerrilla war fighting tactics and the concept of fighitng come from them; the word 'guerrilla' comes from come from medieval Spanish. Time and time again they sucked their enemies into ambuscades. Effect: The Hero and any units grouped with him are invisible to enemies when idle or moving. They will only become visible when performing an action, such as attacking an opponent. Furthermore, invisible units (like units concealed in forests) aren't considered when determining if a player has been wiped off the map.
    2473 
    2474 CIV CENTRE UNITS
    2475 
    2476 * Melee Infantry: Infante Numantino (Infantry Swordsman).
    2477 * Ranged Infantry: Infante Hondero (Infantry Slinger).
    2478 * Cavalry: Caballero Turdetano (Cavalry Javelinist).
    2479 
    2480 FORBIDDEN CLASSES
    2481 
    2482 * Infantry Archer. (while bow and arrows were used for hunting they were not used for warfare)
    2483 * Cavalry Spearman. (could have, but removed to 'cripple' the civ slightly as it is otherwise strong in units except for archers)
    2484 * Cavalry Archer. (see remark for Infantry Archer)
    2485 * Bireme. (no warship naval capability)
    2486 * Trireme. (no warship naval capability)
    2487 * Quinquereme. (no warship naval capability)
    2488 * Onager. (no sophisticated siege weaponry)
    2489 * Ballista. (no sophisticated siege weaponry)
    2490 
    2491 STRUCTURE DESCRIPTIONS
    2492 
    2493 ==VILLAGE==
    2494 
    2495 * Name: Oppidum. (oh-PEE-doom)
    2496 * Class: Civ Centre.
    2497 * 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.
    2498 
    2499 concept drawing by Antonio J. Flamas
    2500 
    2501 Archaelogical site in northwest Spain
    2502 
    2503 Reconstructed model at archeological site in Spain; the SE/NW orientation is correct for the game. The low walls in the centre represent what would have been additional housing in the complex. This structure appears to have had at least 3 narrow gateways, from what can be seen.
    2504 
    2505 * Name: Casa. (KAH-sah) <means: house>
    2506 * Class: House.
    2507 * History: Iberians structures of the time were typically built either entirely of stone or, as indicated in the image, with stone stub walls with 'adobe' raising them on up to the roof lines above them. Roofs were then, depending on the economic status of individuals, covered with a composite of mud and binding vegetable and waterproofing asphaltic materials, or slate stone, or in many cases in the region, with so-called Spanish roofing tiles. It would be nice to have some housing for Iberians also done along those lines, if possible, then house 'types' just randomly selected during the progression of a game session. Note in the bottom-most example that the house on the right has a roof line fall that is incompatible with good architectural practice and would not have been so constructed by the practical homeowner even back then. Its orientation is such that any rainfall would run right over 'his' front door ... so one needs to be redone in such a manner that the roof incline directs water away from
    2508 the front of the house. Also, in the concept drawing for the Oppida, it shows the Iberians houses being endowed with tiled roofs that is the convention that we've adopted as being typical to most of Iberia and for most of the structures of the civ. Also, that the adobe walls would have been plastered and 'whitewashed' for all but the most humble or neglected of abode, so it is the opinion of the author that if these models are to be used in the game that they need to be redone accordingly.
    2509 
    2510 Concepts by Joseph Bugman
    2511 
    2512 Notice incorrect roofline slant house on the lower right, otherwise could serve, though should be whitewashed and roofs look nicer tiled or slated.
    2513 
    2514 Also, it occurs to me that with minor modification such as putting the gateway to the SE side and a well to the centre of the 'old' Civ Centre concept shown at the top inset, along with a few farm-type accoutrements and tiled roofs within, it could be a good concept for the "Hacienda" Farm Centre (see below) as the Farm Centre is also a garrisonable structure.
    2515 
    2516 * Name: Hacienda. (ah-see-AYN-dah) <means: place of habitation, in this case rural>
    2517 * Class: Farm Centre.
    2518 * History: The Hacienda is adopted as being a farm centre that would typically house more than a single family, or an extended family, involved in all manner of agricultural pursuit required of the times.
    2519 
    2520 concept drawing by Antonio J. Flamas (Spain)
    2521 
    2522 * Name: Huerta. (oo-WEAR-tah) <means: farm field or orchard>
    2523 * Class: Field.
    2524 * History: 'Huerta' is a term that can mean either farm field or orchard. In historical terms, the Iberians tended to growing grains and vegetables, including a variety of roots, greens and artichokes (large blue thistle-like flower-heads), grape vines, and fruit trees ranging from the olive and fig to the apple. The Iberian Peninsula was an agricultural surplus area.
    2525 
    2526 <no illustration yet available>
    2527 
    2528 * Name: Corral. (kohr-AL) <means: a fenced-in enclosure for livestock, usually the larger kinds>
    2529 * Class: Corral.
    2530 * History: Corrals have been utilised by people husbanding animals since 'time immemorial'; the Iberians mostly built stone-walled corrals so that is how they need to be depicted in the game. The Iberians kept cattle, sheep, goats, pigs, and horses in their corrals.
    2531 
    2532 <no illustration yet available>
    2533 
    2534 * Name: Centro de Recursos. (SAYN-troh day ray-COOR-sohss) <means: resource centre>
    2535 * Class: Resource Centre.
    2536 * History: There was no such thing as an Iberians resource centre during the time frame although there may have been camps. However as a game construct we show one to serve purpose of supporting lumbering and mining operations.
    2537 
    2538 concept drawing by Antonio J. Flamas (Spain)
    2539 
    2540 * Name: Torre Iberica. (TOR-rayh ee-BAYER-ee-kah) <means: Iberians Tower>
    2541 * Class: Scout Tower.
    2542 * History: The Torre Iberica is rather unique for its time and the bases for its construction have been derived of extensive archeological and paleontological investigations by university faculty members in Spain at sites of which one of the principal is that located near the village of Aldea de Centenario at some distance south-southeast of Madrid. These towers were quite large, high and stonework monolithic as shown; being cylindrical lent them added strength. They were initially built at mountain passes to control access through them or on high places to provide overview and defense of surrounding terrain. They may have also been used as 'toll stations' along trading routes. Sometimes they were even built 'right out in the middle of nowhere' on the flatlands, but always with the idea of defensively controlling terrain. In time, many of these towers became a central feature in such as Oppidum or Castros that grew up around them because of their ideally situated locations, or they were made integral with the walls of growing town sites.. Whether located in an isolated spot or integrated into a populated place, they were ideally suited to their purpose during the timeframe of the game.
    2543 * Special: Mini-Fort Strongpoint.
    2544 
    2545 concept drawings by Aviv Sharon (Israel).
    2546 
    2547 * Name: Muro Ancho. (MOOR-doh ANHN-choh) <means: wide wall>
    2548 * Class: Wall.
    2549 * History: High and strongly built defensive stone walls were a common structure of the Iberian Peninsula during the period, and for long thereafter.
    2550 
    2551 A concept worked up by James Bircher (Texas, USA). The Broad Wall would more likely have a straight-run of stone facing rather than the periodic buttresses as shown.
    2552 
    2553 * Name: Torre Iberica.
    2554 * Class: Wall Tower.
    2555 (Attributes identical to Scout Tower; re-used again for this purpose.)
    2556 
    2557 A concept worked up by James Bircher (Texas, USA). The Broad Wall would more likely have a straight-run of stone facing rather than the periodic buttresses as shown.
    2558 
    2559 * Name: Puerta Mortal (poo-EHR-tah more-TALH) <means: Gate of Death>
    2560 * Class: Wall Gate.
    2561 * History: One of the central attributes of the Iberians civ is that it was a highly defensive one that constantly gave the Carthaginians trouble in their bid to conquer the peninsula (which they never really did) and took the Romans another 200 years to subdue, along with incredibly large cumulative loss of Roman soldier's lives. The title is an "assumed name", for want of a better name than just super fortified gateway. However, this doubled gate has been found incorporated into walls surrounding Iberian villages, Oppidum, and fortresses, Castros. It presents rather formidable aspects with its 4 towers, 2 gates, and a courtyard-like interior wherein enemy forces could become entrapped between the two gates, combined with a monolithically strong stone structure. The concept comes from archeologist and paleontologist descriptions of the remains of such gates at various locations scattered about the Iberian Peninsula, though the interpretation from such documents is the author's, reinforced by the knowledge of 0 A.D. team's historian, Professor Alejandro Carneiro of La Coruna, Spain.
    2562 * Special:
    2563 - Garrison: 20 ranged troops.
    2564 - Elevation Bonus.
    2565 
    2566 concept drawings by Aviv Sharon (Israel).
    2567 
    2568 This photo is of a more recent structure; the gate is not to be arched (Avila, Spain - medieval construction). In this case the entire structure is crenellated as it conforms to a tower complex with a passage through it.
    2569 
    2570 ==TOWN==
    2571 
    2572 * Name: Puerto. (POOER-toh) <means: port>
    2573 * Class: Port Centre.
    2574 * History: No one really knows how ancient 1st millennium Iberian Peninsular docks or ports looked, though they were probably pretty simple affairs having but a short pier, if even that. However, for the purposes of creating a structure in the game and because the Phoenicians @#$% Carthaginians had such broad influence on the peninsula for a half millennium before the timeframe of the game, we have chosen to model something similar to the inner port centre at Carthage, with typical Iberians architectural applications applied to it. The largest port that was strictly Iberian, though said to have been founded by the Greeks (defaulting to the resident Iberians when Greek merchants were blocked by Carthage from further trading into the western Mediterranean), was probably only that of Saguntum (and possibly Emporion) on the eastern coast of Spain referred to as the Spanish Levant.
    2575 
    2576 concept drawing by Aviv Sharon (Israel)
    2577 
    2578 * Name: Templo. (TAYM-ploh) <means: temple>
    2579 * Class: Health Centre.
    2580 * History: The Iberian tribes did not typically worship their gods at temples, but there has been a single instance in which the remains of an ancient Tartessian temple has been unearthed in Andalusia in southern Spain, ruins as shown below the concept drawing, and a virtual model made of it which resides in the museum co-located with the site that is shown last below the concept drawing which is the inspiration for it. The Iberians for the most part worshipped their gods at small household votive altars in their homes or sometimes at smallish monuments to them in the outdoors. Their two principal gods (though they are also known to have had many others) were Endovelico, as the male represented by a boar, and Ataecina, the female counterpart as represented by a goat. We have chosen to depict these two gods by statuary in the typical vein of the times, mounted atop the pillars at the entrance to the temple in the concept drawing, Ataecina on the right and Endovelico on the left. Construction materials appl
    2581 ied to the structure sketch are chosen to more accurately reflect the building practices prevalent at the time period of 0 A.D., including the tiling of the roofs. If the virtual representation of the Tartessian temple accurately reflects building practices on the Iberian Peninsula as far back as around 900 B.C. to which it is dated, then the Iberians in some places developed pretty sophisticated civilisation and advanced architectural techniques that were contemporary to any other Mediterranean area civ of the time, though most of their cities may not have been as large.
    2582 
    2583 concept drawing by Antonio J. Flamas (Spain). I would prefer that the top portion of the structure not have the peaked and tiled roof in this case (see reconstruction below)..
    2584 
    2585 The virtual rendition reconstruction of the Tartessian sanctuary based upon site excavation.
    2586 
    2587 * Name: Cuartel. (kooar-TAYL) <means: military cantonment area>
    2588 * Class: Military Centre.
    2589 * History: To the best of our knowledge, the Iberians did not have standing armies in the sense that we know of them elsewhere or of today, it is doubtful that they had specific structures designated as military centres; however as a game construct we show a modest structure wherein military related activities take place.
    2590 
    2591 concept drawings by Antonio J.. Flamas (Spain).
    2592 
    2593 concept drawings by Antonio J.. Flamas (Spain).
    2594 
    2595 * Name: Mercado. (mayrh-KAH-doh) <means: marketplace>
    2596 * Class: Trade Centre.
    2597 * History: The trade centres or marketplaces of the Iberians may have in fact been no more than folks gathering about in a plaza during certain days of the week or month in order to exchange goods. As a game construct we show a modest building where trading and purchasing goods for sale may take place.
    2598 
    2599 concept drawings by Antonio J.. Flamas (Spain).
    2600 
    2601 ==CITY==
    2602 
    2603 * Name: Castro. (KAHSS-troh)
    2604 * Class: Fortress.
    2605 * History: The Castro can be likened to a more strongly fortified town centre than that of the common Oppidum which were also fortified places of habitation. As such it was widely and normally constructed upon a height, and almost always had some sort of an acropolis built at the highest point within its towered walls. In the archeological record of the Iberian Peninsula, the remnants of as many as a thousand fortified places identifiable as Castros can be found in modern day Portugal alone.
    2606 * Special: Rocky Height.
    2607 
    2608 concept drawings by Aviv Sharon (Israel).
    2609 
    2610 This photo shows the type of stone for the base of the Castro (Avila, Spain, medieval construction) as well as texture for the walls. Note that Iberians-era walls, although towers were crenellated, did not have pointed crenellations at the top. They were flat, as shown in the concept drawing.
    2611 
    2612 SPECIAL STRUCTURES
    2613 
    2614 * Name: Monumento Venerado (literally: Revered Monument).
    2615 * Class: SB1.
    2616 * History: The Iberians were a religious people who built small monuments to their various gods. These monuments could also serve as family tombs.
    2617 * Requirements: Must be built in one of the player's Provinces.
    2618 * Phase: City.
    2619 * Special: Defensive Aura - Gives all Iberian units within LOS of the monument a 10-15% attack boost.
    2620 Build Limit - Only one may be built per map.
    2621 
    2622 http://www.wildfiregames.com/~art/mythos/s.../ibmonument.jpg
    2623 Use this excellent sketch as the Iberian Monument.
    2624 
    2625 NEW STRUCTURE TRAITS
    2626 
    2627 * Mini-Fort Strongpoint: Effects: Can garrison up to 10 units, either infantry or cavalry. Larger than other towers, both at base and in height. Has double the hitpoints of other towers. Elevation bonus.
    2628 
    2629 * Rocky Height: Perched upon a rocky height, with a 20% increase in elevation. Effects: Larger footprint than normal Fortress. Additional +1 RA bonus.
    2630 
    2631 FORBIDDEN STRUCTURES
    2632 
    2633 (none)
    2634 
    2635 CIV BONUSES
    2636 
    2637 CB1
    2638 * Name: El Pedregal. (ayel pay-dray-GAHL) <means: the rocky place>
    2639 * History: With exception to alluvial plains and river valleys, stone is abundant in the Iberian Peninsula and was greatly used in construction of structures of all types.
    2640 * Effect: Stone CO -33% any structure or Tech requiring the resource.
    2641 
    2642 CB2
    2643 * Name: Manada de Caballos. (mah-NAH-dah day kah-BUY-yos) <means: horse herd>
    2644 * History: Not unlike Numidia in North Africa, the Iberian Peninsula was known as 'horse country', capable of producing up to 100,000 new mounts each year.
    2645 * Effect: Horses can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse functions similarly to a relic as in AoK.. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) is reduced by a fixed amount of -5% per animal corralled.
    2646 
    2647 TEAM BONUS
    2648 
    2649 TB1
    2650 * Name: Mercenario. (mayr-sayn-AHR-ee-oh) <means: mercenary>
    2651 * History: The Iberians were long known to provide mercenary soldiers to other nations to serve as auxiliaries to their armies in foreign wars.
    2652 * Effect: Infantry and Cavalry Citizen Soldier Javelinists civ CO -50% (that is of whatever the cost of a javelinist is to a given civ; does not apply to Super Units also armed with the javelin).
    2653 
    2654 TECHNOLOGIES
    2655 
    2656 * Infantry: Above average, most standard except no archer peculiar; strong swordsmen and javelinists.
    2657 * Cavalry: Above average, most standard except no archer peculiar; strong swordsmen and javelinists.
    2658 * Naval: No warship specific techs as has no warships, Merchantman, seamanship & garrisoning upgrades only.
    2659 * Siege: Below average engines, mediocre for land ram & siege ram upgrade, no other engines; Citizen Soldier Javelinists have a sieging capability by S T Falarica del Fuego.
    2660 * Economy: (above average)
    2661 - Farming: Strong, all standard to include animal husbandry.
    2662 - Mining: Strong, all standard plus bonused for stone (CB) and ore (metal) (ST).
    2663 - Lumbering: Below average, nothing special.
    2664 - Hunting: Average.
    2665 - Land Trade: Average, most applicable domestic or international.
    2666 - Naval Trade: Average (except that Merchantman ship is ‘toughest’ in game).
    2667 * Architecture: (very strong)
    2668 - Defenses: Very strong, all, bonused by SBs.
    2669 This map presents justification for Iberians having all farming, animal husbandry, and mineral mining technologies.
    2670 
    2671 SPECIAL TECHNOLOGIES
    2672 
    2673 ST1
    2674 * Name: Falarica del Fuego. (fahl-AHR-ee-kah dayel foo-EH-goh) <means: flaming javelin>
    2675 * History: Iberian tribesmen were noted for wrapping bundles of grass about the shafts of their throwing spears, soaking that in some sort of flammable pitch, then setting it afire just before throwing.
    2676 * Effect: Unlocks the flaming component attributed to Citizen Soldier Infantry and Cavalry Javelinists (Infante Lusitano, Caballero Turdetano), and Super Units (Devotio Infante and Devotio Caballero); causes targets struck to become inflamed and lose hitpoints at a constant rate until and if either healed or repaired, as appropriate.
    2677 
    2678 ST2
    2679 * Name: Maestros Herreros. (mah-AYST-rohss air-RAY-rohss) <means: master iron workers>
    2680 * History: The Iberians were known to produce the finest iron and steel implements and weapons of the age.
    2681 * Effect: CO -50% any Ore.
    2682 
    2683 
    2684 Civ: Persians
    2685 
    2686 PERSIAN CIVILISATION PROFILE
    2687 
    2688 by Sting, Paal_101 & Acumen. Email: synchronicity84@hotmail.com; acumen@0ad.wildfiregames.com.
    2689 
    2690 
    2691 The Battle of Issus (333 BC)
    2692 
    2693 LATEST CONCEPTS (by Praveen Pillai/Childhood_Trauma)
    2694 
    2695 NATURE
    2696 
    2697 * Period: We're going to represent the Persians at the peak of their civilisation, around Mid Achaemenid with some Early influences. Specifically 550 BC - ca 420 BC. Therefore Late Achaemenid traits like acquiring Greek equipment to overcome their weakness against Greek infantry does not apply.
    2698 
    2699 * Cosmopolitan: Army made up of conscripts and mercenaries from the subjugated nations ruled by the Persian Kings (Egyptians, Assyrians, Indians, Scythians, Bactrians, and Ethiopians) alongside the Iranian native force (Persian or Median descent).
    2700 Representation: Units from various different cultures. Wide variety of garb, styles and colours. Unusual mounts like camels, chariots and elephants.
    2701 
    2702 * Persian Military: (note that this only applies to the Persians themselves; any mercenaries/subjugated-nations would use their own national weapons)
    2703 - Spears: Main infantry weapon.
    2704 - Swords: Rarity. Reserved for more elite units such as Immortal (common soldiers too poor to afford swords).
    2705 - Bows: Main ranged weapon. Archers armed with powerful recurved bow, which gained their power by bending the bow opposite to the natural curve of the weapon, creating added tension and force; however, used extremely light materials, so arrows couldn't puncture the heavy armour of Hellenistic soldiers.
    2706 - Javelins: Also widely used to compensate for poor armour of infantry. Most commonly used by cavalry.
    2707 - Slings: Were employed, but in relatively small numbers compared with archers.
    2708 Representation: In terms of tactics, reliance on range (bows, javelins) and cavalry rushes to overcome limited chance of survival in melee.
    2709 
    2710 * Strong Cavalry: Alongside missile troops, made up the bulk of the Persian army. Under feudal law the conscripts had to supply their own arms, and only the richer citizens (nobility) could afford mounts.
    2711 Representation: All cavalry types. Cavalry are well-armed and armoured, though expensive. They are one of the few units (the other being Immortals) rich enough to afford armour and helmets.
    2712 
    2713 * Infantry Hordes: Levying the satrapies allowed the Persians to field a larger force than their opponents. However, Persian troops had to supply their own equipment. Many also had poor morale, usually going into battle with all kinds of war cries, but ready to flee the field when serious resistance was offered by the foe (typical of almost all Oriental civilisations, with the exception of Assyrian heavy swordsmen).
    2714 Representation: Quantity over quality. Build time and cost of infantry reduced to quickly amass a large force, but individuals are poorly armed and armoured. Reduction in armour and attack: poor weapons, little to no infantry armour or helmets (had to rely on shields, but even they were merely wicker and leather).
    2715 
    2716 UNIT DESCRIPTIONS
    2717 
    2718 Rank Notes:
    2719 The following convention is used to display the rank for Persian Citizen Soldiers:
    2720 - Basic: Unit is bare-headed (hair is visible).
    2721 - Advanced: The unit wears a generic headband (http://0ad.wildfiregames.com/~art/history/persians/pages/6th.C-BC_2imorts.html).
    2722 - Ultimate: The unit wears the helmet/cap/whatever indicated in the Helmet: section of its description below.
    2723 
    2724 ==INFANTRY==
    2725 
    2726 * Name: Neyzedar Madi. (means 'Mede Spearman')
    2727 * Class: Spearman.
    2728 * Ranged Armament:
    2729 Basic: 7-foot wooden thrusting spear with a broad iron head and round bronze metal counterweight. Cosmetic dagger.
    2730 Advanced: Silver counterweight. Cosmetic dagger.
    2731 Ultimate: Gold counterweight. Cosmetic akinakes.
    2732 * Appearance:
    2733 - Garb:
    2734 Basic: Light red ornate Median garb, similar to that of the Mada Asabari. The Persians and Medians favoured highly contrasting designs and colours. His robes wouldn't be very long, reaching maybe to his knees, with trousers underneath. Unarmoured. Mada Neyzedar
    2735 Advanced: Dark red garb.
    2736 Ultimate: Bordeaux/purple garb, with "funky psychedelic kiddy-pyjama-like patterns, funny polygons and borders and stuff", like the centre guy in this picture.
    2737 - Helmet:
    2738 Basic: Bareheaded.
    2739 Advanced: Persian/Median white tiara. (Note: for any of these tiaras, always use the loose version with the mouth uncovered, to keep the distinctive Persian beard and moustache visible.)
    2740 Ultimate: Persian/Median yellow tiara.
    2741 - Shield:
    2742 Basic: None.
    2743 Advanced: Large rectangular reed/whicker shield (spara), covered with leather. (Could provide for unique defensive sparabara formation for groups of this unit, although we don't have room for it; see Spara in article link in footnotes.)
    2744 Ultimate: Similar to the Advanced spara, but elaborately painted.
    2745 - Figure(s): Median hair and beard style (also this subject nation's cap).
    2746 Basic:-
    2747 Advanced:-
    2748 Ultimate:-
    2749 * History: Mede Spearmen comprised the main infantry regiment in the Median Empire. They also remained of very high importance during the Achaemenid period, ranking second only to the Immortals. They were widely used throughout the Empire, as illustrated by the fact that even Ionian cities under Persian rule were guarded by Median battalions.
    2750 * Garrison: 1.
    2751 * Function: Brawl unit of the Persians. Primarily used to occupy opponents while missile units rain projectiles from behind their lines. Virtually cannon fodder, but since they could be cheaply levied from satrapies, they can be produced faster than most civilisations, and so are effective in large hordes.
    2752 * Special: Low hitpoints, reduced attack. Cheap and fast train time.
    2753 
    2754 Mada Neyzedar - ChildhoodTrauma Concept
    2755 
    2756 * Name: Zhupinandaz Frighi. (means 'Phrygian Javelinist')
    2757 * Class: Javelinist.
    2758 * Ranged Armament: Palta, a cornel wood javelin, 1.5 to 1.8 metres in length and tipped with iron or bronze heads. They could be thrown immediately before contact or used as a thrusting weapon (but we'll just use them for ranged attack).
    2759 * Appearance:
    2760 - Garb:
    2761 Basic: Mint green tunic that covers shoulders to knees. High quality leather boots (similar to Peltast's footwear). Tunic has a brooch at each shoulder.
    2762 Advanced: Tunic is emerald green.
    2763 Ultimate: Tunic is dark green.
    2764 - Helmet:
    2765 Basic: Bareheaded.
    2766 Advanced: Phrygian style cap, like these: http://www.amazonminiatures.com/images/pro...ducts/se11b.jpg http://www.amazonminiatures.com/images/pro...ducts/se11a.jpg Although they are Seleucid era, the hat seems to be a cultural icon in Asia Minor, and it's probably a safe bet they didn't change that much over time.).
    2767 Ultimate: Wicker helmet with round metal plates along the "head-band" of the helmet.
    2768 - Shield:
    2769 Basic: None.
    2770 Advanced: Round standard Persian wicker shield, without leather covering.
    2771 Ultimate: Small hide shield (not quite a buckler).
    2772 - Figure(s):
    2773 Basic: Phrygian hair and beard style (also this subject nation's cap).
    2774 Advanced: -
    2775 Ultimate: -
    2776 * History: The Phrygians were used by the Persians and Diadochi monarchs alike as excellent foot javelinists. They were certainly the strongest people in Asia Minor in Persia's time. Even later, during the Diadochi period, Phrygia made up the base of Antigonus' great Empire.
    2777 * Garrison: 1.
    2778 * Function: Best take advantage of long range to suppocrt heavy infantry as they clear a path for shock cavalry. Individually weak, so best used in large groups (eg 10-15).
    2779 * Special: Low health and melee armour (due to no armour and lousy shield; not nearly as good as a Peltast up close). Great speed and increased range (light equipment and good boots).
    2780 
    2781 * Name: Kamandar Kappadoki. (means 'Cappadocian Archer')
    2782 * Class: Archer.
    2783 * Ranged Armament: Big Persian Bow. Cosmetic sagaris (light battle axe) in belt. He may be a levy for the local satrap, but he has been practicing with his bow for a long time, well maintained and correctly used. There is also a good chance that the bow was made for him by a close friend or a family member, giving him a great connection to the weapon
    2784 * Appearance:
    2785 - Garb:
    2786 Basic: Yellow tunic and kilt. No armour. Quiver on left hip.
    2787 Advanced: Tunic is mustard yellow and brown.
    2788 Ultimate: Tunic is dark brown.
    2789 - Helmet:
    2790 Basic: Bareheaded.
    2791 Advanced: Hat as depicted (Phrygian style cap, like these: http://www.amazonminiatures.com/images/pro...ducts/se11b.jpg http://www.amazonminiatures.com/images/pro...ducts/se11a.jpg Although they are Seleucid era, the hat seems to be a cultural icon in Asia Minor, and it's probably a safe bet they didn't change that much over time.).
    2792 Ultimate: Persian (eastern conical bronze) helmet (the ancient Cappadocian were somewhat related to the Persians.)
    2793 - Shield:
    2794 Basic: None.
    2795 Advanced: None.
    2796 Ultimate: Small buckler.
    2797 - Figure(s):
    2798 Basic: Cappadocian hair and beard style (also this subject nation's cap).
    2799 Advanced: -
    2800 Ultimate: -
    2801 * History: Owing to the predominately mountainous terrain of Asia Minor, the many peoples living there specialised in using ranged weapons (javelins and arrows). Cappadocians, Pisidians, Cilicians and others were regularly levied and served in the Imperial Army.
    2802 * Garrison: 1.
    2803 * Function: A semi-skilled warrior. Used to take down advancing enemy infantry and to loosen up enemy formations for a Persian charge. He'll probably be used in a similar manner to the Frighi Zhupinandaz, although he'd probably be used for more strategic goals, opening and in some cases finishing attacks, instead of just supporting attacks.
    2804 * Special: Very light and quick, but will suffer at close range. Slightly better trained than Mede Spearman (longer build time) but cost less (bow and quiver of arrows relatively cheap standard equipment).
    2805 
    2806 http://0ad.wildfiregames.com/~gamedesign/C...ocianBowman.jpg
    2807 Cappadocian Archer - ChildhoodTrauma Concept
    2808 
    2809 ==CAVALRY==
    2810 
    2811 * Name: Usubari Tazi. (means 'Arabian Camelry')
    2812 * Class: Cavalry javelin thrower.
    2813 * Hacker Armament:
    2814 Basic: Javelins.
    2815 Advanced: -
    2816 Ultimate: -
    2817 * Appearance:
    2818 - Garb:
    2819 Basic: Light grey Bedouin clothes. No armour.
    2820 Advanced: Dark grey.
    2821 Ultimate: Black. Simple breastplate (metal fairly rare, breastplate extremely expensive to produce, therefore becomes a wealthy noble or chieftain).
    2822 - Helmet:
    2823 Basic: National hat shown in the Persepolis carvings.
    2824 Advanced: Special Bedouin 'towel/cap' that leaves only the eyes visible.
    2825 Ultimate: Add a large ornament to the towel to show his power.
    2826 - Shield:
    2827 Basic: None.
    2828 Advanced: Round shield.
    2829 Ultimate: Round shield.
    2830 - Figure(s):
    2831 Basic: Arabian hair and beard style (also this subject nation's cap).
    2832 Advanced: -
    2833 Ultimate: -
    2834 - Mount:
    2835 Basic: Mounted on a camel (inherits "Stench Aura"). Use an Arabian one-hump camel (as currently modeled, not the Bactrian two-hump type), as Arabian camels were mentioned more often in sources for the Early and Middle Achaemenid period.
    2836 Advanced: -
    2837 Ultimate: Add a pennant attached to the camel's gear.
    2838 * History: Camelry were used early on very successfully by Cyrus the Great. In the war with the Lydian king Croesus at the battle of Sardes in 546 BC, for instance, camelry was instrumental in disposing of the fearful Lydian Heavy Cavalry.
    2839 * Garrison: 2.
    2840 * Function: Highly effective anti-cavalry, but weaker against infantry. Camels are slower than horses.
    2841 * Special: "Stench Aura", movement rate in sand, and any other traits that are inherent to camels in the wild.
    2842 
    2843 * Name: Aspe Zerehdar Balkhi. (means 'Bactrian Cataphract/Heavy-Cavalry')
    2844 * Class: Cavalry Lancer.
    2845 * Hacker Armament:
    2846 Basic: Kontos Lance (all iron; 3.6 metres long; two-handed weapon; held the kontos with his right hand towards the bottom of the spear shaft, while the left was in front about 2 feet forward. Then the spearpoint was held on the left side of the horse's neck. So if you looked from the top, the kontos would be at a slight angle from the horse's line of symmetry; absorbed the shock of a hit, since there were no saddles or stirrups to cushion the collision for the horseman). Cosmetic sword -- since Cataphracts were drawn from the wealthy upper class -- and they would used these at close range after charging with kontos (hacking, 2.5-3m long).
    2847 Advanced: -
    2848 Ultimate: -
    2849 * Appearance:
    2850 - Garb:
    2851 Basic: Scale shirt covering his torso and shoulders, but his arms should be covered by his tunic. Trousers.
    2852 Advanced: Fully sleeved scale shirt and small tails that hang to about mid thigh height. His legs are wrapped with leather straps, that look like big bandages.
    2853 Ultimate: Full hauberk, throat to ankles, elaborate, VERY expensive. Make sure the hauberk hangs from his waist; don't make the hauberk like a body suit, more like Neo's jacket in Matrix Reloaded: form fitting on the torso and arms, but below the waist more skirt-like His legs too would be wrapped with leather.
    2854 - Helmet:
    2855 Basic: Small bowl-like helmet.
    2856 Advanced: Sarmatian style conical helmet with nasal bar.
    2857 Ultimate: Same as Advanced, but with a large horse-tail crest and a hanging sash of scale from the back of the helmet covering the neck.
    2858 - Shield:
    2859 Basic: None.
    2860 Advanced: None.
    2861 Ultimate: None.
    2862 - Figure(s):
    2863 Basic: -
    2864 Advanced: -
    2865 Ultimate: -
    2866 - Mount:
    2867 Basic: No horse armour. No saddles or stirrups. Has a saddle blanket held on by a strap going around the horse's midsection.
    2868 Advanced: Half-armour (scale chamfron and peytral), like the guy on the horse on this page: http://www.attic-tabletop.de/info/info_wab...ab_persians.htm
    2869 Ultimate: Complete horse armour.
    2870 * History: Cataphracts were the crushing blow of the Persian cavalry. They smashed the enemy after the Asabari and infantry missile troops had loosened up the enemy formation with arrows and javelins. This was also the first major appearance of shock cavalry.
    2871 * Garrison: 2.
    2872 * Function: See History.
    2873 * Special: The Cataphract should be slower than the Mada Asabari. Well armoured.
    2874 
    2875 http://dbaol.com/images/faces/1269_face.jpg - this is Bactrian Heavy Cavalry from the middle Hellenistic Age (roughly 240 BC - 150 BC), that shows Greek influence.
    2876 http://www.hobbyterra.com/images/lw/lw7238.jpg - Bactrian Heavy Cavalry, probably also from the same time period.
    2877 http://dbaol.com/images/faces/836_face.jpg - you may also bear this in mind. It's not Bactrian, it's Scythian, but it's close enough (Bactria and Sogdiana border on Scythia to the north and thus share some war tactics).
    2878 
    2879 * Name: Asabari Madi. (means 'Mede Light Cavalry')
    2880 * Class: Cavalry Swordsman.
    2881 * Ranged Armament:
    2882 Basic: Palta Javelin (1.5-1.8 metres in length and tipped with iron or bronze heads). Two decorative javelins. Sagaris is main weapon.
    2883 Advanced: .
    2884 Ultimate: As for Ultimate.
    2885 * Appearance:
    2886 - Garb:
    2887 Basic: Jacket: highly decorated light red Median garb (with circles, squares, rosettes and stripe patterns). Trousers. Like the Persian Light Cavalry here, without the quiver.
    2888 Advanced: Add scale shirt (mid red colours for his clothing).
    2889 Ultimate: Scale shirt with psychedelic shapes and dark red colours on his trousers and tunic sleeves.
    2890 - Helmet:
    2891 Basic: Dark yellow Median cap (see below).
    2892 Advanced: Tiara.
    2893 Ultimate: Bronze helmet with black plume.
    2894 - Shield:
    2895 Basic: None.
    2896 Advanced: None.
    2897 Ultimate: Leather shield (depicted in image).
    2898 - Figure(s):
    2899 Basic: Median hair and beard style (also this subject nation's cap).
    2900 Advanced: -
    2901 Ultimate: -
    2902 - Mount:
    2903 Basic: Mounted on a light horse. No horse armour. "Median horses were noted for their size and strength, although not particularly tall, about 14 or 15 hands. They had large heads and strong necks with most being chestnuts, browns or blacks."
    2904 Advanced: -
    2905 Ultimate: -
    2906 * History: The Mede Light Horse was the most widely used type of cavalry by the Persians, since Persian (and Median) boys were taught how to use a bow and ride a horse from a very early age. It was first introduced by the Median kings and was vital in the Median victory over the mighty Assyrians.
    2907 * Garrison: 2.
    2908 * Function: ?
    2909 * Special: Poorly armoured, but fast.
    2910 
    2911 http://0ad.wildfiregames.com/~gamedesign/C...LightHorse1.jpg
    2912 http://0ad.wildfiregames.com/~gamedesign/C...LightHorse2.jpg
    2913 Mede Light Horse
    2914 
    2915 * Name: Chaharcharkhe Pars. (means 'Persian Scythed Chariot')
    2916 * Class: Cavalry Archer.
    2917 * Ranged Armament:
    2918 > Archer: Composite Bow.
    2919 > Driver: None.
    2920 * Appearance:
    2921 - Garb:
    2922 Basic:
    2923 > Archer: Noble. Richly embroidered robe (shorter, Persian style). ("Chariots crash. I wouldn't want to be him running away from a wrecked chariot with Hypapsists chasing after me in an ankle-length robe.") Light red. No trousers. Armour: Small pectoral disc.
    2924 > Driver: Something simple, probably identical to the Mada Neyzedar (use same colours). Armour: None.
    2925 Advanced:
    2926 > Archer: Robes become medium red. Armour: Scale shirt, throat to mid-thigh.
    2927 > Driver: Same colour adjustment as Mada Neyzedar. Armour: Small pectoral disc.
    2928 Ultimate:
    2929 > Archer: Robes become dark red. Armour: "Neo-style" scale hauberk.
    2930 > Driver: Same colour adjustment as Mada Neyzedar. Armour: Light scale shirt.
    2931 - Helmet:
    2932 Basic:
    2933 > Archer: Persian tiara/cap.
    2934 > Driver: White tiara.
    2935 Advanced:
    2936 > Archer: Conical helmet. (if you have "Warfare in the Classical World", look at p.59 for a cool pic of an elite Persian cavalryman. I would suggest using his helmet.)
    2937 > Driver: Yellow tiara.
    2938 Ultimate:
    2939 > Archer: Plumed helmet.
    2940 > Driver: Simple conical helmet.
    2941 - Shield:
    2942 Basic:
    2943 > Archer: None (hard to use a shield while shooting a bow).
    2944 > Driver: None (hard to use a shield while driving a chariot).
    2945 Advanced:
    2946 > Archer: -
    2947 > Driver: -
    2948 Ultimate:
    2949 > Archer: -
    2950 > Driver: -
    2951 - Figure(s):
    2952 Basic:
    2953 > Archer: The chariot crew constantly worked together, training and fighting, and would need to know each other very well to operate such a "complex" machine. Facing danger together would make them very close. If the Illiad is any example of ancient Mycenean martial relationships, the bond between warrior and charioteer was very strong in that culture.
    2954 > Driver: He's not going to be very wealthy compared to the Archer, but he will be slightly better looking than the regular infantry grunt. Decorated beard to indicate the driver is Babylonian. The charioteer was much more than a mere 'driver' - he was a confidant and a trusted adviser of his master.
    2955 Advanced:
    2956 > Archer: -
    2957 > Driver: -
    2958 Ultimate:
    2959 > Archer: -
    2960 > Driver: -
    2961 - Mount:
    2962 Basic:
    2963 Wooden chariot (very sturdy; it was nearly impossible to destroy the chariot itself, so had to kill the horses or occupants -- Peltasts were very effective for this). Led by two unarmoured horses (if necessary, we can reduce the number to one). Knives (scythes) mounted on the axels, underneath the car. These were hung vertically in order to shred anyone unlucky enough to be trampled by the horses. Would make it unsuitable for rough terrain, but would make it significantly more lethal when it could build up speed.
    2964 Advanced:
    2965 Add heavy armour on the sides.
    2966 Ultimate:
    2967 Add even heavier armour on the sides.
    2968 * History: Chariots were the bulwark of most Middle Eastern armies during the latter part of the II millennium BC and retain their importance later on as elite units. The Persians learnt to use chariots from the Assyrians and Babylonians and employed them on several occasions. The introduction of scythes made the chariots very effective against enemy infantry. Their expensive equipment, however, meant that they were restricted to noblemen only and hence were difficult to amass.
    2969 * Garrison: 3.
    2970 * Function: -
    2971 * Special: Bonus against infantry (or has ancillary passive damage when moving, if possible). Fast. Expensive.
    2972 
    2973 ==SUPPORT UNITS==
    2974 
    2975 * Name: Banu Miyanrudani. (means 'Mesopotamian Woman')
    2976 * Class: Female Citizen.
    2977 * Appearance: http://joseph_berrigan.tripod.com/ancientb...bylon/id42.html
    2978 - Garb: Several layers of clothing, long doublet robe with tassels.
    2979 - Helmet: Head scarf.
    2980 - Shield: None.
    2981 - Figure(s): Young (about 25). Dark long hair. Dark eyes. Pale skin. Face clearly visible. (Paradoxically, women during the Achaemenid period did not have to cover their faces. This Arabic tradition was introduced much later.) Facial/hair features reference: 1 2
    2982 * History: ?.
    2983 * Garrison: 1.
    2984 * Function: -
    2985 * Special: -
    2986 
    2987 * Name: Mogh Madi (means 'Mede Magus')
    2988 * Class: Priest.
    2989 * Appearance:
    2990 - Garb: White gown, as depicted below.
    2991 - Helmet: None.
    2992 - Shield: None.
    2993 - Figure(s): Short hair. No beard or moustache. Otherwise Median facial features.
    2994 * History: Zoroaster, the founder of Zoroastrianism was a Mede, and the theocracy of the Magi consequently remained almost entirely of Median origin until the demise of the Empire.
    2995 * Garrison: 1.
    2996 * Function: -
    2997 * Special: -
    2998 
    2999 * Name: Tamkarum Arami. (means 'Aramaean Trader ')
    3000 * Class: Trader.
    3001 * Appearance:
    3002 - Garb: Aramaean merchant robes.
    3003 - Helmet: None.
    3004 - Shield: None.
    3005 - Figure(s): -
    3006 - Mount: Mounted on a Dromidary (one-hump) camel (inherits "Stench" Aura), laden down with saddle bags.
    3007 * History: The Aramaeans settled in the Fertile Crescent in X century BC and became very successful merchants by land. Aramaic gradually replaced Akkadian as the spoken language of the Middle East. Eventually most Achaemenid written administration was written in this language.
    3008 * Garrison: 2.
    3009 * Function: Camels are slower than horses.
    3010 * Special: -
    3011 
    3012 * Name: Kashti Bazargani Yunani. (means 'Ionian Trade Ship')
    3013 * Class: Merchant Ship.
    3014 * Appearance:
    3015 - Shell: (Standard).
    3016 * History: The Ionian Greeks embarked on trade initiatives by sea, since they lived on numerous islands in the Aegean or the coast of Asia Minor.
    3017 * Garrison: Cannot.
    3018 * Function: -
    3019 * Special: -
    3020 
    3021 ==WAR SHIPS==
    3022 
    3023 * Name: Doradi Kebresi. (means 'Cypriad Galley')
    3024 * Class: Bireme.
    3025 * Appearance:
    3026 - Shell: (Standard).
    3027 * History: Cypriad 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.
    3028 * Garrison: Cannot.
    3029 * Function: -
    3030 * Special: -
    3031 
    3032 * Name: Serade Finisi. (means 'Phoenician Light Trireme')
    3033 * Class: Trireme.
    3034 * Appearance:
    3035 - Shell: Ship on the left, in combat with Greeks. Phoenician Trireme being rammed by a Greek ship at Salamis.
    3036 * History: The Phoenician war ships made up the bigger and better part of the Persian navy and were considered better than the Greek triremes. Of the Phoenician cities, Tyre supplied the largest number of ships, while Sidon provided the finest ones.
    3037 * Garrison: Cannot.
    3038 * Function: Take advantage of the Phoenician Trireme's superior speed to perform quick raiding attacks. Stay on the move to compensate for its poor armour.
    3039 * Special: Persian triremes were faster and lighter than the Greek ones. This would indicate that the Persians preferred triremes with light shells. Thus, Persian triremes have exceptional speed (though not as fast as Carthaginian ships), but have lower armour. They could afford to build triremes of special, lighter timber, and therefore the Persian trireme is more expensive than normal.
    3040 
    3041 ==SIEGE==
    3042 
    3043 * Name: Darvazkub Ashuri. (means 'Assyrian Ram')
    3044 * Class: Ram.
    3045 * Appearance:
    3046 - Shell: (Standard).
    3047 * History: The Assyrians were the only Middle Eastern people who were famous for their siege. One of the first systematic sieges in history was successfully carried out by the Assyrian king Sennacherib at the Judaean town of Lachish in 701 BC.
    3048 * Garrison: 3.
    3049 * Function: -
    3050 * Special: -
    3051 
    3052 ==SUPER UNITS==
    3053 
    3054 * Name: Amrtaka Pars. (means 'Persian Immortal')
    3055 * Class: Super Infantry Unit.
    3056 * Hacker Armament: Spear of the Immortal (wooden spear with an iron head. Length about 2.5 metres); ornamental Akinakes sword.
    3057 * Ranged Armament: Short bow.
    3058 * Appearance:
    3059 - Garb: Richly embroidered knee-length tunic. Corset with metal plate scales worn over the tunic. Trousers.
    3060 - Helmet: Soft woollen or felt cap (white tiara).
    3061 - Shield: Gerron (violin shield); figure eight shield with two concave "holes" in it. Traditional close combat shield and very distinctive piece of Persian equipment.
    3062 - Figure(s): A strong, well-built and confident-looking fellow (should really look like a combat veteran).
    3063 * History: The Immortals (Amrtaka) were an elite corpus of 10,000 men ('myrias' in Greek), which was made up of young Persian noblemen. They got their name from the fact that their number remained the same during battle (whenever a soldier died, he was instantly substituted).
    3064 * Garrison: 1.
    3065 * Function: Primarily an infantry slaughterer, although very helpful against enemy cavalry too (thanks to their spears). Weak against Greek and Macedonian phalanx (owing to their inferior armour and weaponry) and decent archers (owing to their not so good armour). But they were the only standing Persian infantry, so they should be pretty powerful in order to aid the weak Persian infantry.
    3066 * Special: Amazing offense and defense due to sheer experience. Much more accurate with his bow than conventional Persian archers (dangerous and skilled, shooting Greeks in the throat or eye-slits of their helmets more often than conventional arrow showers).
    3067 
    3068 http://0ad.wildfiregames.com/~gamedesign/C...anImmortal1.jpg
    3069 
    3070 http://0ad.wildfiregames.com/~gamedesign/C...anImmortal1.jpg
    3071 http://0ad.wildfiregames.com/~gamedesign/C...anImmortal2.jpg
    3072 http://0ad.wildfiregames.com/~art/mythos/G...ianImmortal.jpg
    3073 
    3074 Sketch by Paul Basar
    3075 
    3076 * Name: Pil Jangi Hendi. (means 'Indian War Elephant')
    3077 * Class: Super Cavalry Unit.
    3078 * Hacker Armament: Ram (Crushing impact tusk attack, effective against structures).
    3079 * Ranged Armament:
    3080 > Mahout: None.
    3081 > Rajah: Three-pronged javelin.
    3082 * Appearance:
    3083 - Garb:
    3084 > Mahout: White trousers. No shirt.
    3085 > Rajah: White trousers. Well-dressed, armoured (in traditional Indian warfare the rajahs and nobles fought atop the elephants).
    3086 - Helmet:
    3087 > Mahout: Red 'towel' (turban).
    3088 > Rajah: Red 'towel' (turban).
    3089 - Shield:
    3090 > Mahout: None.
    3091 > Rajah: None.
    3092 - Figure(s):
    3093 > Mahout: Half-naked Indian.
    3094 > Rajah: Noble indian (throws javelins at the enemy).
    3095 - Mount: Indian (Asian) Elephant (preferably larger than the Carthaginian's now-extinct North African Mountain one). No tower. Elaborate figures and stripes, especially around the eyes, painted in bright colours, preferably red and yellow.
    3096 * History: Persian Elephants were saddled, and fed rice wine before a battle to make them more aggressive. The Persians did not use elephants very often, while the Carthaginians constructed huge stables harbouring up to 300 beasts at Carthage. The Seleucids also employed elephants more widely.
    3097 * Garrison: 3.
    3098 * Function: Hitpoints: High. Movement: Slow.
    3099 * Special:
    3100 - Strong against siege weapons, all Citizen Soldier units and cavalry units of any kind (except other elephants). Weak against Infantry Spearmen (whom have the normal bonus to their AT against cavalry units).
    3101 - "Damage Frenzy".
    3102 - "Stench" Aura.
    3103 - "Trample Damage" Aura.
    3104 
    3105 Perfect Indian War Elephant, provided by Michael
    3106 
    3107 Another Indian War Elephant
    3108 
    3109 ==HEROES==
    3110 
    3111 * Name: Cyrus. (in Old Persian "Kurush", meaning "sun")
    3112 * Class: Hero1.
    3113 * Ranged Armament: Javelin. Cosmetic akinakes on his right side.
    3114 * Appearance:
    3115 - Garb: Red Median garb of Mede Light Horse. Normal Mada Asabari armour, but adorned with gold.
    3116 - Helmet: Helmet as depicted in this image of a noble Assyrian cavalry archer.
    3117 - Shield: None.
    3118 - Figure(s): Head and beard as depicted in above image.
    3119 - Mount: Mounted on white Nisaean light horse. Sagaris hung from horse's tack.
    3120 * History: (559 BC - 530 BC) The son of a Median princess and the ruler of Anshan; justly called the 'Father of the Empire', Cyrus conquered Media, Lydia, Babylonia and Bactria, thereby establishing the Persian Empire. He was also renown as a benevolent conqueror. (OP - Kurush).
    3121 * Garrison: 2.
    3122 * Function: Cyrus should be the greatest fighter of the three, since he was always to be found in the midst of a brawl.
    3123 * Special:
    3124 - "Hero" Aura increases attack damage of nearby cavalry units.
    3125 
    3126 http://0ad.wildfiregames.com/~gamedesign/C...rustheGreat.jpg
    3127 Cyrus the Great
    3128 
    3129 * Name: Darius. (in Old Persian "Darayavaush")
    3130 * Class: Hero2.
    3131 * Hacker Armament: Spear of the Immortal.
    3132 * Appearance:
    3133 - Garb: Garb as depicted in image.
    3134 - Helmet: Royal tiara as depicted in image.
    3135 - Shield: None.
    3136 - Figure(s): -
    3137 * History: (521 BC - 486 BC) The son of Histaspes, the satrap of Parthia and Hyrcania; a great administrator as well as a decent general, Darius introduced the division of the empire into satrapies and conquered NW India, Thrace and Macedonia. He was called the 'Merchant of the Empire'. (OP - Darayavaush).
    3138 * Garrison: 1.
    3139 * Function: Although a former Commander of the Immortals, apart from the highly overrated Behistun account of Darius' slaying the usurpers of the throne, there are no accounts of him actually leading his troops in combat (he accompanied the army - yes, but did not lead the charges himself).
    3140 * Special:
    3141 - "Hero" Aura increases movement speed of nearby units.
    3142 
    3143 http://0ad.wildfiregames.com/~gamedesign/C...ustheGreat1.jpg
    3144 Darius the Great
    3145 (actually Darius III Codomanus)
    3146 
    3147 * Name: Xerxes. (in Old Persian "Khshayarsha")
    3148 * Class: Hero3.
    3149 * Hacker Armament: Short Sword (Akinakes).
    3150 * Appearance:
    3151 - Garb: Purple or red garb, similar in style to that of Darius. No armour.
    3152 - Helmet: Headgear as depicted in image.
    3153 - Shield: None.
    3154 - Figure(s): Head as depicted in image.
    3155 * History: (485 BC - 465 BC) The son of Darius the Great and Atossa, 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 programme, especially at Persepolis. (OP - Khshayarsha).
    3156 * Garrison: 1.
    3157 * Function: Poor in combat (Achaemenid commanders often personally engaged in combat, so Xerxes is the exception). Best used as an economic administrator back at base.
    3158 * Special:
    3159 - "Hero" Aura accelerates the Gather Rate and Build Rate of nearby econ units, thus allowing them to perform their economic tasks faster.
    3160 
    3161 http://0ad.wildfiregames.com/~gamedesign/C...ians/Xerxes.jpg
    3162 Xerxes
    3163 
    3164 NEW UNIT TRAITS
    3165 
    3166 (added to the Unit Classes Traits)
    3167 
    3168 * For the Elephant template (mount or wild): "Damage Frenzy" Aura.
    3169 * For the Elephant template (mount or wild): "Trample" Aura.
    3170 * For the Camel and Elephant template (mount or wild): "Stench" Aura.
    3171 
    3172 CIV CENTRE UNITS
    3173 
    3174 * Melee Infantry: Neyzedar Madi.
    3175 * Ranged Infantry: Kamandar Kappadoki.
    3176 * Cavalry: Asabari Madi.
    3177 
    3178 FORBIDDEN CLASSES
    3179 
    3180 * Swordsman.
    3181 * Slinger.
    3182 * Quinquereme.
    3183 * Onager.
    3184 * Ballista.
    3185 
    3186 STRUCTURE DESCRIPTIONS
    3187 
    3188 ==VILLAGE==
    3189 
    3190 * Name: Satrapy. (Means 'province'.)
    3191 * Class: Civ Centre.
    3192 * 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.
    3193 
    3194 (no image found)
    3195 
    3196 * Name: Pairidaeza. (Means 'fortified garden'.)
    3197 * Class: House.
    3198 * History: Apart from the Great King and his close relatives, the satraps resided in splendid spacious residences, which included palaces, pavilions and gardens.
    3199 
    3200 (no image found)
    3201 
    3202 * Name: Jowgah. (Means 'farm'.)
    3203 * Class: Farmstead (Farm Centre).
    3204 * History: Farming probably originated in the lands of Mesopotamia circa 8000 BC. The arable lands of Sumer and Akkad, well irrigated by the Tigris and Euphrates, accounted for food surpluses, which were in turn stored in granaries present in every town. The Persians, who were originally shepherds and hunters, probably began farming under the influence of the nearby Elamites.
    3205 
    3206 (no image found)
    3207 
    3208 * Name: Keshtzar. (Means 'field'.)
    3209 * Class: Field.
    3210 * History: Unlike today, when southern Iraq is almost entirely covered with deserts, ancient Mesopotamia of 3000 years ago was an extremely fertile, arable land.
    3211 
    3212 (no image found)
    3213 
    3214 * Name: Janvargah. (Means 'animal place'.)
    3215 * Class: Corral.
    3216 * History: The Persian kings established Royal Establishments of Horses, for use during military campaigns, at strategic locations throughout the entire Empire.
    3217 
    3218 (no image found)
    3219 
    3220 * Name: Asiya. (Means 'mill'.)
    3221 * Class: Mill (Resource Centre).
    3222 * History: The Persian kings kept the huge annual tribute received by their subject nations in specific buildings in Persepolis and Susa. In the provinces, the satraps were responsible for the establishment of similar foundations, where local taxes and public funds were kept.
    3223 
    3224 (no image found)
    3225 
    3226 * Name: Padgan. (Means 'outpost'.)
    3227 * Class: Outpost (Scout Tower).
    3228 * History: The narrow entrance into mountainous Cilicia was protected by wooden fortifications which made any foreign intrusions extremely difficult.
    3229 
    3230 (no image found)
    3231 
    3232 * Name: Divar. (Means 'wall'.)
    3233 * Class: Wall.
    3234 * History: These were the massive walls that Nebuchadnezzar built to protect the city. It is said that two four-horse chariots could easily pass by each other. Babylon, although not an official royal residence (there were 4 of them all together), was a preferred place for holidays.
    3235 
    3236 (no image found)
    3237 
    3238 * Name: Borj. (Means 'tower'.)
    3239 * Class: Tower (Wall Tower).
    3240 * History: When Cyrus the Great campaigned in the north and chose to establish the river Jaxartes as a boundary, he constructed a mighty fortress to protect his territories from Scythian raids. It was called Cyropolis and was situated close to the place where Alexander the Great later built his Alexandria Eschatae.
    3241 
    3242 (no image found)
    3243 
    3244 * Name: Darvaze. (Means 'gate'.)
    3245 * Class: Gate.
    3246 * History: The several ceremonial entrances to the great city of Babylon were furnished with magnificent gates, the gate of Ishtar being the most splendid of all.
    3247 
    3248 Ishtar Gate
    3249 
    3250 ==TOWN==
    3251 
    3252 * Name: Langargah. (Means 'dock'.)
    3253 * Class: Dock (Port Centre).
    3254 * History: Situated on the Mediterranean coast, all Phoenician cities had excellent docks and harbours, the oustanding example being Tyre, which was situated on an island close to the shore.
    3255 
    3256 (no image found)
    3257 
    3258 * Name: Atashkade. (Means 'temple'.)
    3259 * Class: Temple (Health Centre).
    3260 * History: Zoroastrian Temples were most often simple structures, not as ornate as Christian churches and Muslim mosques. Fire Altars were also widely spread as small places of worship.
    3261 
    3262 (no image found)
    3263 
    3264 * Name: Apadana. (Means 'barracks'.)
    3265 * Class: Barracks (Military Centre).
    3266 * History: The vassal and subject peoples sent representatives to deliver annual tribute to the Great King in Persepolis; the King accepted them in the Apadana ("Audience Hall").
    3267 
    3268 (no image found)
    3269 
    3270 * Name: Bazaar. (Means 'market'.)
    3271 * Class: Market (Trade Centre).
    3272 * History: Traders from all distant parts of the huge empire met, exchanged and sold goods in the huge bazaars present in almost every big city. Babylon and Susa were the largest and most frequented trade centres.
    3273 
    3274 (no image found)
    3275 
    3276 ==CITY==
    3277 
    3278 * Name: Dura. (Babylonian Akkadian; means 'fortress'.)
    3279 * Class: Fortress.
    3280 * History: The Susa Chateau was a fortress in the administrative capital of Susa, which was reconstructed by a French archaeologist in 1890 with the use of original building material.
    3281 
    3282 (no image found)
    3283 
    3284 SPECIAL STRUCTURES
    3285 
    3286 * Name: Kakh. (means 'Palace')
    3287 * Class: SB1.
    3288 * History: The annual tribute that the Persians received from their satrapies and vassal states, as regularised by Darius the Great, accounted for incredible annual revenue.
    3289 * Special: Satrapy Tribute.
    3290 
    3291 SB2: None.
    3292 
    3293 NEW STRUCTURE TRAITS
    3294 
    3295 * Satrapy Tribute: When constructed, this structure bestows a benefit similar to an AoK relic or AoM Plenty Vault; the Player's Ore Pool increases by a very small but continuous trickle. The rate is dependent upon the number of Satrapies belonging to the player; if all his Satrapies are destroyed, the Kakh has no effect until more Satrapies are constructed. The player cannot build more than one Kakh at a time, and destroying the Kakh removes its effect.
    3296 
    3297 CIV BONUSES
    3298 
    3299 CB1
    3300 Name: Ability to Corral Camels and Horses.
    3301 History: While the Persians employed camelry only in a few cases, its use was always accompanied by great success (most notably during the battle of Sardis in 546 BC). The satrapy of Bactria was a rich source of "two-hump" camels, while Northern Arabia supplied "one-hump" camels.
    3302 Effect: Camels and horses can be captured in the wild and placed in the Corral. Unlike normal corraled animals, which generate food, the Corraled Camel/Horse functions similarly to a relic. As long as it remains in the Corral, the resource cost of training camel-mounted units or horse-mounted units (as appropriate) is reduced by a fixed amount.
    3303 
    3304 CB2
    3305 Name: Levied Hordes
    3306 History: Levying the satrapies allowed the Persians to field a larger force than their opponents. However, Persian troops had to supply their own equipment. Many also had poor morale, usually going into battle with all kinds of war cries, but ready to flee the field when serious resistance was offered by the foe.
    3307 Effect: The cost and build time for all Persian Infantry Citizens is reduced, to compensate for their weak armour and attack.
    3308 
    3309 TEAM BONUS:
    3310 
    3311 TB1
    3312 Name: Reform.
    3313 History: Coinage was invented by the Lydians in VII c. BC, but it was not very common until the Persian period. Darius the Great standardised coined money and his golden coins (known as "darics") became commonplace not only throughout his empire, but as far to the west as Central Europe.
    3314 Effect: Higher income from trade routes.
    3315 
    3316 TECHNOLOGIES
    3317 
    3318 * Infantry: Since the Persians relied mostly on archers and cavalry, the Persian infantry should be individually weak. If he chooses to use them effectively, he will have to rely on sheer numbers, similar to AoM Egyptians. Infantry are therefore cheap and can be trained quickly, but individually weak, with no combat upgrades. The Persians get Bow upgrades, as Archers were strong. Virtually no armour upgrades.
    3319 * Cavalry: Cavalry were strong. They should have the strongest cavalry prior to the introduction of Parthians and Huns. Virtually no armour upgrades.
    3320 * Naval: The Persian navy, while being of great stature, actually consisted entirely of non-Persian elements; ships generally came from Phoenicia, Egypt and Cyprus. Strong navy, so they'd get some naval techs, but without the rare Quinquereme.
    3321 * Siege: Neither here nor there. Apart from the Assyrians, no ancient Middle Eastern civilisation was renown for its siege. The Babylonian king Nebuchadnezzar, for example, spent 13 years besieging Tyre before the mighty fortress was finally taken. Do whatever it takes to make their siege unexceptional, mediocre.
    3322 * Economy: Most techs.
    3323 - Farming: Very good agriculture.
    3324 - Mining: Average.
    3325 - Lumbering: Average.
    3326 - Hunting: Average.
    3327 - Land Trade: They had a good trade infrastructure, such as the Royal Highway, so would have good land trade techs. Neither the Persians nor the Parthians engaged readily in trade themselves, leaving most of it to the subject peoples.
    3328 - Naval Trade: Mediocre. Certainly nothing to match the Carthaginian's naval trading bonus.
    3329 * Architecture: Extremely strong and impressive. They should get most techs that enhance the strength of structures and defences.
    3330 - Defences: Formidable walls.
    3331 
    3332 Map representing resource distribution in the Eastern Mediterranean region; note high presence of agriculture in Persian lands
    3333 
    3334 SPECIAL TECHNOLOGIES
    3335 
    3336 (Note: depending on how the pool of shared techs above turn out, two possible ST1s are proposed below, since it's likely there'll be a standard tech similar to Persian Architecture)
    3337 
    3338 ST1
    3339 Name: Naval Craftsmanship
    3340 History: Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders.
    3341 Effect: Cypriad Galleys gain the unique ability to transport cavalry (which is not normally possible for warships, with the exception of mounted Heroes). This only includes cavalry that occupy two Garrison slots (therefore large cavalry units like elephants, chariots, and so on, cannot board Galleys).
    3342 
    3343 ST2
    3344 Name: Persian Architecture.
    3345 History: The Persians built the wonderful 1200 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually "rebuilt" the old Elamite capital of Susa.
    3346 Effect: Increases hitpoints of all structures.
    3347 
    3348 FOOTNOTES
    3349 
    3350 Paal_101's excellent article on Persian weapons and armour.
    3351 
    3352 Article on Persian equipment, based on Herodotus.
    3353 
    3354 Article on Persian cavalry
    3355 
    3356 Colour image of subject nation hair and beard styles.
    3357 
    3358 Some detailed Persian miniatures. Could be very useful to the concept artist for inspiration (some are a little too modern, though):
    3359 
    3360 Persian shield-bearer infantryman crushing Lakedimonian hoplite.
    3361 Athenian hoplite facing Saka mercenary infantryman.
    3362 Phrygian heavy-infantry mercenary.
    3363 Persian Infantryman and Archer of “Sparabara” (Pavise-bearers) Line Infantry.
    3364 Persian Infantryman of Composite Regiment.
    3365 Persian “Takabara” (Shield-bearer) Line Infantryman.
    3366 Persian Archer of Immortal Regiment.
    3367 Persian “Kardaka” (Royal Household) Heavy Infantryman.
    3368 Persian Archer of the Regiment of Treasury Archers.
    3369 Persian War Camel of Immortal Regiment.
    3370 
    3371 Osprey scans provided by Jason Bishop:
    3372 
    3373 1
    3374 2
    3375 3
    3376 4
    3377 5
    3378 6
    3379 7
    3380 8
    3381 9
    3382 10
    3383 11
    3384 12
    3385 13
    3386 14
    3387 15
    3388 
    3389 TRANSLATIONS:
    3390 
    3391 A list of (Modern) Persian translations provided by Tonto_Sanjab, used to create the Persian unit/structure names:
    3392 
    3393 Arabian = Tazi (language = Arabi)
    3394 Aramaean = Arami
    3395 Archer = Kamandar
    3396 Armoured = Zerehi
    3397 Armoured Horse = Aspe Zerehdar
    3398 Fully Armoured Horse = Aspe Porzereh
    3399 Assyria = Ashura
    3400 Assyrian = Ashuri
    3401 Armoury = Zerehgah
    3402 Blacksmith = Ahangari
    3403 Babylon = Babirush
    3404 Babylonian = Babirushi
    3405 Bactria = Balkh
    3406 Bactrian = Balkhi
    3407 Bireme = Dorade
    3408 Camelry = Shotorsavaran
    3409 Cappadocian = Kappadoki
    3410 Cataphract, Heavy Cavalry = See Armoured Horse, Fully Armoured Horse
    3411 Cavalry = Aspsavaran
    3412 Chariot = Chaharcharkhe
    3413 Cilician = Silisi
    3414 Corral = Janvargah
    3415 Cypriad = Kebresi (someone from Cyrpus)
    3416 Dock = Langargah
    3417 Farm = Keshtzar
    3418 Farmer = Keshavarz
    3419 Fishing Boat = Kashti Mahigiri
    3420 Fully Armoured = Porzereh
    3421 Fully Covered = Porpushide
    3422 Gate = Darvaze
    3423 Granary = Jowgah
    3424 Harbour = (See Dock)
    3425 Heavy = Sangin
    3426 Horse = Asp
    3427 Horsekiller = Aspkosh
    3428 Indian = Hendi
    3429 Infantry = Piyade
    3430 Ionian = Yunani (Name for all Greeks, even used today)
    3431 Javelinist/Javelineer = Zhupinandaz
    3432 Knight = Gord
    3433 Lancer = Aspe Neyzedar
    3434 Light = Sabok
    3435 Light Cavalry = Aspe Sabok
    3436 Magus = (See Priest)
    3437 Man = Mard
    3438 Mede = Mad
    3439 Media = Mada
    3440 Median = Mad (language = Madi)
    3441 Merchantman = Bazargan
    3442 Mesapotamian = Miyanrudani
    3443 Mill = Asiya
    3444 Orchard = Golestan
    3445 Outpost = Padgan
    3446 Palace = Kakh
    3447 Peasant = Dehgan
    3448 Persian = Pars (language = Parsi)
    3449 Phoenician = Finisi
    3450 Phrygian = Frighi
    3451 Port = (see Dock)
    3452 Priest = Mogh
    3453 Ram = Darvazkub
    3454 Rider, Horseman = Aspsavar
    3455 Ship = Kashti
    3456 Skirmisher = Zhupinandaz
    3457 Slinger = Sangandaz
    3458 Soldier = Sarbaz
    3459 Spearman = Neyzedar
    3460 Stable = Axor
    3461 Swordsman = Shamshirdar
    3462 Temple = Atashkade
    3463 "the Great" = e Bozorg (eg Dariuse Bozorg)
    3464 Thrower = Andaz
    3465 Tower = Borj
    3466 Trade = Bazargani
    3467 Trade Ship = Kashti Bazargani
    3468 Transport Ship = Kashti Adambari
    3469 Trireme = Serade
    3470 Three = Se
    3471 Two = Do
    3472 Village = Rusta
    3473 Villager = Rustai
    3474 Wall = Divar
    3475 War = Jang / Setiz
    3476 War Elephant = Pil Jangi
    3477 Woman = Zan or Banu
    3478 Zoroastrian = Zartoshti
    3479 
    3480 Persian/English
    3481 1. Parsa/Fars - homeland of the Persians; plus the lowland of Anshan (Khuzistan).
    3482 2. Uvja/Elam
    3483 3. Babirush/Babylonia: modern middle east
    3484 4. Athura/Assyria: eastern Turkey, northern Iraq
    3485 5. Arabaya/Northern Arabia
    3486 6. Mudraya/Egypt; added by Cambyases I.
    3487 7. Tyaiy Drayahya/Northern Turkey: 'the lands beside the (Black) Sea
    3488 8. Sparda/Lydia: Southeastern Turkey
    3489 9. Yauna/Ionian:the same as above
    3490 10. Mada/Media: northeastern Iran; Tarsus mountains.
    3491 11. Armina/Armenia
    3492 12. Katpatuka/Cappadocia: still turkey: central
    3493 13. Parthava/Parthia: eastern Iran
    3494 14. Zraka/Drangiana: Seistan, eastern Iran
    3495 15. Haraiva/Aria: Herat, Afghanistan
    3496 16. Uvarazmish/Kwarazm or Chorasmia: lower Amu Darya: Kazakhstan + Uzbekhstan
    3497 17. Bakhtrish/Bactria: north of the Hindu Kush range
    3498 18. Suguda/Sogdiana: Samarkand region: Afghanistan
    3499 19. Gadara/Gandhara: Peshawar: upper Indus: Pakistan
    3500 20. Saka or Saca/The steppe country inhabited by the Scythian tribes on the Syr Darya
    3501 21. Thatagush/Sattagydia: Kabul: Afghanistan
    3502 22. Harauvatish/Kandahar
    3503 23. Maka/The desert coast of Makran and Baluchistan in southern Iran
    3504 +++++++++++++++++++++++++++++++++++++++++++++
    3505 24. Putaya/Lybia: nominal rule only
    3506 25. Kushiya/Ethiopia: nomilan rule
    3507 26. Hindush/The Sind region of lower Indus, Pakistan: nominal rule
    3508 27. Karka/Caria
    3509 
    3510 QUOTE
    3511 Additions from rquader:
    3512 
    3513 The language of the Persians was Avestan and also an Indo-European language known as Sanskrit which the Indians spoke. In the old days, many languages had similarities and in essence were derived from other languages, so most of them had many things in common. The speech of the court and nobility in the days of Darius I was Old Persian, a tongue so closely related to Sanskrit that evidently they are both dialects of some language older still.
    3514 
    3515 Old Persian developed on the one hand into Zend, the language of the Zend-Avesta and on the other hand into Pahlavi -- a Hindu language from which has come the Persian language of today, Farsi (spoken in modern Iran).
    3516 
    3517 When the Persians took to writing, they adopted the Babylonian cuneiform for their monumental inscriptions and the Aramaic alphabet for their other documents.
    3518 
    3519 Asiya: house, home, dwelling (NOT mill)
    3520 Jangi: soldier
    3521 Bow: Dhanu
    3522 Dhanur Grahin: Archer
    3523 Nu: Ship
    3524 
    3525 
    3526 Civ: Romans (pre-imperial)
    3527 
    3528 PRE-IMPERIAL ROMAN CIVILISATION PROFILE
    3529 
    3530 by Federico Odorizzi, Borislav Chernev, and Paul Basar. Email: federico_odorizzi@libero.it, synchronicity84@hotmail.com, paul@0ad.wildfiregames.com.
    3531 
    3532 NATURE: Keeping with the design approach that a civilisation should be represented at a specific time in history, the Pre-Imperial (Early) Roman civilisation is set in the Camillan period of the Roman Republic, during the Second Punic War (218-201 BC).
    3533 
    3534 UNIT DESCRIPTIONS
    3535 
    3536 ==INFANTRY==
    3537 
    3538 * Name: Hastatus.
    3539 * Class: Swordsman.
    3540 * Hacker Armament: [Gladius.]
    3541 Basic - Gladius.
    3542 Advanced – Gladius.
    3543 Ultimate – Gladius.
    3544 * Appearance:
    3545 - Garb: [Pectorale. Tunic. Greave on left leg. (Fortunately there is concept art already designed that is exactly want we want here.)]
    3546 Basic – Pectorale.
    3547 Advanced – Pectorale
    3548 Ultimate – Pectorale with muscled embossing.
    3549 - Helmet: [Montefortino helmet.]
    3550 Basic – Montefortino helmet.
    3551 Advanced – Montefortino helmet.
    3552 Ultimate – Montefortino helmet with white plume
    3553 - Shield: [Large oval shield.]
    3554 Basic – Curved red oval shield.
    3555 Advanced – Curved red oval shield.
    3556 Ultimate – Curved red oval shield.
    3557 Figure(s): - Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.
    3558 * History: The Hastati were young men over 20 years old who made up the first line of heavy infantry in the Punic War era Republican army. Initially they threw pilum at the enemy and then engaged the enemy with swords. They were the first heavy Roman troops to engage in a battle. Usually they had enough money to purchase cheaper armor. In 0 A.D. they will serve as swordsmen.
    3559 * Garrison: 1.
    3560 * Function: - To engage the enemy at close range with swords after a javelin volley.
    3561 * Special: -
    3562 
    3563 http://0ad.wildfiregames.com/~art/history/...1-BC_SGF34.html
    3564 
    3565 * Name: Triarus.
    3566 * Class: Spearman.
    3567 * Hacker Armament: [Hasta - large 8-foot thrusting spear. Gladius (decorative).]
    3568 Basic - Spear (Hasta). Gladius (ornamental).
    3569 Advanced – Spear (Hasta). Gladius (ornamental).
    3570 Ultimate – Spear (Hasta). Gladius (ornamental).
    3571 * Appearance:
    3572 - Garb: [Heavy chainmail hauberk. Greaves. (A concept drawing already exists for this unit.)]
    3573 Basic – Heavy Lorica hamata.
    3574 Advanced – Heavy lorica hamata. Greave on left leg,
    3575 Ultimate – Heavy lorica hamata. Greaves on both legs
    3576 - Helmet: [Etrusco-Corinthian helmet.]
    3577 Basic – Etrusco-Corinthian helmet.
    3578 Advanced – Etrusco-Corinthian helmet.
    3579 Ultimate –Etrusco-Corinthian helmet with black crest and two black feathers.
    3580 - Shield: [Large oval shield.]
    3581 Basic – Curved blue oval shield.
    3582 Advanced – Curved blue oval shield.
    3583 Ultimate – Curved blue oval shield.
    3584 - Figure(s): - Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.
    3585 * History: The Triari were veterans of military service, usually in their 30s or 40s, with money to afford the best weapons and equipment. They made up the third line of heavy infantry, armed with stabbing spears. If the Hastati and Principi could not defeat the enemy, the Triari would come forward and finish them off. Usually they didn't have to fight.
    3586 * Garrison: 1.
    3587 * Function: - Close combat once the Princips and Hastatus wore the enemy down. Also good against cavalry.
    3588 * Special: -
    3589 
    3590 http://0ad.wildfiregames.com/~art/history/...ges/ACR101.html
    3591 (The picture is representing Javelinists, but apart from the weapon is correct for the spearmen.)
    3592 
    3593 * Name: Principe.
    3594 * Class: Javelinist.
    3595 * Ranged Armament: [Heavy pilum. Gladius (decorative).]
    3596 Basic – Pilum, gladius (ornamental)
    3597 Advanced – Pilum, gladius (ornamental)
    3598 Ultimate – Javelin (pilum). Gladius (ornamental).
    3599 * Appearance:
    3600 - Garb: [Light chainmail hauberk (Existing profile drawings are similar to this unit in many ways.)]
    3601 Basic – Light chain mail hauberk (t-shirt but of chain mail)
    3602 Advanced – Light chain mail hauberk, greave on left leg
    3603 Ultimate – Light lorica hamata, greaves on both legs.
    3604 - Helmet: [Attic helmet.]
    3605 Basic – Attic helmet
    3606 Advanced – Attic helmet.
    3607 Ultimate – Attic helmet with three green feathers.
    3608 - Shield: [Large oval shield.]
    3609 Basic – Curved yellow oval shield.
    3610 Advanced – Curved yellow oval shield.
    3611 Ultimate – Curved yellow oval shield.
    3612 - Figure(s): Tunic of changing colors: white, blue, red for Basic, Elite and Ultimate respectively, plus sandals (caligae). He will wear a greave on the left leg for Advanced and on both for the Ultimate.
    3613 * History: Principi were the second line of heavy infantry. Older than the Hastati, but were otherwise identical in appearance and armament except that the Principi had better armor. They would enter the combat once the Hastati had worn down the enemy, throwing their pilum into the enemy ranks before charging in with swords. For our purposes they will use pilum.
    3614 * Garrison: 1.
    3615 * Function: - To break up enemy formations and charges with heavy javelins, plus provide support for Hastati and Triari
    3616 * Special: The Prinicipe has a shorter range but a much more powerful weapon that causes greater amounts of damage when it hits.
    3617 
    3618 * Name: Slinger – design completed, ready to go
    3619 * Class: Slinger.
    3620 * Ranged Armament:
    3621 Basic - Sling (fundae).
    3622 Advanced – Sling (fundae), darker coloured.
    3623 Ultimate – Sling (fundae), slightly longer.
    3624 * Appearance:
    3625 - Garb:
    3626 Basic – Tunic. Bag of stones.
    3627 Advanced – Tunic. Bag of lead bullets.
    3628 Ultimate – Light coloured tunic. Cloak. Bag of lead bullets.
    3629 - Helmet:
    3630 Basic – No helmet.
    3631 Advanced – Broad brimmed hat.
    3632 Ultimate – Broad brimmed hat.
    3633 - Shield:
    3634 Basic – None.
    3635 Advanced – None.
    3636 Ultimate – Buckler.
    3637 - Figure(s):
    3638 Basic – Poorer than Basic Velite. Slightly boyish.
    3639 Advanced – Slightly less impoverished.
    3640 Ultimate – Beard.
    3641 * History: According to the Servian Reform, the poorest citizens (V class), who could not afford to own sophisticated weaponry, became slingers. As Roman power and territory grew, this unit disappeared almost completely; allied Ballearic Slingers, renowned for their skill, were used instead.
    3642 * Garrison: 1.
    3643 * Function: -
    3644 * Special: -
    3645 
    3646 http://0ad.wildfiregames.com/~art/history/...ages/AIR33.html
    3647 
    3648 ==CAVALRY==
    3649 
    3650 * Name: Equite. – design completed, ready to go
    3651 * Class: Cavalry Spearman.
    3652 * Hacker Armament:
    3653 Basic – Lancea – overarm for stabbing. Ornamental Gladius
    3654 Advanced – Lancea – overarm for stabbing. Ornamental Gladius
    3655 Ultimate – Lancea – overarm for stabbing. Ornamental Gladius
    3656 * Appearance:
    3657 - Garb:
    3658 Basic – Pectorale.
    3659 Advanced – Bronze muscled cuirass. (Very similar to Companion Cavalry, but use bright red and blue clothing to make it more Italian; if pteruges are used, make sure they are red not white (too Macedonian). This guy is going to look like a Roman clone of a Companion Cavalryman: note different sword and no spear!)
    3660 Ultimate – Lorica hamata. Greaves. Cape.
    3661 - Helmet:
    3662 Basic – Boeotian helmet.
    3663 Advanced – Boeotian helmet.
    3664 Ultimate – Boeotian helmet with plume.
    3665 - Shield:
    3666 Basic – None.
    3667 Advanced – Round shield.
    3668 Ultimate – Round shield.
    3669 - Figure(s): -
    3670 - Mount:
    3671 Basic – White horse, bareback.
    3672 Advanced – Black horse with leather chanfron and riding blanket (has money and uses it).
    3673 Ultimate – Brown horse with metal chanfron on head and riding blanket. Guy in front, but with greaves and plume.
    3674 * History: Before the Marian reform, only the wealthy could serve in the cavalry. Notwithstanding, it has always paled in comparison with Roman infantry. Initially, it was comprised of 300 equites divided in 10 turmae. From the middle of II c. BC onward, Rome started relying on auxiliary cavalry of Thracians, Numidians, Gauls and Germans.
    3675 * Garrison: 2.
    3676 * Function: -
    3677 * Special: -
    3678 
    3679 http://0ad.wildfiregames.com/~art/history/...C-BC_pb201.html
    3680 
    3681 ==SUPPORT UNITS==
    3682 
    3683 * Name: Matrona Romana.
    3684 * Class: Female Citizen.
    3685 * Appearance:
    3686 - Garb: Long tunic.
    3687 - Helmet: None.
    3688 - Shield: None.
    3689 - Figure(s): -
    3690 * History: Along with men, Roman women (clarae feminae) also played an important part in politics. The outstanding examples were Octavia, sister of Augustus and wife of Mark Antony, Livia, wife of Augustus and mother of Tiberius, and Agrippina, niece and wife of Claudius and mother of Nero.
    3691 * Garrison: 1.
    3692 * Function: -
    3693 * Special: -
    3694 
    3695 <insert picture of the above unit, if available>
    3696 
    3697 * Name: Pontifex Minoris.
    3698 * Class: Priest.
    3699 * Appearance:
    3700 - Garb: Long purple tunic.
    3701 - Helmet: None.
    3702 - Shield: None.
    3703 - Figure(s): He should have the look of an old man.
    3704 * 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 was occupied by such prominent figures as Julius Caesar, Marcus Aemilius Lepidus and Augustus.
    3705 * Garrison: 1.
    3706 * Function: -
    3707 * Special: -
    3708 
    3709 <insert picture of the above unit, if available>
    3710 
    3711 * Name: Plebean Merchant.
    3712 * Class: Trader.
    3713 * Appearance:
    3714 - Garb: White shirt and brown pants.
    3715 - Helmet: None.
    3716 - Shield: None.
    3717 - Figure(s): A young man.
    3718 - Mount: Mounted on a horse (no matter the colour).
    3719 * History: Since the start of the Roman Republic, the plebeans dedicated themselves to commerce, while patricians owned and cultivated the land. Trading was considered negatively, so patricians tried to avoid it, or made some of their plebean clientes trade, using their clientes' names.
    3720 * Garrison: 2.
    3721 * Function: -
    3722 * Special: -
    3723 
    3724 <insert picture of the above unit, if available>
    3725 
    3726 * Name: Roman Trade Cog.
    3727 * Class: Merchant Ship.
    3728 * Appearance:
    3729 - Shell: (Standard).
    3730 * History: -
    3731 * Garrison: Cannot.
    3732 * Function: -
    3733 * Special: -
    3734 
    3735 <insert picture of the above unit, if available>
    3736 
    3737 ==WAR SHIPS==
    3738 
    3739 * Name: Roman Bireme.
    3740 * Class: Bireme.
    3741 * Appearance:
    3742 - Shell: (Standard).
    3743 * History: The Roman navy was one of the best in the Mediterranean. Being an inland people, the Romans nonetheless developed highly efficient marine technologies and successfully opposed the almighty Carthaginian fleet, whose stature stemmed from the old Phoenician traditions.
    3744 * Garrison: Cannot.
    3745 * Function: -
    3746 * Special: -
    3747 
    3748 <insert picture of the above unit, if available>
    3749 
    3750 * Name: Roman Trireme.
    3751 * Class: Trireme.
    3752 * Appearance:
    3753 - Shell: (Standard).
    3754 * History: The Trireme was the most common warship of the Mediterranean – it was used by Phoenicians, Greeks, Carthaginians and Romans alike. In order to compensate for inferior manoeuvring abilities during the First Punic War, the Romans developed the corvus, a bridge that enabled them to fight as if on land.
    3755 * Garrison: Cannot.
    3756 * Function: -
    3757 * Special: -
    3758 
    3759 <insert picture of the above unit, if available>
    3760 
    3761 * Name: Roman Quinquereme.
    3762 * Class: Quinquereme.
    3763 * Appearance:
    3764 - Shell: (Standard).
    3765 * History: The Roman navy was one of the best in the Mediterranean. Being an inland people, the Romans nonetheless developed highly efficient marine technologies and successfully opposed the almighty Carthaginian fleet, whose stature stemmed from the old Phoenician traditions.
    3766 * Garrison: Cannot.
    3767 * Function: -
    3768 * Special: -
    3769 
    3770 <insert picture of the above unit, if available>
    3771 
    3772 ==SIEGE==
    3773 
    3774 * Name: Roman Onager.
    3775 * Class: Onager.
    3776 * Appearance:
    3777 - Shell: (Standard).
    3778 * History: -
    3779 * Garrison: 3.
    3780 * Function: -
    3781 * Special: -
    3782 
    3783 <insert picture of the above unit, if available>
    3784 
    3785 * Name: Scorpio.
    3786 * Class: Ballista.
    3787 * Ranged Armament: See picture.
    3788 * Appearance:
    3789 - Shell: See picture.
    3790 * History: -
    3791 * Garrison: 3.
    3792 * Function: -
    3793 * Special: Able to throw darts at a distance of 350 meters.
    3794 
    3795 Picture (given to me by Apollonios)
    3796 
    3797 * Name: Roman Aries.
    3798 * Class: Ram.
    3799 * Appearance:
    3800 - Shell: (Standard).
    3801 * History: There are several famous sieges during the time of the Republic which required the use of extensive siege weaponry – Syracuse (212 BC), Carthage (148 – 146 BC) and Tigranocerta (68 BC) – they were all carried out successfully.
    3802 * Garrison: 3.
    3803 * Function: -
    3804 * Special: -
    3805 
    3806 <insert picture of the above unit, if available>
    3807 
    3808 ==SUPER UNITS==
    3809 
    3810 * Name: Centurio.
    3811 * Class: Super Infantry Unit.
    3812 * Hacker Armament: Sword (Gladius).
    3813 * Ranged Armament: Javelin (Pilum).
    3814 * Appearance:
    3815 - Garb: Lorica squamata – fancy, has money. Greaves.
    3816 - Helmet: Attic helmet with red crest and feathers.
    3817 - Shield: Curved red oval shield.
    3818 - Figure(s): -
    3819 * History: The Centurion was a commander of a unit of 100 legionaries called centuriae. Only the bravest and most experienced troops could become centurions; having attained that position they were supposed to lead their troops by personal example as well as orders.
    3820 * Garrison: 1.
    3821 * Function: -
    3822 * Special: -
    3823 
    3824 <insert picture of the above unit, if available>
    3825 
    3826 * Name: Decurio.
    3827 * Class: Super Cavalry Unit.
    3828 * Hacker Armament: Sword.
    3829 * Ranged Armament: Javelin. –lancea for throwing
    3830 * Appearance:
    3831 - Garb: heavy chainmail hauberk, white tunic, greaves on both legs
    3832 - Helmet: Boeotian helmet with red plume
    3833 - Shield: Round green shield
    3834 - Figure(s): Rich fella, he has money to buy good armor and weapons, no facial hair
    3835 - Mount: Powerful white horse with saddle blanket strapped to back and elaborate bridle
    3836 * History: A Decurion was a cavalry officer who commanded 30 men in a turmae, or file. They were appointed by the tribunes and used Greek style helmets with Roman armor.
    3837 * Garrison: 2.
    3838 * Function: To drive off enemy cavalry allowing the heavy infantry to win the battle, as well as scouting, patrol, and chasing defeated enemies.
    3839 * Special: ?
    3840 
    3841 ==HEROES==
    3842 
    3843 * Name: Quinctus Fabius Maximus “Cunctator”. – unit design is done, ready to go
    3844 * Class: Hero1.
    3845 * Hacker Armament: Short Sword.
    3846 * Appearance:
    3847 - Garb: Light iron armour; elaborate but functional.
    3848 - Helmet: None.
    3849 - Shield: Medium wooden and leathered slightly rectangular shield.
    3850 - Figure(s): -
    3851 - Mount: Light white slightly armoured horse.
    3852 * History: Dictator for six months during the Second Punic War. Instead of attacking the most powerful Hannibal, he started a very effective war of attrition against him.
    3853 * Garrison: 2.
    3854 * Function: -
    3855 * Special:
    3856 - "Hero" Aura increases the Army’s Fire Rate and Movement Rate (it affects all the soldiers for a range or 10 tiles).
    3857 
    3858 Resembles guy on left (might even be him)
    3859 
    3860 * Name: Sulla.
    3861 * Class: Hero2.
    3862 * Hacker Armament: Sword (Gladius).
    3863 * Appearance:
    3864 - Garb: Lorica hamata with medals hung over it; elaborate but functional. Iron greaves.
    3865 - Helmet: Attic helmet with feather tufts and medium crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
    3866 - Shield: Medium wooden and leathered slightly rectangular shield.
    3867 - Figure(s): -
    3868 - Mount: Black horse with metal chanfron.
    3869 * History: Roman general and dictator (137 BC – 78 BC), who never lost a battle. Distinguishing himself during the Jugurthine War, Sulla later fought in the Social War and was given command in the east against king Mithridates VI of Pontus. After the successful outcome of the war, he returned to Italy, crushed his opponents and had himself proclaimed dictator with unlimited powers. Sulla sought to restore the waning might of the Republic and wrote a new constitution, thereafter resigning from power.
    3870 * Garrison: 2.
    3871 * Function: -
    3872 * Special:
    3873 - "Hero" Aura gives +1 attack to all cavalry units and –1 attack to enemy infantry within 10 tiles.
    3874 
    3875 <insert picture of the above unit, if available>
    3876 
    3877 * Name: Scipio Africanus.
    3878 * Class: Hero3.
    3879 * Hacker Armament: Gladius.
    3880 * Appearance:
    3881 - Garb: Muscled cuirass. Greaves.
    3882 - Helmet: Attic helmet with large crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
    3883 - Shield: None.
    3884 - Figure(s): -
    3885 * History: He was the first really successful Roman general. His campaigns in Spain and Africa helped to bring Carthage to its knees during the Second Punic War. He defeated Hannibal at the Battle of Zama in 202 BC.
    3886 * Garrison: 1.
    3887 * Function: -
    3888 * Special:
    3889 - "Hero" Aura strongly increases attack and morale of nearby units (6 squares).
    3890 - In case of death of this unit, all the units in a radius of 10 squares will suffer a huge morale decrease and they’ll never recover.
    3891 
    3892 <insert picture of the above unit, if available>
    3893 
    3894 (file Julius Caesar below for use in Part II; he falls more within Early Empire, in the Marian era; is replaced with Scipio Africanus)
    3895 
    3896 * Name: Julius Caesar.
    3897 * Class: Hero3.
    3898 * Hacker Armament: Long Sword (Spatha).
    3899 * Appearance:
    3900 - Garb: Muscled cuirass with pteruges (straps that hang from the waist of the cuirass and from the top edge of the shoulders of the cuirass) and Gorgon head over solar plexus with purple ribbon tied around chest; elaborate but functional (similar to Maximus from first battle in Gladiator, minus lorica segmentata strips over shoulders (pauldron), beard and wolf skin). Silver-coloured greaves.
    3901 - Helmet: Attic helmet with large crest. Soldier on right is reference for any Heroes that use this style of Attic helmet.
    3902 - Shield: None.
    3903 - Figure(s): Long purple cloak.
    3904 - Mount: Chestnut horse with elaborate metal chanfron.
    3905 * History: Roman statesman and dictator (102 BC – 44 BC). Making his name as a leader of the populars, Caesar conquered Gaul and defeated Gnay Pompey and his supporters in a civil war. During his brief reign as a dictator, Caesar reformed the calendar, founded new colonies and planned vast building programmes and a military campaign against Parthia. Assassinated by a group of senators led by Brutus and Cassius, he was later deified and his name gradually became a royal title.
    3906 * Garrison: 2.
    3907 * Function: -
    3908 * Special:
    3909 - "Hero" Aura strongly increases attack and morale of nearby units (6 squares).
    3910 - In case of death of this unit, all the units in a radius of 10 squares will suffer a huge morale decrease and they’ll never recover.
    3911 
    3912 <insert picture of the above unit, if available>
    3913 
    3914 NEW UNIT TRAITS
    3915 
    3916 (none)
    3917 
    3918 CIV CENTRE UNITS
    3919 
    3920 * Melee Infantry: Servian Hoplite (Spearman).
    3921 * Ranged Infantry: Roman Velite (Javelinist).
    3922 * Cavalry: Roman Equite (Cavalry Swordsman).
    3923 
    3924 FORBIDDEN CLASSES
    3925 
    3926 * Archer. The ballistarius, a quite rare Roman soldier armed with a ballista, will be kept as a possible option.
    3927 * Cavalry Spearman.
    3928 * Cavalry Javelinist.
    3929 * Cavalry Archer.
    3930 
    3931 STRUCTURE DESCRIPTIONS
    3932 
    3933 ==VILLAGE==
    3934 
    3935 * Name: Municipium.
    3936 * Class: Civ Centre.
    3937 * History: -
    3938 
    3939 <insert picture of the above structure, if available>
    3940 
    3941 * Name: Atrium.
    3942 * Class: House.
    3943 * History: The early Atrium initially (V-IC c. BC) included one big room with a fireplace in the middle. A garden by the house was later included under Hellenistic influence.
    3944 
    3945 <insert picture of the above structure, if available>
    3946 
    3947 * Name: Villa.
    3948 * Class: Farm Centre.
    3949 * History: As Rome grew more and more affluent, many of the rich senators built lavish villas throughout Italy. Most of them emulated earlier Hellenistic examples; remains can be seen even today at Pompeii.
    3950 
    3951 <insert picture of the above structure, if available>
    3952 
    3953 * Name: Ager.
    3954 * Class: Field.
    3955 * History: The possession of fields once determined the difference between patricians and plebeans. It is told that Cincinnatus possessed only a small field, the smaller possible for a patrician. The distribution of the Ager Publicum was one of the most important issues of the late II century BC. Tiberius Gracchus was the pioneer in this field, and his brother Gaius succeeded in carrying out a number of reforms, which improved the situation of Roman farmers, the backbone of Roman military.
    3956 
    3957 * Name: Saeptum.
    3958 * Class: Corral.
    3959 * History: -
    3960 
    3961 <insert picture of the above structure, if available>
    3962 
    3963 * Name: Receptaculum.
    3964 * Class: Resource Centre.
    3965 * History: -
    3966 
    3967 <insert picture of the above structure, if available>
    3968 
    3969 * Name: Turris Lignea.
    3970 * Class: Scout Tower.
    3971 * History: Used in camps built by the Roman army.
    3972 
    3973 <insert picture of the above structure, if available>
    3974 
    3975 * Name: Moenia.
    3976 * Class: Wall.
    3977 * History: Strong city walls.
    3978 
    3979 <insert picture of the above structure, if available>
    3980 
    3981 * Name: Turris Lapidea.
    3982 * Class: Wall Tower.
    3983 * History: -
    3984 
    3985 <insert picture of the above structure, if available>
    3986 
    3987 * Name: Porta.
    3988 * Class: Wall Gate.
    3989 * History: -
    3990 
    3991 <insert picture of the above structure, if available>
    3992 
    3993 ==TOWN==
    3994 
    3995 * Name: Portus.
    3996 * Class: Port Centre.
    3997 * History: Being an inland city, Rome was still connected to the port of Ostia through means of the Tiber. Merchant ships from all over the Mediterranean arrived at Ostia, bringing all kinds of luxurious goods. The construction of a reliable harbour was planned by Julius Caesar and carried out by Claudius.
    3998 
    3999 <insert picture of the above structure, if available>
    4000 
    4001 * Name: Nosocomium.
    4002 * Class: Health Centre.
    4003 * History: -
    4004 
    4005 <insert picture of the above structure, if available>
    4006 
    4007 * Name: Castra.
    4008 * Class: Military Centre.
    4009 * History: Romans specialised in the building of military camps and forts. A few of them still survive.
    4010 
    4011 <insert picture of the above structure, if available>
    4012 
    4013 * Name: Forum.
    4014 * Class: Trade Centre.
    4015 * History: The Forum was the most important place in Rome, for it was there that important speeches were held and decisions taken. Starting with Julius Caesar, the great emperors Vespasian, Nerva and Trajan built their magnificent forums.
    4016 
    4017 <insert picture of the above structure, if available>
    4018 
    4019 ==CITY==
    4020 
    4021 * Name: Fortis.
    4022 * Class: Fortress.
    4023 * History: Fortified city.
    4024 
    4025 <insert picture of the above structure, if available>
    4026 
    4027 SPECIAL STRUCTURES
    4028 
    4029 * Name: Entrenched Camp.
    4030 * Class: SB1.
    4031 * 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.
    4032 It has a turf wall, and it's surrounded by a canal filled with water whenever possible for extra defence. Many towns started up as bigger military camps to evolve to more complicated cities.
    4033 * Requirements: -
    4034 * Phase: City.
    4035 * Special: Allows players to train infantry units from a fast-building camp.
    4036 
    4037 <insert picture of the above structure, if available>
    4038 
    4039 * Name: Murus Latericius.
    4040 * Class: SB2.
    4041 * History: Turf walls built by legionaries during sieges.
    4042 * Requirements: -
    4043 * Phase: City.
    4044 * Special: Similar attributes to the Celtic Gwarchglawdd turf wall.
    4045 
    4046 <insert picture of the above structure, if available>
    4047 
    4048 CIV BONUSES
    4049 
    4050 CB1
    4051 * Name: Testudo Formation.
    4052 * History: The Romans commonly used the Testudo or "turtle" formation for defense: Legionaries were formed into hollow squares with twelve men on each side, standing so close together that their shields overlapped like fish scales.
    4053 * Effect: Roman Legionaries can form a Testudo. The Legionaries at the front, back and sides hold their shields to the outside and the Legionaries in the centre raise their shields above their heads. This formation provides improved protection against melee and ranged attacks. However, their movement rate is much slower. The formation button is only available for a group that consists exclusively of Roman Legionaries.
    4054 
    4055 http://www.ancientbattles.com/testudo/rnor...estudo_page.htm
    4056 
    4057 CB2
    4058 * Name: Citizenship
    4059 * History: Roman Citizenship was highly prized in the ancient world. Basic rights and privileges were afforded Roman citizens that were denied other conquered peoples. It is said that harming a Roman citizen was akin to harming Rome herself, and would cause the enire might of Rome to fall upon the perpetrator.
    4060 * Effect: Any Roman Citizen Soldier unit fighting within Roman Territory gains a non-permanent 10% bonus in armor.
    4061 
    4062 TEAM BONUS
    4063 
    4064 TB1
    4065 Name: Conscription.
    4066 History: -
    4067 Effect: Infantry trained 20% faster.
    4068 
    4069 CIV WEAKNESSES
    4070 
    4071 (none)
    4072 
    4073 TECHNOLOGIES
    4074 
    4075 * Infantry: Strong. Among the strongest in the game, only Greeks in their splendour were better.
    4076 * Cavalry: Not very good. Very few upgrades.
    4077 * Naval: The Roman Navy wasn't powerful, but their advanced technology helped improving them.
    4078 * Siege: Very powerful Siege. Romans were ready to attack every kind of fortress.
    4079 * Economy: Many techs.
    4080 - Farming: Above average.
    4081 - Mining: Developed. Better than average.
    4082 - Lumbering: Average.
    4083 - Hunting: Below average.
    4084 - Land Trade: Not as developed as Naval trade.
    4085 - Naval Trade: After defeating the Carthaginians, Romans were the Masters of the Mediterranean sea. Developed.
    4086 * Architecture: Advanced.
    4087 - Defences: Very powerful defensive systems.
    4088 
    4089 SPECIAL TECHNOLOGIES
    4090 
    4091 ST1
    4092 Name: Divide et Impera (proposed by Sting)
    4093 History: 'Divide and conquer' was the main principle in Rome's foreign politics throughout its long history. The Romans lured enemies or neutral factions to their side by offering them certain privileges. In due period of time, friends as well as foes were subjugated.
    4094 Effect: Roman heroes and centurions can convert enemy units.
    4095 
    4096 ST2
    4097 NONE (for balance)
    4098 
    4099 ===
    4100 
    4101 FOOTNOTES
    4102 
    4103 Paul's guide to Roman equipment article is a useful reference for the arms and armour mentioned in this Profile.
    4104 
    4105 
    4106 List: Entities: Nature: Fauna
    4107 
    4108 FAUNA OBJECTS
    4109 
    4110 This listing, though comprehensive, represents the target fauna objects the Art Department will attempt to develop. All units listed below are available in the Scenario Editor and in RMS scripts.
    4111 
    4112 ==Attribute List:==
    4113 
    4114 *AI Nature:
    4115 - Violent: Will actively attack any unit it encounters, even if not threatened.
    4116 - Aggressive: Will attack nearby units if it feels threatened (if they linger within LOS for too long).
    4117 - Defensive: Will attack nearby units if attacked.
    4118 - Passive: Will never attack units.
    4119 - Skittish: Will never attack units. Will typically attempt to flee for short distances when units approach.
    4120 
    4121 * Hitpoints: The amount of life points that an animal has when it is attacked (if not stated, TBD).
    4122 * Fattening: The animal's Food value increases at the specified rate while it is corralled.
    4123 * Food: The amount of the Food resource that an animal provides when it has been killed (if not stated, TBD).
    4124 * Yield: The quantity of Food delivered to the Food Resource Pool per minute when corralled and attended by a servicer.
    4125 * Capture: The animal may be captured and corralled.
    4126 * Special: Any special traits of the animal.
    4127 
    4128 Animals are NOT replenished on the map during the course of a game session.
    4129 
    4130 Units of this type are gaia-controlled; they are not initially controllable by any player unless through some civ specific characteristic.
    4131 
    4132 All Fauna Objects are animated.
    4133 
    4134 
    4135 List: Entities: Nature: Fauna: Cosmetic
    4136 
    4137 6. COSMETIC ANIMALS (11)
    4138 
    4139 These animals cannot be harmed or selected by the player. They add atmosphere and eye candy to the natural environment. They are strictly Gaia objects.
    4140 
    4141 *Albatross
    4142 *Egret
    4143 White. Fly in small flocks, usually near shallow water on land.
    4144 * (School of) Fish
    4145 *Flamingo
    4146 Pink. Fly in small flocks, usually near water.
    4147 *Goose
    4148 Black and white. Fly in V-formation of 5 birds on North-South map axes.
    4149 *Golden Eagle
    4150 Flying. Solitary. Wide ranging.
    4151 *Hawk
    4152 Brown. Flying (randomly, wide ranging). Solitary.
    4153 *Parrot
    4154 Fly about usually above trees. Colour variations of red-blue-yellow-green plumage. Flocks of 3 to 5.
    4155 *Porpoise (aka Dolphin)
    4156 Swim. Migrate. Jump above water surface anywhere at sea except in shallow water. Likes to accompany ships if encountered. Found in groups of 2 to 5.
    4157 *Seagull
    4158 White with black wingtips. Flying. Travel in flocks of several. Usually found near Port Centres, following schools of fish.
    4159 *Vulture
    4160 Black with red head. Flying. Circling in groups of 1 to 3 over dead 'things', or battle sites.
    4161 
    4162 
    4163 List: Entities: Nature: Fauna: Herd
    4164 
    4165 4. DOMESTIC ANIMALS (5)
    4166 
    4167 These animals can be herded and corraled to provide food from milking and husbandry (see Structure Hierarchy:Corral). They can also be killed for their Food in an emergency, but their greatest value lies in their yield.
    4168 
    4169 *Auroch Cow
    4170 *Chicken
    4171 *Goat
    4172 *Sheep
    4173 Colour variation: white or black.
    4174 *Pig
    4175 
    4176 5. BREEDING ANIMALS (3)
    4177 
    4178 These animals function similarly to AoE/AoK/AoM Relics. They can be captured and placed into a Corral (see Structure Hierarchy:Corral).
    4179 
    4180 Once corralled, instead of generating food like domestic animals, they will reduce the resource cost of units that use this animal as a mount.
    4181 
    4182 6 corralled breeding animals reduces the cost by 50%. 3 corralled breeding animals reduces the cost by 25%.
    4183 
    4184 No other animals can be placed in the same Corral.
    4185 
    4186 Breeding animals may be killed, but no Food can be gathered from the corpse.
    4187 
    4188 This ability is not available by default. A civilisation must use one of its Civ Bonuses to earn the right to corral these kinds of animals, and is restricted to two animal types (specified in the Civ Profile) per Civ Bonus.
    4189 
    4190 *Horse
    4191 Colour variation: black, white, palomino, bay, pinto.
    4192 *Camel
    4193 Dromedary. "Stench" Aura (as with Persian camels). Special movement rates (see Terrain Objects).
    4194 *North African Forest Elephant
    4195 Now largely extinct except for a smallish population recently identified in the Sahel north of the Congo region. "Damage Frenzy". "Stench" Aura. "Trample Damage" Aura.
    4196 
    4197 
    4198 List: Entities: Nature: Fauna: Hunt
    4199 
    4200 1. DANGEROUS NONCONSUMABLE ANIMALS (6)
    4201 
    4202 These animals are a considerable threat to the player, and cannot be hunted for Food, only slain.
    4203 
    4204 *Crocodile
    4205 Slowly swims, partially submerged, through riverine or swampy shallow water. Can attack hominid units in shallows.
    4206 *Dragon
    4207 Rare, relatively large mythic creature. Flies and walks. Fire-breathing. Lands and attacks units on land. When in the air, can only be attacked by ranged units.
    4208 *Lion
    4209 No mane. Now largely extinct except for a small population in the Punjab of NW India.
    4210 *Shark
    4211 Dorsal fin exposed. Slowly migratory in shallow waters. Can attack hominid units in shallows if it happens to encounter them.
    4212 *Tiger
    4213 *Wolf
    4214 
    4215 2. DANGEROUS CONSUMABLE ANIMALS (9)
    4216 
    4217 These animals can be hunted in the wild for Food (see Unit Classes:Attribute List:Abilities:Hunt). They aren't as formidable a threat as Dangerous Animals, but still need to be hunted in groups. They cannot be herded or corraled.
    4218 
    4219 *African Elephant
    4220 Savanna African Elephant. Large central and southern.
    4221 *Auroch Bull
    4222 *Bear
    4223 (colour variation: brown or black)
    4224 *Boar
    4225 *Buffalo - African
    4226 *Musk Ox
    4227 *Polar Bear
    4228 Solitary. May occasionally attack and kill a seal if it encounters one.
    4229 *Whale
    4230 Slowly migrating. May at times enter large watercourses. May be in groups of 1 to 3. A very large consumable if attacked and killed in shallows.
    4231 *Wildebeest
    4232 
    4233 3. FEARFUL AND PASSIVE CONSUMABLE ANIMALS (9)
    4234 
    4235 These animals can be hunted in the wild (see Unit Classes:Abilities:Hunt), and are easy one-man kills. They cannot be herded or corraled.
    4236 
    4237 *Antelope
    4238 *Deer
    4239 *Partridge
    4240 'Chukar'. Ground dwelling.
    4241 *Pheasant
    4242 'Ring-necked male'. Ground dwelling.
    4243 *Ptarmigan
    4244 'Snow' ground dwelling. Very hard to see on snow or ice.
    4245 *Rabbit
    4246 Colour variation: white or grey.
    4247 *Reindeer
    4248 Carabou.
    4249 *Seal
    4250 Basks on beach or ice in small groups. Doesn't swim. Wandering. Solitary. Polar Bears may at times attack and kill one.
    4251 *Walrus
    4252 Basks on beach or ice in small groups. Rare. Doesn't swim.
    4253 
    4254 
    4255 List: Entities: Nature: Flora
    4256 
    4257 FLORA OBJECTS
    4258 
    4259 Environmental Objects Workbook
    4260 
    4261 ==REFERENCES:==
    4262 
    4263 NOTE: Additional online reference sites for many of the plants shown below are as follows:
    4264 
    4265 Floriculture’s Encyclopedia at http://www.floridata.com/main_fr.cfm?state...src=welcome.htm Look in the plant lists by botanical name.
    4266 
    4267 Urban Forest Ecosystems Institute’s Select a Tree at http://selectree.calpoly.edu/ Select trees and many shrubs by common name or botanical name.
    4268 
    4269 ==ATTRIBUTE LIST:==
    4270 
    4271 * Availability:
    4272 - The map category in which this object can be found. Resource objects are typically linked to specific terrain tilesets.
    4273 - "All" indicates that the object is available on all official map types.
    4274 - "None" indicates that the object doesn't feature in any official map types, and is only available from the Scenario Editor.
    4275 - All objects listed here are available from the Scenario Editor.
    4276 - For a full list and description of the map categories and map types, see Maps.
    4277 
    4278 * Available Alternate:
    4279 - Specifies an alternate that may be scripted for certain tree types.
    4280 
    4281 * Map Zone: Map zones are related to elevation and landform upon the map.
    4282 > Lowlands:
    4283 - Flat plains along water littorals or extending into the interior such as the bottoms of river valleys.
    4284 > Midlands:
    4285 - Range from isolated hummocks rising up to relatively low “hills” either isolated or in ranges.
    4286 - Include the lower portion skirting the rise on mountains.
    4287 - Some map categories are limited in elevation to Lowlands and Midlands.
    4288 - Midlands are usually accessible to unit movement except in an area of inclination exceeding 30 degrees (steep hillsides and cliffs).
    4289 - Midlands don't include lower level river valleys or other valley bottoms extending into them, both of which are specified as being Lowland riparian for the purpose of scripting Flora Objects to the map.
    4290 > Highlands:
    4291 - Higher elevations of any kind that rise above Midlands: the highest mountainous points on any authorised map.
    4292 - Highlands may be only partially accessible to unit movement depending upon the inclination of slopes and/or cliffs.
    4293 - River valley or other valley bottoms extending into Highlands are specified as being Midlands riparian for the purpose of scripting Flora Objects to the map.
    4294 
    4295 * Signature Tree:
    4296 - Signature trees are those trees that are particularly relevant to an environmental biome.
    4297 - They are the bare minimum for a specific map category/type.
    4298 
    4299 * Intermix:
    4300 - Can be mixed with other specified trees in this Map Zone, or placed alone.
    4301 - Intermixes are shown below if there are important real world aspects of the biome recommending them.
    4302 - However, intermixes are only preferable, not mandatory.
    4303 
    4304 * Variants: Examples of different types of flora in this category.
    4305 
    4306 * Wood:
    4307 - The quantity of Wood resources that can be harvested from this Flora Object by units that can gather Wood.
    4308 - The standard tree's resource amount is based upon twice that of trees in AoK; shrub trees and dead trees are half that quantity (equivalent to AoK trees).
    4309 
    4310 * Food:
    4311 - The quantity of Food resources that can be harvested from this Flora Object by units that can gather Food.
    4312 - No object in the game can supply more than one resource at a time. Therefore, no Flora Objects can provide Food in the official map types or scenarios, only Wood, if specified.
    4313 - However, in the Scenario Editor, if a Flora Object has a Food value, it can be triggered to yield Food in this custom scenario, but won't be able to yield Wood (if that's normally possible for this Flora Object).
    4314 
    4315 * FoodType: A description of the kind of fruit/seed that appears on this Flora Object when Food can be harvested from it.
    4316 
    4317 * Remarks: Descriptions of the Flora Object.
    4318 
    4319 * References: Pictorial references to aid artists in modelling and texturing these Flora Objects.
    4320 
    4321 
    4322 List: Entities: Nature: Flora: Plants
    4323 
    4324 PLANTS
    4325 
    4326 Notes:
    4327 - These Flora Objects differ from trees, as they cannot be harvested for Wood, but use the same rules for harvesting Food.
    4328 - They have a few unique traits:
    4329 => They are intended as "eye candy", and are placed over appropriate textures as they are painted onto the terrain (for example, water lilies might be added when painting shallow water in a certain biome).
    4330 => Players can construct structures on top of them (if they do, they disappear).
    4331 => If flowering, they lose their flowers during Winter.
    4332 => If snow covers the terrain, these smaller objects are not visible until snow is again removed from the terrain.
    4333 
    4334 3. AQUATICS
    4335 
    4336 WaterLily
    4337 * Remarks:
    4338 - Flowering floating pads.
    4339 - Large flowers in many colours.
    4340 - Does not prohibit the passage of watercraft where they may otherwise proceed.
    4341 * Reference: http://images.google.com/images?q=water+li...-8&start=0&sa=N
    4342 and http://images.google.com/images?q=water+li...-8&start=0&sa=N
    4343 Reeds
    4344 * Remarks: Joint-stemmed grass.
    4345 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4346 Cattails
    4347 * Remarks: Cattails.
    4348 * Reference: http://images.google.com/images?q=water+ca...-8&start=0&sa=N
    4349 SeaweedFloating
    4350 * Remarks:
    4351 - Floating inshore.
    4352 - Kelp-like.
    4353 * Reference: http://www.prism.gatech.edu/~gt2433a/image...ges/seaweed.jpg and http://www.its2.uidaho.edu/scripts/mlib.dl...w=50028&n=0&m=1
    4354 SeaweedBeached
    4355 * Remarks:
    4356 - Beached remnants.
    4357 - Kelp-like.
    4358 * Reference: http://www.grownmencry.com/img/BeachedKelp.jpg
    4359 
    4360 4. BUSHES
    4361 
    4362 Strawberry
    4363 * Reference: http://images.google.com/images?sourceid=n...trawberry+plant
    4364 and http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4365 Blueberry
    4366 * Reference: http://images.google.com/images?sourceid=n...=blueberry+bush
    4367 and http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4368 Xerophyte
    4369 * Remarks: Small grayish-green-leafed xerophytic; non-descript chaparral looking, may have tiny white or yellow flowers—not very showy.
    4370 * Reference: N/A.
    4371 ColdTolerant
    4372 * Remarks:
    4373 - Medium-leafed deep-to-dark-green.
    4374 - Evergreen or deciduous.
    4375 - Non-descript low growth juniper (evergreen) or deciduous scrub bush looking.
    4376 - Deciduous may have somewhat showy white, yellow or pink flowers during Spring and Summer. Gold or bronzy foliage during Autumn.
    4377 * Reference: N/A.
    4378 Mediterranean
    4379 * Remarks: Gray-greens with a slight bluish cast are common bush foliage colours.
    4380 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4381 and http://images.google.com/images?q=ice+plan...-8&start=0&sa=N
    4382 and http://images.google.com/images?sourceid=n...&q=broom+plants
    4383 and http://images.google.com/images?q=heather+...-8&start=0&sa=N
    4384 Tropical
    4385 * Remarks:
    4386 - Large-leafed.
    4387 - Bright-green or multi-coloured variegated.
    4388 * Reference: http://images.google.com/images?q=coleus+p...-8&start=0&sa=N
    4389 and http://images.google.com/images?q=philoden...-8&start=0&sa=N
    4390 and http://images.google.com/images?q=elephant...-8&start=0&sa=N
    4391 and http://images.google.com/images?q=caladium...-8&start=0&sa=N
    4392 
    4393 5. CACTI
    4394 
    4395 Columnar
    4396 * Remarks:
    4397 - Tall columnar euphorbia.
    4398 - Vertically-ribbed.
    4399 - White-yellow flowers near crown
    4400 - (No arms like North American sahuaros and cardons).
    4401 * Reference: http://www.maccactus.com/euphorbia%20ingens.html and http://web.infinito.it/utenti/r/robbillo/1...hila/2000_5.jpg
    4402 Barrel
    4403 * Remarks:
    4404 - Short barrel-like or pincushion-like.
    4405 - Vertically-ribbed.
    4406 - Bright coloured flowers at circling crown.
    4407 - Barrel cacti are not native to the 0 A.D. geographic region but some similar cacti are.
    4408 * Reference: http://images.google.com/images?q=barrel+c...-8&start=0&sa=N
    4409 PricklyPear
    4410 * Remarks:
    4411 - Opuntia-type cactus with “rabbit ear” pads.
    4412 - Flowers in shades of yellow, peach, scarlet, orange, red and lavender.
    4413 - Blooms in Summer with advent of Summer rains.
    4414 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4415 and http://images.google.com/images?q=prickly+...-8&start=0&sa=N
    4416 
    4417 6. FERNS
    4418 
    4419 FernGround
    4420 * Remarks:
    4421 - Low.
    4422 - No trunk.
    4423 - All fronds bright green, with brown fiddleheads (Boston Fern is a good base model).
    4424 * Variants: Several in size and shape.
    4425 * Reference: http://images.google.com/images?q=fern+pla...8&start=80&sa=N
    4426 and http://images.google.com/images?q=ferns&sv...-8&start=0&sa=N
    4427 FernTree
    4428 * Remarks:
    4429 - Short-trunked tree-like.
    4430 - Fronds bright green, with brownish fiddleheads (use Dicksonia for short-trunked Tree Ferns generic model—don't want these to be so large as to suggest they are a harvestable tree).
    4431 * Reference: http://images.google.com/images?q=dicksoni...-8&start=0&sa=N
    4432 
    4433 7. WILD FLOWERS
    4434 
    4435 Daisy
    4436 * Remarks:
    4437 - Daisy-like flowers on low greenish foliage.
    4438 - 'Dies' in Winter (however, blooms all year on Tropic).
    4439 - Best massed in meadows or open forest terrains.
    4440 - Most daisy flowers have a brown or black “eye” in the centre of the flower's petals.
    4441 * Reference: http://images.google.com/images?q=daisy+fl...-8&start=0&sa=N
    4442 Poppy
    4443 * Remarks:
    4444 - Poppy-like flowers on low greenish foliage.
    4445 - 'Dies' in Winter (however, blooms all year on Tropic).
    4446 - Use “California poppy” reference for flower bud and bloom open shape.
    4447 - Best massed in meadows or open forest land terrains (red poppies are magnificent in Spanish oak open woodland). Majorca Wildflowers in midland open evergreen oak woodland meadow
    4448 * Signature Plant: N/A.
    4449 * Reference: http://images.google.com/images?q=californ...&start=140&sa=N
    4450 and http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4451 Artichoke
    4452 * Remarks:
    4453 - Large-bluish gray-green-indented-leafed artichoke.
    4454 - Large mauve and sometimes bright sky-blue thistle-like flowers.
    4455 - (Preferred though not illustrated—the pictures show plants grown on acidified soils while normal range was on alkaline producing blue flowers during the era of the game).
    4456 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4457 and http://images.google.com/images?q=globe+ar...=UTF-8&oe=UTF-8
    4458 Orchid
    4459 * Remarks:
    4460 - Strap-leafed sometimes pseudo-bulbed.
    4461 - Showy orchid flower spikes dispersed on and amongst forest terrains.
    4462 - These plants are not normally found in open meadows.
    4463 * Reference: http://images.google.com/images?q=orchid+f...-8&start=0&sa=N
    4464 and http://images.google.com/images?q=orchid+p...-8&start=0&sa=N
    4465 Bromeliad
    4466 * Remarks:
    4467 - Strap-leafed.
    4468 - Showy bract ‘flower’ spikes dispersed on and amongst forest terrains.
    4469 - These plants are not normally found in open meadows.
    4470 * Reference: http://images.google.com/images?q=bromelia...-8&start=0&sa=N
    4471 and http://images.google.com/images?q=bromelai...=UTF-8&filter=0
    4472 and http://www.charlies-web.com/other_pics/otherpics.html
    4473 
    4474 8. TALL GRASSES
    4475 
    4476 TallGrassFountain
    4477 * Remarks:
    4478 - A tallish coarse gray-green fountain-grass type similar to Pampas Grass.
    4479 - Cream-coloured ‘plumes’ on erect flower-spikes.
    4480 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4481 
    4482 9. TREE STUMPS
    4483 
    4484 StumpSmall
    4485 * Remarks: Small stump.
    4486 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4487 StumpMedium
    4488 * Remarks: Medium stump.
    4489 * Reference: See reference for TreeStumpSmall.
    4490 StumpLarge
    4491 * Remarks: Large stump.
    4492 * Reference: See reference for TreeStumpSmall.
    4493 
    4494 
    4495 List: Entities: Nature: Flora: Trees
    4496 
    4497 TREES
    4498 
    4499 <a name=TreeFeatures>1. TREE FEATURES</a>
    4500 
    4501 <a name=Tree Clusters>1.1. Tree Clusters</a>
    4502 
    4503 Trees are placed either as single trees, or clustered. A group of 4+ adjacent trees form a cluster. Example:
    4504 
    4505 [ ][ ]
    4506 [ ][ ]
    4507 
    4508 Minimum
    4509 
    4510 [ ][ ][ ]
    4511 [ ][ ]
    4512 [ ][ ]
    4513 
    4514 Random shape
    4515 
    4516 <a name=Tree Sizes>1.2. Tree Sizes and Rotation</a>
    4517 
    4518 Tree size and rotation will be randomly generated on the map.
    4519 
    4520 <a name=ForestAmbushes>1.3. Forest Ambushes</a>
    4521 
    4522 Trees and tree clusters are an obstacle to most units. However, certain units (see Unit Classes, RevealsUnitsinForests, CanWalkinForests) are able to navigate through forests, and therefore hide in them to scout and ambush opponents.
    4523 
    4524 Valid enemy units that stand idle in forests are not outlined by the GUI as usual, and are therefore harder to spot; in this state, they are also not automatically attacked by player units. They are outlined as normal when performing any action in forests (such as moving or attacking).
    4525 
    4526 To reveal enemy units hidden in a forest, the player must place one of his own units in the forest, and any hidden units (within its decreased LOS) will become visible to the player.
    4527 
    4528 When calculating victory conditions (in a setting that requires all of a player's units to be destroyed in order for his game to be over) units hidden in trees are not considered.
    4529 
    4530 <a name=ForestFloorTerrainsandFloraTreeObjects>2. FOREST FLOOR TERRAINS AND FLORA TREE OBJECTS</a>
    4531 
    4532 Forest Floors:
    4533 - Terrains associated with placed Flora Objects (trees).
    4534 - Each Terrain: Forest Floor# is designed to visually present the types of ground litter “duff” that would typically appear beneath the boughs of a tree on the ground, if any.
    4535 - Forest Floor terrain of the appropriate type will be applied to the terrain mesh coincidentally for every four trees in a cluster.
    4536 
    4537 Default Season:
    4538 * (Seasons not selected): Summer, except 'perpetual' winter on Polar maps when Seasons are not selected.
    4539 * (Seasons selected): Spring, Summer, Autumn, Winter (snow or no-snow as specified).
    4540 
    4541 <a name=ForestFloorEvergreenPalmate>2.1. ForestFloor1: EvergreenPalmate</a>
    4542 
    4543 <a name=TreeDatePalm>2.1.1. Tree1: TreeDatePalm</a>—Phoenix dactylifera
    4544 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4545 
    4546 <a name=TreeMediterraneanFanPalm>2.1.2. Tree2: TreeMediterraneanFanPalm</a>—Chamaerops humilis
    4547 * Remarks: Fan-frond.
    4548 * Reference: http://images.google.com/images?q=Chamaero...-8&start=0&sa=N
    4549 
    4550 <a name=TreeQueenSagoPalm>2.1.3. Tree3: TreeQueenSagoPalm</a>—Cycas cincinalis
    4551 * Remarks: Feather-frond.
    4552 * Reference: http://www.floridata.com/main_fr.cfm?state...s.cfm?list=type Palms list.
    4553 
    4554 <a name=TreeSenegalDatePalm>2.1.4. Tree4: TreeSenegalDatePalm</a>—Phoenix reclinata
    4555 - Feather-frond.
    4556 * Variation: None.
    4557 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4558 
    4559 <a name=ForestFloorEvergreenConifer>2.2. ForestFloor2: EvergreenConifer</a>
    4560 
    4561 <a name=TreeAfghanPine>2.2.1. Tree5: TreeAfghanPine</a>—Pinus eldarica
    4562 * Remarks: Long needled and very Christmas-tree-like.
    4563 * Reference: http://www.texaschristmastrees.com/types.html
    4564 and http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4565 
    4566 <a name=TreeAleppoPine>2.2.2. Tree6: TreeAleppoPine</a>—Pinus halapensis
    4567 * Remarks: Broad open round-headed, long needles.
    4568 * Reference: http://selectree.calpoly.edu/treedetail.la...o?KeyValue=1051
    4569 and http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4570 
    4571 <a name=TreeAtlanticCedar>2.2.3. Tree7: TreeAtlanticCedar</a>—Cedrus atlantica
    4572 * Remarks: Broadly pyramidal tree; almost triangular branched.
    4573 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4574 
    4575 <a name=TreeAustrianBlackPine>2.2.4. Tree8: TreeAustrianBlackPine</a>—Pinus nigra
    4576 * Remarks: Some are somewhat contorted in shape. Long needles.
    4577 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4578 
    4579 <a name=TreeCedarOfLebanon>2.2.5. Tree9: TreeCedarOfLebanon</a>—Cedrus libani
    4580 * Remarks: Tall-trunked. Open branched and headed.
    4581 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4582 
    4583 <a name=TreeItalianCypress>2.2.6. Tree10: TreeItalianCypress</a>—Cupressus sempervirens ‘stricta’
    4584 * Remarks: Tall and narrowly columnar.
    4585 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4586 
    4587 <a name=TreeMaritimePine>2.2.7. Tree11: TreeMaritimePine</a>—Pinus brutia & Pinus pinaster
    4588 * Remarks: Christmas tree-like. Long needles.
    4589 * Reference http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4590 and http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4591 
    4592 <a name=TreeNordmannFir>2.2.8. Tree12: TreeNordmannFir</a>—Abies nordmanniana
    4593 * Remarks: Short-needled and very Christmas tree-like.
    4594 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4595 
    4596 <a name=ForestFloorEvergreenLeafed>2.3. ForestFloor3: EvergreenLeafed</a>
    4597 
    4598 <a name=TreeAfricanTulip>2.3.1. Tree13: TreeAfricanTulip</a>—Spathodea campanulata
    4599 * Remarks: Floriferous.
    4600 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4601 
    4602 <a name=TreeCarob>2.3.2. Tree14: TreeCarob</a>—Ceratonia siliqua
    4603 * Remarks: Shrub tree.
    4604 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4605 
    4606 <a name=TreeGiantBirdOfParadise>2.3.3. Tree15: TreeGiantBirdOfParadise</a>—Strelitzia nicolai
    4607 * Remarks: Flowering shrub-tree.
    4608 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4609 
    4610 <a name=TreeHollyOak>2.3.4. Tree16: TreeHollyOak</a>—Quercus ilex
    4611 * Remarks:
    4612 - Prickly holly-like leaf.
    4613 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4614 
    4615 <a name=TreeOleander>2.3.5. Tree17: TreeOleander</a>—Nerium oleander
    4616 * Remarks:
    4617 - Flowering shrub-tree, floriferous.
    4618 - A poisonous-sap plant: even when ‘green’, foliage is burned due to smoke in the air being toxic. May have 'toxic aura' when triggered for such in Scenario.
    4619 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4620 
    4621 <a name=TreeOlive>2.3.6. Tree18: TreeOlive</a>—Olea europaea
    4622 * Remarks:
    4623 - Gnarled trunk and branches.
    4624 - Fruit cured for consumption and pressed for oil.
    4625 * Reference: http://images.google.com/images?svnum=10&h...europea&spell=1
    4626 
    4627 <a name=TreeTamarind>2.3.7. Tree19: TreeTamarind</a>—Tamarindus indica
    4628 * Remarks: -
    4629 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4630 
    4631 <a name=TreeCitron>2.3.8. Tree20: TreeFruitCitron</a>
    4632 * Remarks:
    4633 - Glossy green-leafed “ball”-shaped, foliage extending to ground.
    4634 - Foliage extending to ground and fruits distributed among it.
    4635 * Reference: http://images.google.com/images?sourceid=n...=UTF-8&q=citron
    4636 And http://images.google.com/images?q=citron+t...=UTF-8&oe=UTF-8
    4637 
    4638 <a name=ForestFloorDeciduousConifer>2.4. ForestFloor4: DeciduousConifer</a>
    4639 
    4640 <a name=TreeEuropeanLarch>2.4.1. Tree21: TreeEuropeanLarch</a>—Larix decidua
    4641 * Remarks:
    4642 - A rare deciduous conifer.
    4643 - Gives the appearance of a dead conifer during Winter, but leafs out again in Spring.
    4644 - It is signature tree on Polar (the only one).
    4645 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4646 
    4647 <a name=ForestFloorDeciduousLeafed>2.5. ForestFloor5: DeciduousLeafed</a>
    4648 
    4649 <a name=TreeBaobab>2.5.1. Tree22: TreeBaobab</a>—Adansonia digitata
    4650 * Remarks: Deciduous during dry season (‘Winter’).
    4651 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4652 
    4653 <a name=TreeCommonOak>2.5.2. Tree23: TreeCommonOak</a>—Quercus robur
    4654 * Remarks:
    4655 - Deciduous.
    4656 - Also known as English Oak outside of UK.
    4657 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4658 
    4659 <a name=TreeCoral>2.5.3. Tree24: TreeCoral</a>—Erythrina variegata
    4660 * Remarks:
    4661 - Semi-Evergreen.
    4662 - Very floriferous.
    4663 - Briefly deciduous during short ‘Winter’ dry spell.
    4664 * Reference: http://images.google.com/images?q=Erythrin...-8&start=0&sa=N
    4665 
    4666 <a name=TreeEuropeanBeech>2.5.4. Tree25: TreeEuropeanBeech</a>—Fagus sylvatica
    4667 * Remarks: Deciduous.
    4668 * Reference: http://images.google.com/images?sourceid=n...fagus+sylvatica
    4669 
    4670 <a name=TreeEuropeanWhiteBirch>2.5.5. Tree26: TreeEuropeanWhiteBirch</a>—Betula pendula
    4671 * Remarks: Striking black and cream coloured bark.
    4672 * Reference: http://images.google.com/images?sourceid=n...=betula+pendula
    4673 
    4674 <a name=TreeFig>2.5.6. Tree27: TreeFig</a>—Ficus carica
    4675 * Remarks:
    4676 - Large palmate leaves.
    4677 - Produces two crops, the first being "breda" in Spring, followed by another 'main crop' in Autumn.
    4678 * Reference: http://images.google.com/images?sourceid=n...&q=ficus+carica
    4679 
    4680 <a name=TreeLombardyPoplar>2.5.7. Tree28: TreeLombardyPoplar</a>—Populus nigra ‘Italica’
    4681 * Remarks: Tall and narrowly columnar.
    4682 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4683 
    4684 <a name=TreeMaple>2.5.8. Tree29: TreeMaple</a>—Acer rubrum
    4685 * Remarks:
    4686 - Deciduous.
    4687 - Flaming red foliage in Autumn.
    4688 - ‘Rubrum’ is representative of Maples found in their range throughout Europe.
    4689 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4690 
    4691 <a name=TreeMountainAsh>2.5.9. Tree30: TreeMountainAsh</a>—Sorbus aucuparia
    4692 * Remarks:
    4693 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4694 
    4695 <a name=TreePersianIronwood>2.5.10. Tree31: TreePersianIronwood</a>—Parrotia persica
    4696 * Remarks: Small ovoid leaves.
    4697 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4698 
    4699 <a name=TreePistachio>2.5.11. Tree32: TreePistachio</a>—Pistachia vera, Pistacia vera
    4700 * Remarks: Foliage turns red in Autumn.
    4701 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4702 and http://images.google.com/images?q=Pistacia...8&start=20&sa=N
    4703 
    4704 <a name=TreePomegranate>2.5.12. Tree33: TreePomegranate</a>—Punica granatum
    4705 * Remarks:
    4706 - Red-flowering-fruiting shrub-tree.
    4707 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4708 
    4709 <a name=TreeWeepingWillow>2.5.13. Tree34: TreeWeepingWillow</a>—Salix Babylonica
    4710 * Remarks:
    4711 - Pendulous.
    4712 - Willow bark is a source of acetylsalisylic acid (aspirin).
    4713 - May have special property of being a 'healing tree' when triggered for such in Scenario.
    4714 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4715 
    4716 <a name=TreeWhitePoplar>2.5.14. Tree35: TreeWhitePoplar</a>—Populus alba
    4717 * Remarks:
    4718 * Reference: http://images.google.com/images?sourceid=n...&q=Populus+alba
    4719 
    4720 <a name=TreeApple>2.5.15. Tree36: TreeFruitApple</a>
    4721 * Remarks:
    4722 - Trunked round-headed shaped tree (mimics the fruit) with somewhat irregular shapes.
    4723 - Medium green foliage with some grayish-green in it.
    4724 - Fruit visibly distributed among the foliage.
    4725 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4726 
    4727 <a name=TreePear>2.5.16. Tree37: TreeFruitPear</a>
    4728 * Remarks:
    4729 - Gray-green ovate-leafed.
    4730 - Almost tear-drop shaped tree (mimics the fruit).
    4731 - Yellow blotched with rust coloured fruit.
    4732 * Reference: http://images.google.com/images?q=red+appl...-8&start=0&sa=N
    4733 
    4734 <a name=TreeGrapeVine>2.5.17. Tree38: TreeFruitGrapeVine</a>
    4735 * Remarks:
    4736 - Deciduous Grape.
    4737 - Green-leafed vine with twisted stem-trunks.
    4738 - Palmate leaves.
    4739 - Loses leaves during Winter and fruit dries.
    4740 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4741 
    4742 <a name=ForestFloorDeadTree>2.6. ForestFloor6: DeadTree</a>
    4743 * Available Alternate:
    4744 - Dead trees may be randomly mixed into any appropriate Forest Floor Terrain as a specified percentage.
    4745 
    4746 <a name=TreeDeadSinglePalmTrunk>2.6.1. Tree39: TreeDeadSinglePalmTrunk</a>
    4747 * Remarks: No fronds.
    4748 * References: -
    4749 
    4750 <a name=TreeDeadMultiplePalmTrunks>2.6.2. Tree40: TreeDeadMultiplePalmTrunks</a>
    4751 * Remarks: No fronds.
    4752 * References: -
    4753 
    4754 <a name=TreeDeadConifer>2.6.3. Tree41: TreeDeadConifer</a>
    4755 * Remarks: No needles.
    4756 * References: -
    4757 
    4758 <a name=TreeDeadLeafed>2.6.4. Tree42: TreeDeadLeafed</a>
    4759 * Variants:
    4760 - DeadLeafedTree1 (large spreading 1).
    4761 - DeadLeafedTree2 (large spreading 2).
    4762 - DeadLeafedTree3 (tall columnar).
    4763 - DeadLeafedTree4 (tall pyramidal).
    4764 - DeadLeafedTree5 (large spreading lightening-struck-split scorched).
    4765 - DeadLeafedTree6 (wind broken half trunk/branches fallen over to ground).
    4766 * Remarks: No leaves.
    4767 * References: -
    4768 
    4769 
    4770 List: Entities: Nature: Geological
    4771 
    4772 GEOLOGICAL OBJECTS
    4773 
    4774 Geological Objects consist of three categories:
    4775 * Rocks consumable for the Stone resource;
    4776 * Ore deposits consumable for the Ore resource;
    4777 * Other objects which are not consumable.
    4778 
    4779 
    4780 List: Entities: Nature: Geological: Minerals
    4781 
    4782 1. CONSUMABLE STONE
    4783 
    4784 Rock sizes may differ depending on the artwork for the object but all contain the same amount of resource to be harvested. The amount is based on twice that which is in AoK: 1400 Stone for boulders, and 700 Stone for all other gatherable rock objects.
    4785 
    4786 Stones
    4787 - In variable number clusters at base of gray granite rock cliff or base of any slope, occasionally as an individual rock poking itself up from flat terrain.
    4788 - As grouped outcrop of rugged rocks on a hilltop or slope.
    4789 - In variable number clusters at base of brown limestone rock cliff or base of slope.
    4790 - Occasionally as an individual rock poking itself up from flat terrain.
    4791 - As grouped outcrop of rugged rocks on a hilltop or slope.
    4792 - As occasional flat or tilted (up-thrust) slab(s) in arid lands.
    4793 - Sandstone rocks http://images.google.com/images?sourceid=n...sandstone+rocks
    4794 - Sandstone http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4795 http://images.google.com/imgres?imgurl=www...-8%26oe%3DUTF-8
    4796 
    4797 Boulders
    4798 - As isolated occasional glacial moraine deposit boulder on plain. Such boulders are large and have smooth edges (ground down by previous glacial tumbling).
    4799 - A single boulder, normally dispersed on map as a single object.
    4800 - Glacial Deposit Boulder http://images.google.com/images?sourceid=n...glacial+boulder
    4801 
    4802 2. CONSUMABLE ORE
    4803 
    4804 Each smear of glitter (representing an ore deposit) occupies one tile. The gatherable resource amount is based on twice that of AoK: 1600 Ore for each ore body. Bright, sparkling golden smears, lying flat on the terrain. Such ore deposits can appear on hillsides, at the base of cliffs, and on river banks. Since ore deposits are effectively a texture over the existing terrain mesh, once the resource object is exhausted, the ore seam texture is replaced with a conventional texture for this terrain type.
    4805 
    4806 Ore Gravel
    4807 - Gravel bed associated with wet or dry watercourse.
    4808 http://www.winstoneaggregates.co.nz/kestra...matangpics.html
    4809 
    4810 Ore Seam Vein
    4811 - Exposed veins as eroded patches on sloped terrain.
    4812 http://www.gsf.fi/explor/gold/images/kuusa...naho_fig32d.jpg
    4813 
    4814 
    4815 List: Entities: Nature: Geological: Other
    4816 
    4817 3. OTHER GEOLOGICAL OBJECTS
    4818 
    4819 These objects are not consumable as resources and serve the purpose of eye-candy integral to the terrain of the map world. They sometimes define zones on the terrain.
    4820 
    4821 3.1. Other Rock Objects
    4822 
    4823 Beach Pebbles
    4824 * Availability:
    4825 - Any water map.
    4826 * Variants:
    4827 - Several as to size of ‘patch’.
    4828 * Remarks:
    4829 - Seashore littered with small stones.
    4830 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4831 
    4832 River Stones
    4833 * Availability:
    4834 - Any map having rivers on it.
    4835 * Variants:
    4836 - Several as to shapes and size of ‘patch’.
    4837 * Remarks:
    4838 - Rocks alongside a watercourse or in shoreside shallows.
    4839 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4840 
    4841 3.2. Mountain Peaks
    4842 
    4843 Note: Mountain Peaks are normally scripted to be placed atop either Midlands or Highlands ‘peaks’ (unless otherwise specified) where they provide for ‘eye candy’ on the map. They cannot be traversed, prohibiting passage to units. Therefore, no trees/forests that appear on mountain peaks can be harvested for Wood.
    4844 
    4845 Crater Lake Volcano
    4846 * Remarks:
    4847 - Has aspect of a half-collapsed cone with a small crater lake.
    4848 * Reference: http://images.google.com/images?sourceid=n...er+lake+volcano
    4849 
    4850 Fumarole
    4851 * Remarks:
    4852 - May be place at any location (except on rises exceeding 30 degrees) and any elevation (Lowlands, Midlands, Highlands).
    4853 - Denuded small volcanic cone.
    4854 - Spurting steam rising, animated.
    4855 * Reference: http://images.google.com/images?sourceid=n...TF-8&q=fumarole
    4856 
    4857 Mesa
    4858 * Remarks:
    4859 - Flat-topped mountain.
    4860 - No unit access to top.
    4861 - Is NOT forested.
    4862 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4863 
    4864 Snowy Top Peak
    4865 * Remarks:
    4866 - Has a high snowy top (think Kilamanjaro in Kenya).
    4867 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4868 and http://www.west.net/~intoafr/kilamanjarofull.jpg
    4869 
    4870 Forested Peak
    4871 * Remarks:
    4872 - Forested but not consumable.
    4873 * Reference: http://images.google.com/images?sourceid=n...q=forested+peak
    4874 
    4875 Crag
    4876 * Remarks:
    4877 - Craggy, denuded and eroded.
    4878 * Reference: http://images.google.com/images?q=mountain...=UTF-8&oe=UTF-8
    4879 
    4880 Pinnacle
    4881 * Remarks:
    4882 - Eroded and denuded spire.
    4883 * Reference: http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4884 
    4885 Smoking Volcano 1
    4886 * Remarks:
    4887 - Cone-shaped, small crater at the top; ‘Vesuvius’ type.
    4888 - Animated (smoke rising from crater).
    4889 * Reference:
    4890 - Momotombo http://images.google.com/imgres?imgurl=gal...DUTF-8%26sa%3DN
    4891 and http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4892 
    4893 Smoking Volcano 2
    4894 * Remarks:
    4895 - Shield type; large crater at top.
    4896 - Animated (smoke rising from discernible hole in center of large crater).
    4897 * Reference:
    4898 - Masaya http://images.google.com/imgres?imgurl=gal...DUTF-8%26sa%3DN
    4899 and http://images.google.com/images?hl=en&lr=&...G=Google+Search
    4900 
    4901 3.3. FLOATING SEA ICE
    4902 
    4903 Ice Floe Flat
    4904 * Remarks:
    4905 - Floating (during Summer).
    4906 - Animated(?) (slow movement).
    4907 * Reference: http://images.google.com/images?sourceid=n...TF-8&q=ice+floe
    4908 
    4909 Iceberg
    4910 * Remarks:
    4911 - Floating as per specified for map.
    4912 - Animated(?) (slow movement).
    4913 - Has Aura that damages ship hulls when coming within two tiles of exposed peak.
    4914 * Reference: http://images.google.com/images?q=iceberg&...=UTF-8&oe=UTF-8
    4915 
    4916 3.4. SETTLEMENT
    4917 * Availability: On any map except game types Migration and Emigration.
    4918 * Variants: (1 per map biome category.)
    4919 - Alpine.
    4920 - Temperate.
    4921 - Steppe.
    4922 - Mediterranean.
    4923 - Savanna.
    4924 - Desert.
    4925 - Semi-Arid.
    4926 - Polar.
    4927 - Tropic.
    4928 * Footprint: 5x5.
    4929 * Remarks:
    4930 - Graphically represented by a 'water hole' surrounded by a few objects and plants to define its limits.
    4931 - Is a Special Utility Object in that as a gaia object it can be 'taken over' and and built over to erect a Civ Centre on the site, and while the Civ Centre may itself be destroyed on that site, another may be yet built atop the Settlement, ad infinitum.
    4932 - One Settlement is scripted to each Province area within the Civ Territory of every Civ player on a map, except within the Province housing the starting Civ Centre.
    4933 - Settlement underlying Civ Centre remains a gaia object, thus 'ownership' by civ players may change in accordance with the rules for capture, destruction, rebuild/repair, during the course of a game session (does not apply to Migration and Emigration game maps as no Settlement underlies a Civ Centre which may be built anywhere consistent to terrain restriction imposed upon structures).
    4934 * Reference:
    4935 - \"Well\" Settlement(Michael Hafer)
    4936 - \"Oasis\" Settlement (Michael Hafer)
    4937 
    4938 
    4939 List: Entities: Nature: Special
    4940 
    4941 SPECIAL OBJECTS
    4942 
    4943 1. SPECIAL OBJECT LISTING
    4944 
    4945 This listing is comprehensive, but not intended as an inclusive listing of all objects to be added; merely a baseline representation of the kind of objects the Art Department will need to develop.
    4946 
    4947 *Arrow 1 (complete, eye candy)
    4948 *Arrow 2 (broken, eye candy)
    4949 *Artifact Stone Head (godhead, eye candy)
    4950 *Artifact Stone Stele (inscribed, eye candy)
    4951 *Axe (single-bit, hand tool, eye candy)
    4952 *Banner 1 (SPQR, eye candy)
    4953 *Banner 2 (Carthaginians motiff, eye candy)
    4954 *Banner 3 (Celts motiff, eye candy)
    4955 *Banner 4 (Hellenes motiff, eye candy)
    4956 *Banner 5 (Iberians motiff, eye candy)
    4957 *Banner 6 (Persians motiff, eye candy)
    4958 *Basket 1 (large woven grain storage, eye candy)
    4959 *Basket 2 (medium woven dried food storage, eye candy)
    4960 *Basket 3 (small woven seed storage, eye candy)
    4961 *Barrel 1 (large wood-staves 3-metal bands, eye candy)
    4962 *Barrel 2 (small wood-staves 2-metal bands, eye candy)
    4963 *Bridge Section 1 (walkable, indestructable, crossable, 'left hand' approach)
    4964 *Bridge Section 2 (walkable, indestructable, crossable, 'right hand approach)
    4965 *Bridge Section 3 (walkable, destructable, crossable, modified arch centre-span)
    4966 *Bridge Section 4 (walkable, destructable, crossable, boat based centre-span)
    4967 *Burned-out Campfire (blackened, eye candy)
    4968 *Burning Torch Pole (flaming, illuminates SoD/FoW within LOS-TBD, animated, eye candy, restricted use to campaign/scenario)
    4969 *Campfire (burning, smoke wisp rising, animated, eye candy, restricted use to campaign/scenario)
    4970 *Cart 1 (2-wheeled, eye candy)
    4971 *Cart 2 (4-wheeled, eye candy)
    4972 *Construction Site Large (eye candy)
    4973 *Construction Site Medium (eye candy)
    4974 *Construction Site Small (eye candy)
    4975 *Construction Site X-Large (eye candy)
    4976 *Crate 1 (large wooden, eye candy)
    4977 *Crate 2 (medium wooden, eye candy)
    4978 *Crate 3 (small wooden, eye candy)
    4979 *Destructed Structure 1 (eye candy)
    4980 *Destructed Structure 2 (eye candy)
    4981 *Fence Stone (low running 'bond', destructible, eye candy)
    4982 *Fence Wood 1 (post & rails, destructible, eye candy)
    4983 *Fence Wood 2 (palisade, destructible, eye candy)
    4984 *Fountain 1 (simple, pool at base, rising & falling cone of water, animated, destructible, eye candy)
    4985 *Fountain 2 (pool at base, 2-tiered, tiers of falling water, animated, destructible, eye candy)
    4986 *Grave Marker 1 (headstone, eye candy)
    4987 *Grave Marker 2 (sepulcher, eye candy)
    4988 *Grave Marker 3 (upended spear stuck in ground with helmet atop, shield atop mound at foot, tufts of grass grown about, eye candy)
    4989 *Hangman's Tree (dead body suspended head in noose--not a consumable, eye candy)
    4990 *Monument 1 (Carthaginians motif-TBD, destructible, eye candy)
    4991 *Monument 2 (Celtic motif-TBD, destructible, eye candy)
    4992 *Monument 3 (Hellenes motif-TBD, destructible, eye candy)
    4993 *Monument 4 (Iberians motif-pedestal with reclining bull mounted atop, destructible, eye candy)
    4994 *Monument 5 (Persians motif-TBD, destructible, eye candy)
    4995 *Monument 6 (Romans motif-TBD, destructible, eye candy)
    4996 *Pick (hand tool, eye candy)
    4997 *Raft (eye candy)
    4998 *Revealer (?????, restricted use to campaign/scenario)
    4999 *Shield 1 (round, eye candy)
    5000 *Shield 2 (long oval, eye candy)
    5001 *Shield 3 (long rectangular, eye candy)
    5002 *Shipwreck 1 (broken hull upright warship, eye candy)
    5003 *Shipwreck 2 (broken hull upright merchantman, eye candy)
    5004 *Shipwreck 3 (warship storm-damaged-broken lieing on side keel exposed, eye candy)
    5005 *Shipwreck 4 (merchantman holed and hung on 'rocks' with flotsam, eye candy)
    5006 *Shipwreck 5 (warship multiple-holed by ramming on beach abandoned, eye candy)
    5007 *Spade (hand tool, eye candy)
    5008 *Skeleton 1 (complete, eye candy)
    5009 *Skeleton 2 (dismembered, eye candy)
    5010 *Skull on Spear (spearhead stuck into ground, eye candy)
    5011 *Smoke (rising from forest, animated, eye candy, restricted use to campaign/scenario)
    5012 *Spear 1 (complete, eye candy)
    5013 *Spear 2 (broken, eye candy)
    5014 *Statue 1 (Carthaginians motif-TBD, destructible, eye candy)
    5015 *Statue 2 (Celts motif-TBD, destructible, eye candy)
    5016 *Statue 3 (Hellenes motif-TBD, destructible, eye candy)
    5017 *Statue 4 (Iberians motif-TBD, destructible, eye candy)
    5018 *Statue 5 (Persians motif-TBD, destructible, eye candy)
    5019 *Statue 6 ((Romans motif-TBD, destructible, eye candy)
    5020 *Sword (eye candy)
    5021 *Vase 1 (wine amphora, tall cylinder, topped, eye candy)
    5022 *Vase 2 (olive oil amphora, medium squat cylinder, topped, eye candy)
    5023 *Vase 3 (water jug, open top, eye candy)
    5024 *Water Well ('town' supply w/bucket, destructible, eye candy)
    5025 *Waypoint Flag (on staff, has characteristic of LOS illumination of SoD or FoW for some distance TBD peripherally, restricted use to campaign/scenario)
    5026 
    5027 
    5028 List: Entities: Player: Structures
    5029 
    5030 STRUCTURE CLASSES
    5031 
    5032 Building Hierarchy
    5033 
    5034 VILLAGE PHASE
    5035 
    5036 
    5037 Civic Centre (Village Centre=>Town Centre=>City Centre)
    5038 Requirements: Settlement.
    5039 Footprint: 5x5.
    5040 LOS: 1.
    5041 Housing: +10.
    5042 Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range.
    5043 Train:
    5044 => 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ).
    5045 => Female Citizen.
    5046 Advancement:
    5047 => Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre).
    5048 => Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock).
    5049 Special:
    5050 => 1 per Province.
    5051 => Must be built on a Settlement.
    5052 => If destroyed, Settlement site is revealed.
    5053 => A player cannot build or gather in a Province unless he has a Village Centre on the Settlement for that Province (adjustable at Session Creation).
    5054 
    5055 
    5056 
    5057 House
    5058 Requirements: Village Centre.
    5059 Footprint: 2x2.
    5060 LOS: 1.
    5061 Housing: +5.
    5062 
    5063 
    5064 Farmstead
    5065 Requirements: Village Centre
    5066 Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots.
    5067 LOS: 1.
    5068 Housing: +5.
    5069 Garrison: 5 (Foot, Support).
    5070 Special:
    5071 => 2 per Province.
    5072 => Vacant Lots appear at positions around it as long as they're not obstructed.
    5073 Field
    5074 Requirements: Farmstead.
    5075 Footprint: 3x6/6x3.
    5076 LOS: 0.
    5077 Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation.
    5078 Production:
    5079 Special:
    5080 => Must be built on Vacant Lot.
    5081 => Infinite supply.
    5082 => Garrisoned units "gather" to generate Food.
    5083 => Decays if left unattended (ungarrisoned) for a while.
    5084 Corral
    5085 Requirements: Farmstead.
    5086 Footprint: 3x6/6x3.
    5087 LOS: 0.
    5088 Garrison: 6 (Herdable animals). All propped and perform idle/graze animation.
    5089 Production:
    5090 Special:
    5091 => Must be built on Vacant Lot.
    5092 => Infinite supply.
    5093 => Garrisoned units "gather" to generate Food.
    5094 => Garrisoned animals do not fatten.
    5095 
    5096 Mill
    5097 Requirements: Village Centre.
    5098 Footprint: 3x3.
    5099 LOS: 1.
    5100 Special:
    5101 => "Gather" Aura: Infantry Citizen Soldiers can only gather Wood, Stone and Ore from objects that are in range of this Aura. Aura covers 9 tile radius, and affects a maximum of 8 Infantry Citizen Soldiers at a time.
    5102 
    5103 Outpost
    5104 Requirements: Village Centre.
    5105 Footprint: 1x1.
    5106 LOS: 2.
    5107 Garrison: 3 (Ranged Infantry). All propped and attack opponents in range.
    5108 Wall
    5109 Requirements: Village Centre.
    5110 Footprint: 1x1.
    5111 LOS: 1.
    5112 Special:
    5113 => Can be built in shallows.
    5114 Tower
    5115 Requirements: Unbroken wall of specified length.
    5116 Footprint: 1x1.
    5117 LOS: 1.
    5118 Garrison: 5 (Ranged Infantry). All propped and attack opponents in range.
    5119 Special:
    5120 => Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments.
    5121 Gate (Upgrade)
    5122 Requirements: Unbroken wall of specified length.
    5123 Footprint: 1x2.
    5124 LOS: 1.
    5125 Special:
    5126 => Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments.
    5127 => Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed).
    5128 TOWN PHASE
    5129 
    5130 
    5131 Dock
    5132 Requirements: Town Centre.
    5133 Footprint: 4x4.
    5134 LOS: 1.
    5135 Housing: +15.
    5136 Train: Merchantman, Bireme, Trireme, Quinquereme.
    5137 Special:
    5138 => 1 per Province.
    5139 => Must be built on shoreline.
    5140 => Merchantmen use them as waypoints in trade route.
    5141 
    5142 
    5143 
    5144 Market
    5145 Requirements: Town Centre.
    5146 Footprint: 4x4.
    5147 LOS: 1.
    5148 Housing: +10.
    5149 Garrison: 10 (Traders). No prop points.
    5150 Train: Trader.
    5151 Special:
    5152 => 1 per Province.
    5153 => Traders use them as waypoints in trade route.
    5154 => Has special market interface to barter resources.
    5155 
    5156 
    5157 
    5158 Barracks
    5159 Requirements: Town Centre.
    5160 Footprint: 4x4.
    5161 LOS: 1.
    5162 Train:
    5163 => Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.
    5164 => Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
    5165 => Onager, Ballista, Ram.
    5166 Special:
    5167 => 2 per Province by default (adjustable at Session Creation).
    5168 
    5169 
    5170 
    5171 Temple
    5172 Requirements: Town Centre.
    5173 Footprint: 3x3.
    5174 LOS: 1.
    5175 Housing: +5.
    5176 Train: => Healer.
    5177 Special:
    5178 => "Heal" Aura regenerates health of nearby damaged organic units.
    5179 
    5180 
    5181 CITY PHASE
    5182 
    5183  
    5184 Fortress
    5185 Requirements: City Centre.
    5186 Footprint: 5x5.
    5187 LOS: 1.
    5188 Housing: +20.
    5189 Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range.
    5190 Train:
    5191 => Super Infantry Unit, Super Cavalry/Siege Unit.
    5192 => Hero1, Hero2, Hero3.
    5193 CODE
    5194 
    5195 <Entity Tag="Name of Entity." Parent="Entity's Parent."
    5196    // It uses this Actor.
    5197    <Actor
    5198        primary="Primary Actor name."
    5199    ></Actor>
    5200    <Actions>
    5201        // It can train/research these units and techs.
    5202        <Create
    5203            entitylist="List of entity tags it can train."
    5204            techlist="List of tech tags it can research."
    5205            construct="Modifier to the default rate of construction, if needed."
    5206        ></Create>
    5207        // This gives the Market a resource-trading interface.
    5208        <Barter
    5209            foodratio="1 (1:1 ratio for Food.)"
    5210            woodratio="2 (2:1 ratio for Wood.)"
    5211            stoneratio="2 2:1 ratio for Stone.)"
    5212            oreratio="4 (4:1 ratio for Ore.)"
    5213        ></Barter>
    5214        // Gates have a Lock ability to lock the Gate open or closed.
    5215        <Lock></Lock>
    5216        </Actions>
    5217    <Traits>
    5218        <Id
    5219            specific="Specific name of structure (civ version)."
    5220            generic="Generic name of structure (class version)."
    5221            civ="List of civilisations that can create this structure."
    5222            civ_code="4-character codes of civilisations that can create this structure."
    5223            class1="Primary class: structure."
    5224            class2="Secondary class: eg norm."
    5225            class3="Tertiary class: eg military."
    5226            icon="Icon name for structure's portrait."
    5227            rollover="Localised rollover text for GUI description."
    5228            history="History paragraph for GUI description."
    5229            type="Additional descriptor categories for structure."
    5230            version="Version number."
    5231            internal_only="false"
    5232            type.structure="true"
    5233            type ... etc
    5234            (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)
    5235        </Id>
    5236        // It has this ability to resist damage.
    5237        <Armour
    5238            value="Armour value."
    5239            crush="Crush percentage."
    5240            hack="Hack percentage."
    5241            pierce="Pierce percentage."
    5242        ></Armour>
    5243        // A couple of structures use Auras eg Mills create a Gather area, Temples heal.
    5244        <Aura
    5245            name="Name of the Aura (localised)."
    5246            affects="List of entity tags or groups affected by this Aura."
    5247            allegiance="List of player groups affected by this Aura."
    5248            radius="Size of Aura range."
    5249            time="Time target must stay in Aura before effect occurs."
    5250            cooldown="Time to wait before starting the timer for another target."
    5251            hitpoints="Target can't have more than this percentage of its hitpoints."
    5252            duration="How long the effect will remain on the target once applied."
    5253        ></Aura>
    5254        // Specify the logic of the Aura effect under the condition that it occurs.
    5255        <event on="AuraTime" ![CDATA[
    5256            // Scripting goes here.
    5257        ]]></event>
    5258        // These are the constraints under which the structure can be built.
    5259        <Creation
    5260            costfood="How much Food it will cost to build."
    5261            costore="How much Wood it will cost to build."
    5262            coststone="How much Stone it will cost to build."
    5263            costwood="How much Wood it will cost to build."
    5264            phase="The player must upgrade to this phase before he can build it."
    5265            req="List of other entities that must be created before he can build it."
    5266            time="Time it takes to build it."
    5267            distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."
    5268            limit="Player cannot have more than this number of this structure per Civ Centre."
    5269            location="The structure can only be built upon an entity of this type (eg Civ Centre on Settlement). They should have the same footprint size."
    5270            zvariance="Degree of terrain height variance permissible for the structure to be built at this location."
    5271            paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."
    5272            buildclear="If true, clears all entities in the footprint when entity is placed."
    5273            flattensterrain="If true, when placed, this entity flattens the terrain it sits on."
    5274            placeanywhere="If true, ignores collision boundaries and can be built on anything."
    5275        ></Creation>
    5276        // Units can be garrisoned and propped.
    5277        <Garrison
    5278            list="List of entity types that can garrison."
    5279            capacity="Number of entities that can garrison."
    5280            ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."
    5281            proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."
    5282            proplist="List of entities that can appear at prop points."
    5283            autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."
    5284        ></Garrison>
    5285        // Specify the effects applied to garrisoned units.
    5286        <event on="GarrisonEnter" ![CDATA[
    5287               // Regeneration rate is increased +1.
    5288               ev.target.health.regen++;
    5289        ]]></event>
    5290        <event on="SocketEnter" ![CDATA[
    5291            // If garrisoned unit is at a prop point,
    5292               // His LOS and attack range is +1.
    5293               ev.target.traits.vision.los++;
    5294               ev.target.traits.attack.range++;
    5295               // His armour is +2.
    5296               ev.target.traits.armour.value = ev.target.traits.armour.value+2;
    5297        ]]></event>
    5298        // Occurs when structure is ungarrisoned.
    5299        <event on="GarrisonEmpty" ![CDATA[
    5300               // Reduce current hitpoints until structure is regarrisoned or destroyed.
    5301               ev.entity.traits.health.hpcurr--;
    5302        ]]></event>
    5303        // Structure can take this much damage.
    5304        <Health
    5305            curr="Structure's current hitpoints."
    5306            hitpoints="Structure's maximum hitpoints."
    5307            decay="Rate of hitpoint decay."
    5308            vacant="Hitpoints decay if left unattended for this time."
    5309            nohpbar="If true, no hitpoint bar."
    5310        ></Health>
    5311        // Quantity of resources received in plunder when destroying this structure.
    5312        <Loot
    5313            food="Resources received in plunder."
    5314            wood="Resources received in plunder."
    5315            stone="Resources received in plunder."
    5316            ore="Resources received in plunder."
    5317            up="Number of upgrade points to give when destroyed."
    5318        ></Loot>
    5319        // How is this structure represented on the Mini-Map?
    5320        <MiniMap
    5321            red="Minimap RGB red value."
    5322            green="Minimap RGB green value."
    5323            blue="Minimap RGB blue value."
    5324            class="Minimap class (typically Structure)."
    5325        ></MiniMap>
    5326        // How much housing the structure adds to population limit.
    5327        <Population
    5328            add="Number of housing points to add to Population Limit."
    5329        ></Population>
    5330        // Quantity of contained resources for eg Fields.
    5331        <Supply
    5332            curr="Current supply."
    5333            supply="Maximum quantity of Supply."
    5334            initial="Initial supply when first created (if doesn't start at max)."
    5335            regen="Rate of supply regeneration."
    5336            type="Supply resource."
    5337            subtype="Subtype of supply resource, if appropriate."
    5338            decay="Rate of supply decay."
    5339            vacant="Supply decays if left unattended for this time."
    5340            lootondeath="Percentage of current supply is added to Resource Pool of destroyer."
    5341        ></Supply>
    5342        // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.
    5343        <Transform
    5344            newentity="Entity name of other structure to become."
    5345            food="Amount of Food to upgrade to new entity."
    5346            wood="Amount of Wood to upgrade to new entity."
    5347            stone="Amount of Stone to upgrade to new entity."
    5348            ore="Amount of Ore to upgrade to new entity."
    5349            time="Amount of Time to upgrade to new entity."
    5350            req="List of required entities to upgrade to new entity."
    5351            phase="Phase required to upgrade to new entity."
    5352        ></Transform>
    5353        // The structure's visibility.
    5354        <Vision
    5355            LOS="1"
    5356        ></Vision>
    5357    </Traits>
    5358 ></Entity>
    5359 
    5360 
    5361 
    5362 List: Entities: Player: Units 1 of 5 (Infantry)
    5363 
    5364 UNITS
    5365 ¦¦¦¦ = all
    5366 ¦¦¦? = high
    5367 ¦¦?? = medium
    5368 ¦??? = low
    5369 ???? = none
    5370 
    5371 INFANTRY CITIZEN SOLDIERS Infantry Swordsman
    5372 
    5373 Id.Class2:      Infantry
    5374 Id.Class3:       Melee
    5375 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitMelee; UnitSwordsman; FootSword;
    5376 Armour.Crush:   ¦¦¦?
    5377 Armour.Hack:    ????
    5378 Armour.Pierce:  ¦???
    5379 Armour.Value:   ¦¦??
    5380 Attack.Crush:   ????
    5381 Attack.Damage:  ¦???
    5382 Attack.Hack:    ¦¦¦¦
    5383 Attack.Pierce:  ????
    5384 Attack.Speed:   ¦¦??
    5385 Attack.Primary:  FootSpear
    5386 Attack.Secondary:        FootJav
    5387 Create.Construct:       ¦???
    5388 Create.CostFood:        ¦¦??
    5389 Create.CostOre: ¦¦??
    5390 Create.EntityList:       structure; field; corral;
    5391 Create.Phase:    town (or village, depends on civ)
    5392 Formation.Category:      melee
    5393 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    5394 Gather.Speed:   ¦¦¦?
    5395 Health.Hitpoints:       ¦¦??
    5396 Health.Regen:   ¦???
    5397 Move.Speed:     ¦???
    5398 Population.Sub:  1
    5399 Repair.Rate:    ¦???
    5400 Vision.LOS:     ¦???
    5401 Special:         Experience;
    5402 
    5403 
    5404 History:
    5405 Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword.
    5406 It was the Romans who used them to combat the long range of the sarissa. Their spears were so long they had to use two hands to wield them. In a formation they were almost impossible to maneouvre. If flanked, they were easily cut down by a sword as demonstrated by the Romans at the battle of Cynoscephalae.
    5407 Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon.
    5408 Infantry Spearman
    5409 
    5410 Id.Class2:       Infantry
    5411 Id.Class3:       Melee
    5412 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitMelee; UnitSpearman; FootSpear;
    5413 Armour.Crush:   ¦¦¦?
    5414 Armour.Hack:    ¦???
    5415 Armour.Pierce:  ¦???
    5416 Armour.Value:   ¦¦??
    5417 Attack.Crush:   ????
    5418 Attack.Damage:  ¦???
    5419 Attack.Hack:    ¦¦¦?
    5420 Attack.Pierce:  ¦???
    5421 Attack.Speed:   ¦¦??
    5422 Attack.Primary:  CavSword
    5423 Attack.Secondary:        CavSpear
    5424 Create.Construct:       ¦???
    5425 Create.CostFood:        ¦¦??
    5426 Create.CostOre: ¦¦??
    5427 Create.CostWood:        ¦???
    5428 Create.EntityList:       structure; field; corral;
    5429 Create.Phase:   town (or village, depends on civ)
    5430 Formation.Category:      melee
    5431 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    5432 Gather.Speed:   ¦¦¦?
    5433 Health.Hitpoints:       ¦¦??
    5434 Health.Regen:   ¦???
    5435 Move.Speed:     ¦???
    5436 Population.Sub:  1
    5437 Repair.Rate:    ¦???
    5438 Vision.LOS:     ¦???
    5439 Special:         Experience;
    5440 
    5441 
    5442 History:
    5443 Probably one of the most primitive units in the game. Fighting with a sharp object at the end of the pole didn’t require a lot of technology to develop.
    5444 It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer.
    5445 Started with a fighting style similar to using a quarterstaff, then to using them in numbers as a ‘pin cushion’ vs. humans (sarissa in a phalanx).
    5446 Later it was developed to combat cavalry.
    5447 During the medieval period it evolved to the pike.
    5448 These units tended to be armoured as heavily as possible.
    5449 Infantry Javelinist
    5450 
    5451 Id.Class2:      Infantry
    5452 Id.Class3:      Ranged
    5453 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; UnitJavelinists; FootJav;
    5454 Armour.Crush:   ¦¦¦?
    5455 Armour.Hack:    ¦???
    5456 Armour.Pierce:  ¦???
    5457 Armour.Value:   ¦???
    5458 Attack.Accuracy:        ¦¦??
    5459 Attack.Crush:   ????
    5460 Attack.Damage:  ¦???
    5461 Attack.Hack:    ¦¦??
    5462 Attack.Pierce:  ¦¦??
    5463 Attack.Range:   ¦???
    5464 Attack.Speed:   ¦¦??
    5465 Attack.Primary:  FootSpear
    5466 Attack.Secondary:        CavArch
    5467 Create.Construct:       ¦???
    5468 Create.CostFood:        ¦???
    5469 Create.CostOre: ¦???
    5470 Create.CostWood:        ¦¦??
    5471 Create.EntityList:       structure; field; corral;
    5472 Create.Phase:    town (or village, depends on civ)
    5473 Formation.Category:      ranged
    5474 Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
    5475 Gather.Speed:   ¦¦¦?
    5476 Health.Hitpoints:       ¦¦??
    5477 Health.Regen:   ¦???
    5478 Move.Speed:     ¦¦??
    5479 Population.Sub:  1
    5480 Repair.Rate:    ¦???
    5481 Vision.LOS:     ¦¦??
    5482 Special:         Experience;
    5483 
    5484 
    5485 History:
    5486 These were the skirmishers. These lightly armoured units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat.
    5487 They would do well against any unit that wasn’t wearing proper armour, but more poorly if they fought hand to hand vs a well armoured unit.
    5488 They didn’t always have to thow their spears either. They used these light small spears in hand to hand similar to a quarterstaff.
    5489 Also note that the development of the pilum was a key transition. This pilum was a weapon with a long steel shaft that would sink into a shield, nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch.
    5490 Infantry Archer
    5491 
    5492 Id.Class2:       Infantry
    5493 Id.Class3:       Ranged
    5494 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; UnitArchers; FootArch;
    5495 Armour.Crush:   ¦¦¦?
    5496 Armour.Hack:    ¦???
    5497 Armour.Pierce:  ¦???
    5498 Armour.Value:   ¦???
    5499 Attack.Accuracy:        ¦???
    5500 Attack.Crush:   ????
    5501 Attack.Damage:  ¦???
    5502 Attack.Hack:    ????
    5503 Attack.Pierce:  ¦¦¦?
    5504 Attack.Range:   ¦¦??
    5505 Attack.Speed:   ¦???
    5506 Attack.Primary:  FootSword
    5507 Attack.Secondary:        CavSpear
    5508 Create.Construct:       ¦???
    5509 Create.CostFood:        ¦???
    5510 Create.CostOre: ¦???
    5511 Create.CostWood:        ¦¦¦?
    5512 Create.EntityList:       structure; field; corral;
    5513 Create.Phase:    town (or village, depends on civ)
    5514 Formation.Category:      ranged
    5515 Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
    5516 Gather.Speed:   ¦¦¦?
    5517 Health.Hitpoints:       ¦¦??
    5518 Health.Regen:   ¦???
    5519 Move.Speed:     ¦¦??
    5520 Population.Sub:  1
    5521 Repair.Rate:    ¦???
    5522 Vision.LOS:     ¦¦??
    5523 Special:         Experience;
    5524 
    5525 
    5526 History:
    5527 They tended to be lightly armoured.
    5528 They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy.
    5529 Of course they would have to stop shooting once the melee units closed in. This means their job was largely over once the ‘true battle’ was underway.
    5530 They spent hours training with a bow, but if you were hit by an arrow it was more likely an act of random chance than being specifically targeted by an archer.
    5531 Infantry Slinger
    5532 
    5533 Id.Class2:       Infantry
    5534 Id.Class3:       Ranged
    5535 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; FootSling;
    5536 Armour.Crush:   ¦¦¦?
    5537 Armour.Hack:    ????
    5538 Armour.Pierce:  ????
    5539 Armour.Value:   ¦???
    5540 Attack.Accuracy:        ¦¦??
    5541 Attack.Crush:   ¦¦¦?
    5542 Attack.Damage:  ¦???
    5543 Attack.Hack:    ????
    5544 Attack.Pierce:  ¦???
    5545 Attack.Range:   ¦???
    5546 Attack.Speed:   ¦¦??
    5547 Attack.Primary:  (None)
    5548 Attack.Secondary:        (None)
    5549 Create.Construct:       ¦???
    5550 Create.CostFood:        ¦???
    5551 Create.CostStone:       ¦???
    5552 Create.EntityList:       structure; field; corral;
    5553 Create.Phase:    town (or village, depends on civ)
    5554 Formation.Category:      ranged
    5555 Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
    5556 Gather.Speed:   ¦¦¦?
    5557 Health.Hitpoints:       ¦¦??
    5558 Health.Regen:   ¦???
    5559 Move.Speed:     ¦¦¦?
    5560 Population.Sub:  1
    5561 Repair.Rate:    ¦???
    5562 Vision.LOS:     ¦¦??
    5563 Special:         Experience;
    5564 
    5565 
    5566 History:
    5567 They were amazing shots with their slings. They used choice rocks, and often specifically created ‘shot’ made from lead.
    5568 They could pierce armour at close distances.
    5569 They were lightly armoured because they needed the mobility in their arm regions.
    5570 They could be outfitted with little expense.
    5571 Because the slinger is the odd one out in the RPS dynamic, he'll be the jack of all trades, and master of none. The wild card. He has no particular advantage against any other unit class, but neither is he vulnerable to any particular counter-unit. A general-purpose unit, he doesn't have the long term advantages of the specialists, but in times of need and in significant numbers, he can be used to quickly bolster a weakened force or repel an incoming attack, for example.
    5572 
    5573 
    5574 
    5575 List: Entities: Player: Units 2 of 5 (Cavalry)
    5576 
    5577 UNITS
    5578 
    5579 ¦¦¦¦ = all
    5580 ¦¦¦? = high
    5581 ¦¦?? = medium
    5582 ¦??? = low
    5583 ???? = none
    5584 CAVALRY CITIZEN SOLDIERS
    5585 
    5586 Cavalry Swordsman
    5587 Id.Class2:       Cavalry
    5588 Id.Class3:       Melee
    5589 Id.Type:         UnitMounted; UnitNonMechanical; UnitMilitary; UnitCavalry; UnitCitizenSoldier; UnitMelee; UnitSwordsman; CavSword;
    5590 Armour.Crush:   ¦¦¦?
    5591 Armour.Hack:    ¦???
    5592 Armour.Pierce:  ¦???
    5593 Armour.Value:   ¦¦??
    5594 Attack.Crush:   ????
    5595 Attack.Damage:  ¦???
    5596 Attack.Hack:    ¦¦¦¦
    5597 Attack.Pierce:  ????
    5598 Attack.Speed:   ¦¦??
    5599 Attack.Primary:  UnitSupport
    5600 Attack.Secondary:        FootArch
    5601 Create.CostFood:        ¦¦¦?
    5602 Create.CostOre: ¦¦¦?
    5603 Create.Phase:    town (or village, depends on civ)
    5604 Formation.Category:      melee
    5605 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    5606 Gather.Speed:   ¦¦¦?
    5607 Health.Hitpoints:       ¦¦??
    5608 Health.Regen:   ¦???
    5609 Move.Speed:     ¦¦??
    5610 Population.Sub:  2
    5611 Vision.LOS:     ¦???
    5612 Special:         Experience;
    5613 History:
    5614 Fighting from horseback with a sword is a tricky thing to do. This required usage of a sword that was longer than the typical infantry sword.
    5615 One needed a good reach to attack from the height of a horse.
    5616 If you were without spear (the ideal weapon of choice) it was probably because you needed your hands free to do other tasks such as riding hard and fast.
    5617 It wasn’t uncommon for the men to dismount and attack from foot if they were armed with only a sword.
    5618 
    5619 
    5620 Cavalry Spearman
    5621 Id.Class2:       Cavalry
    5622 Id.Class3:       Melee
    5623 Id.Type:         UnitMounted; UnitNonMechanical; UnitMilitary; UnitCavalry; UnitCitizenSoldier; UnitMelee; UnitSpearman; CavSpear;
    5624 Armour.Crush:   ¦¦¦?
    5625 Armour.Hack:    ¦???
    5626 Armour.Pierce:  ¦???
    5627 Armour.Value:   ¦¦??
    5628 Attack.Crush:   ????
    5629 Attack.Damage:  ¦???
    5630 Attack.Hack:    ¦¦¦?
    5631 Attack.Pierce:  ¦???
    5632 Attack.Speed:   ¦¦??
    5633 Attack.Primary:  FootSword
    5634 Attack.Secondary:        FootJav
    5635 Create.CostFood:        ¦¦¦?
    5636 Create.CostOre: ¦¦??
    5637 Create.CostWood:        ¦???
    5638 Create.Phase:    town (or village, depends on civ)
    5639 Formation.Category:      melee
    5640 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    5641 Gather.Speed:   ¦¦¦?
    5642 Health.Hitpoints:       ¦¦??
    5643 Health.Regen:   ¦???
    5644 Move.Speed:     ¦¦??
    5645 Population.Sub:  2
    5646 Vision.LOS:     ¦???
    5647 Special:         Experience;
    5648 History:
    5649 This was the weapon of choice from horseback.
    5650 This was the unit that would eventually evolve to the medieval knight (after heavy influence by the Sarmartians and their lances).
    5651 Infantry were an easy kill; just ride them down and skewer them with your stick and its point on the end.
    5652 As with all cavalry – it was only the rich and the nobles who were able to fight from horseback due to the cost of owning such a beast.
    5653 
    5654 
    5655 Cavalry Javelinist
    5656 Id.Class2:       Cavalry
    5657 Id.Class3:       Ranged
    5658 Id.Type:         UnitMounted; UnitNonMechanical; UnitMilitary; UnitCavalry; UnitCitizenSoldier; UnitRanged; UnitJavelinists; CavJav;
    5659 Armour.Crush:   ¦¦¦?
    5660 Armour.Hack:    ¦???
    5661 Armour.Pierce:  ¦???
    5662 Armour.Value:   ¦¦??
    5663 Attack.Accuracy:        ¦¦??
    5664 Attack.Crush:   ????
    5665 Attack.Damage:  ¦???
    5666 Attack.Hack:    ¦¦??
    5667 Attack.Pierce:  ¦¦??
    5668 Attack.Range:   ¦???
    5669 Attack.Speed:   ¦¦??
    5670 Attack.Primary:  FootArch
    5671 Attack.Secondary:        CavSword
    5672 Create.CostFood:        ¦¦??
    5673 Create.CostOre: ¦???
    5674 Create.CostWood:        ¦¦??
    5675 Create.Phase:    town (or village, depends on civ)
    5676 Formation.Category:      ranged
    5677 Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
    5678 Gather.Speed:   ¦¦¦?
    5679 Health.Hitpoints:       ¦¦??
    5680 Health.Regen:   ¦???
    5681 Move.Speed:      fast
    5682 Population.Sub:  2
    5683 Vision.LOS:     ¦¦??
    5684 Special:         Experience;
    5685 History:
    5686 The javelins thrown from a horse’s back were probably 3 at most. The idea was to quickly advance with 3 in hand, then throw them all.
    5687 After you had done that it was time to switch to your secondary weapon which was usually a spear or a sword.
    5688 However, in the game - these units will only have ranged attack.
    5689 
    5690 
    5691 Cavalry Archer
    5692 Id.Class2:       Cavalry
    5693 Id.Class3:       Ranged
    5694 Id.Type:         UnitMounted; UnitNonMechanical; UnitMilitary; UnitCavalry; UnitCitizenSoldier; UnitRanged; UnitArchers; CavArch;
    5695 Armour.Crush:   ¦¦¦?
    5696 Armour.Hack:    ¦???
    5697 Armour.Pierce:  ¦???
    5698 Armour.Value:   ¦¦??
    5699 Attack.Accuracy:        ¦???
    5700 Attack.Crush:   ????
    5701 Attack.Damage:  ¦???
    5702 Attack.Hack:    ????
    5703 Attack.Pierce:  ¦¦¦?
    5704 Attack.Range:   ¦¦??
    5705 Attack.Speed:   ¦???
    5706 Attack.Primary:  CavJav
    5707 Attack.Secondary:        UnitRanged
    5708 Create.CostFood:        ¦¦??
    5709 Create.CostOre: ¦???
    5710 Create.CostWood:        ¦¦¦?
    5711 Create.Phase:    town (or village, depends on civ)
    5712 Formation.Category:      ranged
    5713 Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
    5714 Gather.Speed:   ¦¦¦?
    5715 Health.Hitpoints:       ¦¦??
    5716 Health.Regen:   ¦???
    5717 Move.Speed:      fast
    5718 Population.Sub:  2
    5719 Vision.LOS:     ¦¦??
    5720 Special:         Experience;
    5721 History:
    5722 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.
    5723 This was the most effective unit on the battlefield for several hundred years until the well armoured knight came along.
    5724 Therefore, this unit will gain much more prominence in Part 2.
    5725 
    5726 
    5727 
    5728 List: Entities: Player: Units 3 of 5 (Support)
    5729 
    5730 UNITS
    5731 
    5732 ¦¦¦¦ = all
    5733 ¦¦¦? = high
    5734 ¦¦?? = medium
    5735 ¦??? = low
    5736 ???? = none
    5737 SUPPORT
    5738 
    5739 Female Citizen
    5740 Id.Class2:      Support
    5741 Id.Type:         UnitFoot; UnitNonMechanical; UnitSupport; UnitWorker;
    5742 Armour.Crush:   ¦¦¦?
    5743 Armour.Hack:    ¦???
    5744 Armour.Pierce:  ¦???
    5745 Armour.Value:   ¦???
    5746 Create.Construct:       ¦???
    5747 Create.CostFood:        ¦???
    5748 Create.EntityList:       farmstead; house; field; corral;
    5749 Create.Phase:    village
    5750 Gather.Speed:   ¦¦¦?
    5751 Health.Hitpoints:       ¦???
    5752 Health.Regen:   ¦???
    5753 Move.Speed:     ¦¦??
    5754 Population.Sub:  1
    5755 Vision.LOS:     ¦¦??
    5756 Special:         Allure Aura; Capturable (Cavalry); No Attack; No Repair; Greater Economic Attributes;
    5757 History:
    5758 Women in the ancient world took on a variety of roles - from leadership (Celts) to servant (Greeks).
    5759 Women are hard workers, the economic backbone of any civilisation.
    5760 In history, it was typical when all the males (capable of fighting) were killed for the females, children, and elderly to be sold as slaves.
    5761 The Role of Women in the Ancient World
    5762 
    5763 
    5764 Trader
    5765 Id.Class2:      Support
    5766 Id.Type:         UnitFoot (or UnitMounted); UnitNonMechanical; UnitSupport; UnitTrade;
    5767 Armour.Crush:   ¦¦¦?
    5768 Armour.Hack:    ¦???
    5769 Armour.Pierce:  ¦???
    5770 Armour.Value:   ¦???
    5771 Create.CostFood:        ¦???
    5772 Create.CostWood:        ¦???
    5773 Create.Phase:    town
    5774 Formation.Category:      protected
    5775 Formation.Type:  box; column_c; column_o;
    5776 Health.Hitpoints:       ¦???
    5777 Health.Regen:   ¦???
    5778 Move.Speed:     ¦¦??
    5779 Population.Sub:  1 (or 2)
    5780 Vision.LOS:     ¦¦??
    5781 Special:         LootOnDeath; No Gather; No Repair; No Attack; Barter; Supply; Action.Trade (Patrols between Markets as trade routes);
    5782 History:
    5783 Trade was a very important part of ancient civilisation - effective trading and control of trade routes equaled wealth.
    5784 Trade took place by many forms from foot to caravans to merchant ships.
    5785 One of the most notorious examples of the power of trade was the Silk Road.
    5786 
    5787 
    5788 Healer
    5789 Id.Class2:      Support
    5790 Id.Type:         UnitFoot; UnitNonMechanical; UnitSupport;
    5791 Armour.Crush:   ¦¦¦?
    5792 Armour.Hack:    ¦???
    5793 Armour.Pierce:  ¦???
    5794 Armour.Value:   ¦???
    5795 Create.CostFood:        ¦¦¦?
    5796 Create.Phase:    town
    5797 Formation.Category:      protected
    5798 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    5799 Heal.Rate:      ¦???
    5800 Health.Hitpoints:       ¦???
    5801 Health.Regen:   ¦???
    5802 Move.Speed:     ¦¦??
    5803 Population.Sub:  1
    5804 Vision.LOS:     ¦¦??
    5805 Special:         No Gather; Heal; No Gather; No Repair; No Attack;
    5806 History:
    5807 Medics/Healers were not a 'normal' member of society in the ancient world.
    5808 They were regarded as highly skilled or favoured by the gods.
    5809 In some societies these figures took on a reverence and/or leadership in thier communities.
    5810 Attending to community health issues wasn't just a job, but a lifestyle.
    5811 Skills could include: medicine, nature studies, chemistry, mathematics, and politics to name a few.
    5812 
    5813 
    5814 
    5815 List: Entities: Player: Units 4 of 5 (Siege)
    5816 
    5817 UNITS
    5818 
    5819 ¦¦¦¦ = all
    5820 ¦¦¦? = high
    5821 ¦¦?? = medium
    5822 ¦??? = low
    5823 ???? = none
    5824 SIEGE ENGINES
    5825 
    5826 Onager
    5827 Id.Class2:       Mechanical
    5828 Id.Class3:       Siege
    5829 Id.Type:         UnitMechanical; UnitSiege; UnitRanged;
    5830 Armour.Crush:   ¦???
    5831 Armour.Hack:    ¦???
    5832 Armour.Pierce:  ¦¦??
    5833 Armour.Value:   ¦???
    5834 Attack.Accuracy:        ¦¦??
    5835 Attack.Crush:   ¦¦??
    5836 Attack.Damage:  ¦¦¦?
    5837 Attack.Hack:    ¦¦??
    5838 Attack.Pierce:  ¦¦??
    5839 Attack.Range:   ¦¦??
    5840 Attack.Speed:   ¦???
    5841 Attack.Primary:  UnitCitizenSoldiers
    5842 Attack.Secondary:        StructureDefensive
    5843 Create.CostOre: ¦¦??
    5844 Create.CostStone:       ¦¦??
    5845 Create.CostWood:        ¦¦¦?
    5846 Create.Phase:    town
    5847 Formation.Category:      ranged
    5848 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    5849 Health.Hitpoints:       ¦???
    5850 Move.Speed:     ¦???
    5851 Population.Sub:  4
    5852 Special:         Splash Damage;
    5853 
    5854 
    5855 Ballista
    5856 Id.Class2:       Mechanical
    5857 Id.Class3:       Siege
    5858 Id.Type:         UnitMechanical; UnitSiege; UnitRanged;
    5859 Armour.Crush:   ¦???
    5860 Armour.Hack:    ¦???
    5861 Armour.Pierce:  ¦¦??
    5862 Armour.Value:   ¦???
    5863 Attack.Accuracy:        ¦???
    5864 Attack.Crush:   ????
    5865 Attack.Damage:  ¦¦¦?
    5866 Attack.Hack:    ¦¦??
    5867 Attack.Pierce:  ¦¦??
    5868 Attack.Range:   ¦¦¦?
    5869 Attack.Speed:   ¦???
    5870 Attack.Primary:  UnitCavalry
    5871 Attack.Secondary:        UnitInfantry
    5872 Create.CostOre: ¦¦¦?
    5873 Create.CostWood:        ¦¦??
    5874 Create.Phase:    town
    5875 Formation.Category:      ranged
    5876 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    5877 Health.Hitpoints:       ¦???
    5878 Move.Speed:     ¦???
    5879 Population.Sub:  4
    5880 Special:       
    5881 
    5882 
    5883 Ram
    5884 Id.Class2:       Mechanical
    5885 Id.Class3:       Siege
    5886 Id.Type:         UnitMechanical; UnitSiege; UnitMelee;
    5887 Armour.Crush:   ¦???
    5888 Armour.Hack:    ¦???
    5889 Armour.Pierce:  ¦¦¦?
    5890 Armour.Value:   ¦¦¦?
    5891 Attack.Crush:   ¦¦¦?
    5892 Attack.Damage:  ¦¦¦?
    5893 Attack.Hack:    ????
    5894 Attack.Pierce:  ????
    5895 Attack.Speed:   ¦¦??
    5896 Attack.Primary:  StructureDefensive
    5897 Attack.Secondary:        Structure
    5898 Create.CostOre: ¦???
    5899 Create.CostWood:        ¦???
    5900 Create.Phase:    town
    5901 Formation.Category:      ranged
    5902 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    5903 Health.Hitpoints:       ¦¦¦?
    5904 Move.Speed:     ¦???
    5905 Population.Sub:  2
    5906 Special:       
    5907 
    5908 
    5909 
    5910 List: Entities: Player: Units 5 of 5 (Ships)
    5911 
    5912 UNITS
    5913 
    5914 ¦¦¦¦ = all
    5915 ¦¦¦? = high
    5916 ¦¦?? = medium
    5917 ¦??? = low
    5918 ???? = none
    5919 SHIPS Note: See the Visible Garrisoning quote under Traits.Garrison for details about garrisoned entities and the special behaviour of ships.
    5920 
    5921 Merchant Ship
    5922 Id.Class2:       Mechanical
    5923 Id.Class3:       Ship
    5924 Id.Type:         UnitMechanical; UnitShips;
    5925 Armour.Crush:   ¦???
    5926 Armour.Hack:    ¦???
    5927 Armour.Pierce:  ¦¦??
    5928 Armour.Value:   ¦???
    5929 Create.CostWood:        ¦¦??
    5930 Create.Phase:    town
    5931 Formation.Category:      protected
    5932 Formation.Type:  box; column_c; column_o; line_c; line_o;
    5933 Garrison.Capacity:       15;
    5934 Garrison.EjectHealth:    10%;
    5935 Garrison.PropList:       Trader; UnitInfantry; UnitHero;
    5936 Garrison.PropPoints:     (3);
    5937 Garrison.Type:   (All but ships:) UnitCitizenSoldier; UnitSupport; UnitSiege; UnitSuper; UnitHero;
    5938 Health.Hitpoints:       ¦???
    5939 Move.Speed:     ¦¦??
    5940 Special:        Action.Trade between Docks when a Trader is aboard.
    5941 
    5942 
    5943 Light Warship
    5944 Id.Class2:       Mechanical
    5945 Id.Class3:       Ship
    5946 Id.Type:         UnitMechanical; UnitWarShips; UnitShips;
    5947 Armour.Crush:   ¦???
    5948 Armour.Hack:    ¦???
    5949 Armour.Pierce:  ¦¦??
    5950 Armour.Value:   ¦???
    5951 Attack.Crush:   ¦¦¦¦
    5952 Attack.Damage:  ¦???
    5953 Attack.Speed:   ¦???
    5954 Attack.Primary:  ships
    5955 Create.CostOre: ¦???
    5956 Create.CostWood:        ¦¦??
    5957 Create.Phase:    town
    5958 Formation.Category:      melee
    5959 Formation.Type:  box; column_c; column_o; line_c; line_o;
    5960 Garrison.Capacity:       20;
    5961 Garrison.EjectHealth:    10%;
    5962 Garrison.PropList:       UnitInfantry; UnitSiege; UnitHero;
    5963 Garrison.PropPoints:     (4);
    5964 Garrison.Type:   UnitCitizenSoldier; UnitSiege; UnitSuper; UnitHero;
    5965 Health.Hitpoints:       ¦???
    5966 Move.Speed:     ¦¦¦?
    5967 Special:         Ram Attack (Splash Damage);
    5968 
    5969 
    5970 Medium Warship
    5971 Id.Class2:       Mechanical
    5972 Id.Class3:       Ship
    5973 Id.Type:         UnitMechanical; UnitWarShips; UnitShips;
    5974 Armour.Crush:   ¦???
    5975 Armour.Hack:    ¦???
    5976 Armour.Pierce:  ¦¦??
    5977 Armour.Value:   ¦¦??
    5978 Attack.Crush:   ¦¦¦¦
    5979 Attack.Damage:  ¦¦??
    5980 Attack.Speed:   ¦???
    5981 Attack.Primary:  ships
    5982 Create.CostOre: ¦¦??
    5983 Create.CostWood:        ¦¦??
    5984 Create.Phase:    town
    5985 Formation.Category:      melee
    5986 Formation.Type:  box; column_c; column_o; line_c; line_o;
    5987 Garrison.Capacity:       25;
    5988 Garrison.EjectHealth:    10%;
    5989 Garrison.PropList:       UnitInfantry; UnitSiege; UnitHero;
    5990 Garrison.PropPoints:     (8);
    5991 Garrison.Type:   UnitCitizenSoldier; UnitSiege; UnitSuper; UnitHero;
    5992 Health.Hitpoints:       ¦¦??
    5993 Move.Speed:     ¦¦??
    5994 Special:        Ram Attack (Splash Damage);
    5995 
    5996 
    5997 Heavy Warship
    5998 Id.Class2:       Mechanical
    5999 Id.Class3:       Ship
    6000 Id.Type:         UnitMechanical; UnitWarShips; UnitShips;
    6001 Armour.Crush:   ¦???
    6002 Armour.Hack:    ¦???
    6003 Armour.Pierce:  ¦¦??
    6004 Armour.Value:   ¦¦¦?
    6005 Attack.Crush:   ¦¦¦¦
    6006 Attack.Damage:  ¦¦¦?
    6007 Attack.Speed:   ¦???
    6008 Attack.Primary:  ships
    6009 Create.CostOre: ¦¦¦?
    6010 Create.CostWood:        ¦¦¦?
    6011 Create.Phase:   town
    6012 Formation.Category:     melee
    6013 Formation.Type: box; column_c; column_o; line_c; line_o;
    6014 Garrison.Capacity:       30;
    6015 Garrison.EjectHealth:    10%;
    6016 Garrison.PropList:       UnitInfantry; UnitSiege; UnitHero;
    6017 Garrison.PropPoints:     (12);
    6018 Garrison.Type:   UnitCitizenSoldier; UnitSiege; UnitSuper; UnitHero;
    6019 Health.Hitpoints:       ¦¦¦?
    6020 Move.Speed:     ¦???
    6021 Special:        1 per Civic Centre; Ram Attack (Splash Damage);
    6022 
    6023 
    6024 
    6025 List: Maps: Intro
    6026 
    6027 MAPS
    6028 
    6029 Environmental Objects Workbook
    6030 
    6031 More information in archived threads:
    6032 Fauna
    6033 Geological
    6034 Plants
    6035 Trees
    6036 
    6037 1. MAP SIZES
    6038 
    6039 
    6040 
    6041 Diagram of Compared Map Sizes (Michael Hafer)
    6042 
    6043 Terrain maps come in the following four sizes. The following numbers are based upon "tiles" as in AoK, but will ultimately use own system of scale once it is established. The important thing to note is that the players are receiving roughly the same area of real-estate as the map size increases. Again, the numbers are arbitrary and used for demonstration.
    6044 
    6045 * Small 144*144 tiles for a total of 20,736 tiles or 10,368 tiles per player (2).
    6046 * Medium 176*176 tiles for a total of 30,976 tiles or 10,325 tiles per player (3).
    6047 * Large 208*208 tiles for a total of 43,264 tiles or 10,816 tiles per player (4).
    6048 * Huge 272*272 tiles for a total of 73,984 tiles or 12,331 tiles per player (6).
    6049 
    6050 Here are the design interests on map size:
    6051 
    6052 * Small (normally a 2-player map): 2-6 Settlements.
    6053 * Medium (normally a 3-player map): 2-9 Settlements.
    6054 * Large (normally a 4-player map): 2-12 Settlements.
    6055 * Huge (normally a 6-player map): 2-18 Settlements.
    6056 
    6057 Note that the size of the map does not limit the number of players. 2-6 players can play on any map size.
    6058 
    6059 With exception to Emigration and Nomadic game types, each map is required to have a minimum of one Settlement on the map in addition to a starting Civ Centre. Emigration game begins with only a single Civ Centre for each player. Nomadic game type maps have no starting Civ Centre). That is the base minimum (unless it is a custom scenario with a tactical objective). The host may then in his settings decide how many empty settlements he wants on the map (0-2 when the maximum number of people are playing the map). However, less players could potentially = more vacant settlements.
    6060 
    6061 2. MAP GENERATION
    6062 
    6063 Representation of biome elevation profiles
    6064 
    6065 Maps are either generated by a Random Map Script (RMS) or custom-built from scratch in the Scenario Editor (either using a randomly generated map as a starting point, or beginning with a blank land or water map).
    6066 
    6067 Either way, a Scenario (map) is generated, which can then be saved and strung together into a Campaign.
    6068 
    6069 2.1. Biomes in Random Map Scripts
    6070 
    6071 The different types of Random Map Scripts each define a filtered packet of elevation meshes for land Lowlands, Midlands and Highlands and Ocean Floor, terrain textures, and geology, fauna and flora objects that portray certain geographical regions, called a biome. Elevation range, terrain textures, and environmental gaia objects are specified and standardised for 'regular' RMS map categories/types (See: paragraphs 3.1 through 3.9, below) to be developed and supplied with the game. Climate (type, severity, and likelihood of weather) is also factored into the biome.
    6072 
    6073 Since the assets available in a Scenario are filtered by the Random Map Script, this reduces the number of assets that have to be loaded into the memory.
    6074 
    6075 The scenario designer or map scriptor may also select up to 10 Special Objects from those available for inclusion in the design of a customised scenario or a customised RMS map (although Special Objects are not included in regularised RMS mapscript biomes).
    6076 
    6077 However in the Scenario Editor, the player can filter by a particular biome, or pick and mix as he prefers (as long as the end result doesn't exceed maximum system requirements). Biome restrictions can also be disabled in the advanced settings of the Scenario Editor, but at risk of being unstable to the end user.
    6078 
    6079 Users will also be able to create their own custom biome packs from custom created textures and gaia objects or from the developer's content.
    6080 
    6081 A biome pack is assembled from:
    6082 
    6083 Elevation Meshes
    6084 
    6085 * Primary Elevation - Typically alloted to land Lowlands--elevation basically at 'sea level' with only slight variation in rise and fall of the terrain mesh to +1 elevation. If Seasons are selected, terrain patch presentation may visually change dynamically.
    6086 
    6087 * Secondary Elevation - Typically alloted to land Midlands--elevation basically hilly terrain with moderate rise and fall of terrain mesh. If Seasons are selected, terrain patch presentation may visually change dynamically.
    6088 
    6089 * Tertiary Elevation - Typically alloted to land Highlands--elevation typically mountainous terrain with higher rise and fall of terrain mesh to approximately twice that of Secondary texture mesh. If Seasons are selected, terrain patch presentation may visually change dynamically.
    6090 
    6091 * Quaternary Elevation - Typically for Water textures--elevation essentially at 'sea level' unless scripted to fall amongst Midlands as lakes. In some instances if Seasons are selected, terrain patch(es) may change dynamically, e.g., water turns to solid ice that units may move on during Winter.
    6092 
    6093 Terrain Textures
    6094 
    6095 * Land Terrain Texture - Specifies the principal textures that will be applied to 'open land' that is not covered by another texture type(s), typically Dirt, Grass, etc...
    6096 
    6097 * Water Color and Sub-Surface Texture - Typically specifies color and sub-surface terrain texture for oceans, lakes, and rivers. and lays the course on land terrains for rivers and streams at any elevations as may be defined as specified to a map category/type biome.
    6098 
    6099 * Beach Texture - Typically defining the division between Primary and Quaternary Texture though may in some instances present between Quaternary and either Secondary or Tertiary if those are scripted at some location to appear coadjacent to Quaternary; may also be scripted to appear coadjacent with River texture.
    6100 
    6101 * Intermediate Texture - Typically used to blend different gaia patches placed upon a texture as base terrains on land so that transition is pleasing to the eye.
    6102 
    6103 * Undergrowth Texture - Typically those Forest Floor texture(s) that are appropriate to map category/type with respect to elevation as specified. If Seasons are selected, undergrowth presentation may change dynamically.
    6104 
    6105 * Extra Texture - Provides for an additional Texture(s) to be scripted to Primary (Lowlands), or Seconday (Midlands), or Tertiary (Highlands) textures, or for the placement of Special Objects on a custom Scenario or custom RMS map at any of those elevations.
    6106 
    6107 A specified number of Terrain Objects may be scripted to the various texture types, dependent upon the prescribed map biome.
    6108 
    6109 Each map biome is normally limited to a total combination of textural patch and gaia object types that will range from 100 to 120 in number, based upon 10 'gaia objects' per Texture, or up to 12 if Extra Textures are not utilised/specified.
    6110 
    6111 
    6112 Examples: (hypothetical mapscript biome packet)
    6113 
    6114 Land Terrain Textures:
    6115 Assortment of 10~12 (dirt, sand, gress, etc...)
    6116 ----- Dirt 2
    6117 ----- Dirt 4
    6118 ----- Sand 1
    6119 ----- Grass 5
    6120 ----- Etc.
    6121 
    6122 Water Terrain Textures:
    6123 Assortment of 10~12 (ocean and riverine)
    6124 ----- Ocean 1
    6125 ----- Ocean 2
    6126 ----- Ocean 3
    6127 ----- River 1
    6128 ----- River 2
    6129 ----- River 3
    6130 ----- River 7
    6131 ----- Ice 2
    6132 ----- Etc.
    6133 
    6134 Geological Objects:
    6135 Assortment of 10~12 (rocks, waterfalls, mountain peaks, etc...)
    6136 ----- Settlement (special utility object)
    6137 ----- Rock 2 (consumeable stone)
    6138 ----- Rock 4 (nonconsumeable eye candy)
    6139 ----- Ore 1 (gravel)
    6140 ----- Ore 2 (vein)
    6141 ----- Cliff 3 (low--Lowlands to Midlands)
    6142 ----- Cliff 4 (high--Lowlands to Highlands)
    6143 ----- Waterfall 1 (low--Lowlands to Midlands or Midlands to Highlands)
    6144 ----- Mountain 5 (mesa--Highlands)
    6145 ----- Mountain 7 (pinnacle--Highlands)
    6146 ----- Mountain 9 (smoking shield volcano--Midlands)
    6147 ----- Etc...
    6148 
    6149 Flora Tree Objects:
    6150 Assortment of 10~12 (palms, evergreens, deciduous, etc...)
    6151 ----- Tree 01 (Lowlands)
    6152 ----- Tree 05 (Lowlands, Midlands)
    6153 ----- Tree 15 (Midlands, Highlands)
    6154 ----- Tree 22 (Midlands)
    6155 ----- Etc...
    6156 
    6157 Flora Plant Objects:
    6158 Assortment of 10~12 (bushes, flowers, etc...)
    6159 ----- Primary Plant - (some may wish to allot this as lowland)
    6160 ----- Secondary Plant - (some may wish to allot this as midland)
    6161 ----- Tertiary Plant - (some may wish to allot this as highland)
    6162 ----- Etc...
    6163 
    6164 Fauna Objects:
    6165 Assortment of 10~12 (animals, birds, etc...)
    6166 ----- Violent Animal 3
    6167 ----- Aggressive Animal 2
    6168 ----- Passive Animal 1
    6169 ----- Passive Animal 4
    6170 ----- Bird 3
    6171 ----- Bird 5
    6172 ----- Fish 1
    6173 ----- Etc...
    6174 
    6175 In a perfect world, the player would be able to totally change the appearance of a map by simple applying a new biome to his map.
    6176 
    6177 2.2. Custom Random Map Scripts
    6178 
    6179 Scripters can create their own Random Map scripts, although we will have to establish standards of filtering to ensure performance doesn't suffer from combinations of new and old objects. Generated Scenarios will be performance-tested when created for this reason.
    6180 
    6181 <span class='edit'>This post has been edited by Acumen: Nov 17 2004, 03:34 AM</span>
    6182 
    6183 
    6184 List: Maps: Polar
    6185 
    6186 3.8. Polar
    6187 
    6188 * Region:
    6189 
    6190 * Characteristics:
    6191 (see Northern Lights)
    6192 
    6193 * Typical Polar type variations:
    6194 * (none)
    6195 
    6196 * Packeting Parameters:
    6197 *Elevation Meshes
    6198 - Primary (Lowlands).
    6199 - Secondary (Midlands).
    6200 - Quaternary (Ocean Floor).
    6201 *Terrain Textures
    6202 - DIRT1
    6203 - GRASS8
    6204 - SNOW1
    6205 - SNOW2
    6206 - SNOW3
    6207 - FORFLOOR8
    6208 - WATER1
    6209 - WATER2
    6210 - WATER3
    6211 - RIVER2
    6212 - RIVER3
    6213 - RIVER4
    6214 - RIVER5
    6215 - ICE1
    6216 - ICE2
    6217 *Flora Tree Objects
    6218 - TREE21
    6219 - TREE41
    6220 *Flora Plant Objects
    6221 - (none)
    6222 *Fauna Objects
    6223 - ANIMAL6
    6224 - ANIMAL13
    6225 - ANIMAL14
    6226 - ANIMAL20
    6227 - ANIMAL22
    6228 - ANIMAL23
    6229 - ANIMAL24
    6230 - ANIMAL35
    6231 - ANIMAL42
    6232 - ANIMAL43
    6233 *Geological Objects
    6234 - GEOLOGICAL1
    6235 - GEOLOGICAL3
    6236 - GEOLOGICAL4
    6237 - GEOLOGICAL5
    6238 - GEOLOGICAL6
    6239 - GEOLOGICAL7
    6240 - GEOLOGICAL12
    6241 - GEOLOGICAL20
    6242 - GEOLOGICAL24
    6243 - GEOLOGICAL25
    6244 - GEOLOGICAL26
    6245 
    6246 Polar Land types:
    6247 * (none)
    6248 
    6249 Polar Water types:
    6250 3.8.1. Northern Lights
    6251 
    6252 - Polar is a tough map to play, characterised by ubiquitous ice and snow, with some bits or passages of open water only during summer.
    6253 - If seasons enabled, snow 'melts' in patches on land during a relatively brief summer.
    6254 - If seasons are not enabled, it remains icebound all year.
    6255 - If seasons are enabled, when the ice freezes up any ships on the water are frozen in place until the following summer thaw.
    6256 - The weather is often bad, with blowing snow decreasing visibility except in summer; as the arctic is actually arid it never rains in summer.
    6257 - Topographically it can have both hills and cliffs on land and pressure ridges in the ice over water (that bar passage on the ice).
    6258 - Note that Polar biome maps are limited to elevation height of mid-level and below.
    6259 - There is virtually no forest on this map and that only very sparse conifer such as small fir or deciduous larch, usually snow covered--so Wood must soon be purchased at the Trade Centre.
    6260 - It is well enough populated by polar bear, seal and walrus on or near the beach during Summer or resting or moving about atop frozen sea surface and ice islands or floes during Winter, and caribou/reindeer on land in occasional herds at any time of the year.
    6261 - Polar Bears can definitely be a hazard to hominid units on this map.
    6262 - Stone and ore can be found in a normal quantity on the map except that ore can only be found in seams on exposed slope faces; mining or quarrying of any resource stops during winter as the weather is just 'too bad'.
    6263 - Spring, summer and autumn are short seasons on this map, it is winter half of the time.
    6264 - This is a watermap in its northern extremities, though it is only marginally navigable in places for part of the year after the ice breaks up and before it 'sets in' again.
    6265 - Civ Territories divided proportionately as appropriate to the map.
    6266 
    6267 
    6268 List: Maps: Tropic
    6269 
    6270 3.9. Tropic
    6271 
    6272 * Region:
    6273 
    6274 * Characteristics:
    6275 - Characterised by jungle with lots of forests and and usually open clearings/passage ways.
    6276 - Has an abundance of animal life on it, including dangerous ones.
    6277 - Abundantly endowed with wood, but except in one case, Paradise Lost, it is always a surprise as to how well endowed the tropic map will be with either stone or ore.
    6278 - Except for rain forest types that are always wet or have rainfall at any season, is characterised weather-wise as having only 2 seasons in the year, "summer" as the dry one and "winter" as the rainy one, divided equally.
    6279 
    6280 * Typical Tropic type variations:
    6281 *Fortress Paradise Lost
    6282 *Nomadic
    6283 *Herocide
    6284 
    6285 * Packeting Parameters:
    6286 *Elevation Meshes
    6287 - Primary (Lowlands).
    6288 - Secondary (Midlands).
    6289 - Tertiary (Highlands).
    6290 - Quaternary (Ocean Floor).
    6291 *Terrain Textures
    6292 - DIRT1
    6293 - DIRT3
    6294 - GRASS9
    6295 - SAND2
    6296 - FORFLOOR9
    6297 - ROAD1
    6298 - ROAD2
    6299 - WATER1
    6300 - WATER2
    6301 - WATER3
    6302 - RIVER2
    6303 - RIVER3
    6304 - RIVER4
    6305 - RIVER5
    6306 - RIVER7
    6307 *Flora Tree Objects
    6308 - TREE3
    6309 - TREE13
    6310 - TREE15
    6311 - TREE19
    6312 - TREE24
    6313 - TREE39
    6314 - TREE42
    6315 *Flora Plant Objects
    6316 - PLANT1
    6317 - PLANT4
    6318 - PLANT5
    6319 - PLANT11
    6320 - PLANT15
    6321 - PLANT16
    6322 - PLANT17
    6323 - PLANT18
    6324 - PLANT20
    6325 - PLANT21
    6326 *Fauna Objects
    6327 - ANIMAL1
    6328 - ANIMAL3
    6329 - ANIMAL4
    6330 - ANIMAL7
    6331 - ANIMAL11
    6332 - ANIMAL14
    6333 - ANIMAL15
    6334 - ANIMAL16
    6335 - ANIMAL26
    6336 - ANIMAL32
    6337 - ANIMAL33
    6338 - ANIMAL35
    6339 - ANIMAL36
    6340 - ANIMAL40
    6341 - ANIMAL41
    6342 - ANIMAL42
    6343 - ANIMAL43
    6344 *Geological Objects
    6345 - GEOLOGICAL1
    6346 - GEOLOGICAL3
    6347 - GEOLOGICAL4
    6348 - GEOLOGICAL5
    6349 - GEOLOGICAL6
    6350 - GEOLOGICAL7
    6351 - GEOLOGICAL8
    6352 - GEOLOGICAL12
    6353 - GEOLOGICAL15
    6354 - GEOLOGICAL19
    6355 - GEOLOGICAL22
    6356 - GEOLOGICAL23
    6357 - GEOLOGICAL27
    6358 
    6359 Tropic Land types:
    6360 3.9.1. Cameroon
    6361 
    6362 - Characterised by the deepest, densest, darkest 'rain forest' jungle terrain.
    6363 - Foot units cannot move through forest on this map.
    6364 - Raining miserably most of the time with few periods of bright sunshine, the ground is a saturated sponge that slows movement.
    6365 - A dense jungle 'knock-off' of Black Forest in AoK otherwise having much the same characteristics.
    6366 3.9.2. Paradise Lost
    6367 
    6368 - Represents the legendary Lost Mines of Solomon region of the Great Rift Valley of East Africa.
    6369 - Characterised by occasional high mountains.
    6370 - Includes volcanoes and cliff escarpments.
    6371 - Includes waterfalls, rivers, lakes that are usually connected by the rivers.
    6372 - Open areas of meadow prolifically populated by animals for food along with some that are dangerous.
    6373 - Dense and highly floriferous forests.
    6374 - Perpetual springtime or summer with frequent but not overwhelming rains during winter (that lasts half the year).
    6375 - Well endowed with all resources wood, stone and ore.
    6376 - This map is the highest resourced and most eye-candied map in the regular game.
    6377 
    6378 Tropic Water types:
    6379 3.9.3. Congo River
    6380 
    6381 - Characterised by a large broad river running through the basically flatland map, with navigable tributaries running off it to either side.
    6382 - Dense jungle terrains and clearings to either side of the rivers.
    6383 - This map must be played as a watermap as there are no passages between clearings and settlement areas which are accessible only via waterways.
    6384 - There are no shallows, rapids, or waterfalls on the broad Congo River or its relatively large tributaries to bar watercraft passage.
    6385 - It can rain pretty frequently year-round on this map but not to the extent of that seen on Cameroon; it is always 'green'.
    6386 - Crocodiles can occasionally be a hazard to hominid units on this map immediately adjacent to and along watercourse banks.
    6387 
    6388 
    6389 List: Maps: Types: Alpine
    6390 
    6391 3. BIOME CATEGORIES AND TYPES
    6392 
    6393 (Concept Art by Michael Hafer)
    6394 
    6395 These biomes represent real world geographical features that are appropriate environments for the game's civilisations.
    6396 
    6397 Excluding the special cases Polar, Tropical and Special, they lend an aura of historical authenticity to the game world.
    6398 
    6399 Though not exhaustive, they are the recommended list for first release of the game.
    6400 
    6401 3.1. Alpine
    6402 
    6403 * Region: Central European “Alps”, Southwestern European "Pyrenees", or North African “Atlas”, "Caucasus", mountain and valley.
    6404 
    6405 * Characteristics:
    6406 - Few broad open spaces for building large structures except relatively close about Civ Centres and in a few other places.
    6407 - Snow covered peaks and much in the way of coniferous forest, some broadleaf deciduous forest.
    6408 - Can snow at any season of the year except summer; rains periodically during summer.
    6409 - If Seasons are not selected, Summer is the default and the map is very green.
    6410 - Can have rivers and streams in the valleys or feeding into them including rapids, rocky fords, and cataract waterfalls, or lakes large and small.
    6411 - Alpine is typically heavy in wood, stone and ore, and moderately well populated with animals near forest and in meadows at all levels.
    6412 - An excellent defensive map as avenues of approach can be blocked by defensive structures.
    6413 - This map is a land map or water map that could have some sea water on it if valleys opened out onto sea on both sides.
    6414 - This map may have valleys running coadjacent with passes through the mountains connecting them, or passes connecting stream watersheds running both east and west down from the centre.
    6415 
    6416 * Typical Alpine type variations:
    6417 *Alpine Fortress (characterised by having fortresses located at the ends of long lakes on Alpine Lakes)
    6418 *Fortress (any)
    6419 *Nomadic
    6420 *Herocide
    6421 
    6422 * Packeting Parameters:
    6423 *Elevation Meshes
    6424 - Primary (Lowlands).
    6425 - Secondary (Midlands).
    6426 - Tertiary (Highlands).
    6427 - Quaternary (Ocean Floor).
    6428 *Terrain Textures
    6429 - DIRT1
    6430 - GRASS1
    6431 - SAND2
    6432 - FORFLOOR1
    6433 - ROAD1
    6434 - ROAD2
    6435 - WATER1
    6436 - WATER2
    6437 - WATER3
    6438 - RIVER1
    6439 - RIVER2
    6440 - RIVER3
    6441 - RIVER4
    6442 - RIVER5
    6443 *Flora Tree Objects
    6444 - TREE8
    6445 - TREE12
    6446 - TREE23
    6447 - TREE25
    6448 - TREE26
    6449 - TREE29
    6450 - TREE30
    6451 - TREE36
    6452 - TREE37
    6453 - TREE41
    6454 - TREE42
    6455 *Flora Plant Objects
    6456 - PLANT3
    6457 - PLANT4
    6458 - PLANT5
    6459 - PLANT7
    6460 - PLANT9
    6461 - PLANT17
    6462 - PLANT18
    6463 *Fauna Objects
    6464 - ANIMAL6
    6465 - ANIMAL8
    6466 - ANIMAL9
    6467 - ANIMAL14
    6468 - ANIMAL17
    6469 - ANIMAL19
    6470 - ANIMAL21
    6471 - ANIMAL25
    6472 - ANIMAL29
    6473 - ANIMAL30
    6474 - ANIMAL35
    6475 - ANIMAL37
    6476 - ANIMAL38
    6477 - ANIMAL42
    6478 - ANIMAL43
    6479 *Geological Objects
    6480 - GEOLOGICAL1
    6481 - GEOLOGICAL3
    6482 - GEOLOGICAL4
    6483 - GEOLOGICAL5
    6484 - GEOLOGICAL6
    6485 - GEOLOGICAL7
    6486 - GEOLOGICAL8
    6487 - GEOLOGICAL12
    6488 - GEOLOGICAL13
    6489 - GEOLOGICAL14
    6490 - GEOLOGICAL18
    6491 - GEOLOGICAL26
    6492 
    6493 * Alpine Land types:
    6494 3.1.1. Alpine Valleys
    6495 
    6496 
    6497 http://wildfiregames.com/~gamedesign/maps/...leys001-sml.jpg
    6498 - Arranged along an east-west axis.
    6499 - Might have small streams feeding to or running the length of valleys in which waterfalls and rocky fords interrupt riverine transport.
    6500 - Frequent shallows including rocky fords for crossing.
    6501 - Passes through mountains from valley to valley are principal means of access to other Civ Territories.
    6502 - Civ Territories are divided at mountain passes and/or by tributary streams.
    6503 
    6504 * Alpine Water types:
    6505 3.1.2. Alpine Lakes
    6506 
    6507 - Traversing east-west.
    6508 - Characterised by high mountains bordering deep valleys strung with mountain streams and broader finger-like lakes.
    6509 - Will have fords but not have rocky fords crossing waterways that would bar the passage of watercraft from lake-to-lake along a simple or more complex waterway system.
    6510 - Some shallows for crossing.
    6511 - Lacks open land for building. Mostly at lakesides or along streams in valley bottoms and at passes through the high mountains.
    6512 - Civ Territories may be divided at mountain passes and or by the narrower tributary streams in valleys.
    6513 3.1.3. Pyrennean Sierra
    6514 
    6515 http://wildfiregames.com/~gamedesign/maps/...erra001-sml.jpg
    6516 http://www.wildfiregames.com/~gamedesign/m...Sierra-HRes.jpg
    6517 http://www.wildfiregames.com/~gamedesign/m...nean-Sierra.jpg
    6518 - Characterised by high mountainous spine crossing the centre of the map east-west.
    6519 - Flanked on both sides north and south by subalpine meadowlike terrain.
    6520 - Stream drainage with shallows for crossing coming off the mountains to either end of the range into an area of ocean that provides for two additional ways around the central massif.
    6521 - Civ Territories are divided by passes through the mountainous spine and/or stream courses leading off to either ocean body of water.
    6522 
    6523 
    6524 List: Maps: Types: Desert
    6525 
    6526 3.6. Desert
    6527 
    6528 * Region: This map replicates the deserts of the Sahara or Arabia and to some extent the Iranian plain.
    6529 
    6530 * Characteristics:
    6531 - A dry terrain map where it only rains in cloudbursts during the summertime and then only occasionally, or if locationally near the Nile delta very occasionally receive some light rains that blows in from the north during winter.
    6532 - It may be wide open with sparse clumps of palms primarily clustered about infrequent oasis type small lakes, marshes, muddy watering holes, or ponds, or strung along infrequent watercourses or in the mouths of canyons.
    6533 - Can have canyons and craggy rather barren ‘peaks’ spotted about.
    6534 - Sandy terrain is a major characteristic with some areas of dunes being evident.
    6535 - Desert is not well endowed with food or wood but is very well endowed with stone and ore.
    6536 - If it is scripted to have lots of canyons and cliffs on it, it is a highly defensible map; if not it is more wide open to attack than any other but Steppe and a very open Savannah.
    6537 - Desert may be either a land map or a water map with river crossing or seas adjacent to the land.
    6538 
    6539 * Typical Desert type variations:
    6540 *Fortress
    6541 *Nomadic
    6542 *Herocide
    6543 
    6544 * Packeting Parameters:
    6545 *Elevation Meshes
    6546 - Primary (Lowlands).
    6547 - Secondary (Midlands).
    6548 - Tertiary (Highlands).
    6549 - Quaternary (Ocean Floor).
    6550 *Terrain Textures
    6551 - DIRT1
    6552 - DIRT2
    6553 - GRASS6
    6554 - SAND1
    6555 - SAND2
    6556 - SAND3
    6557 - FORFLOOR6
    6558 - ROAD1
    6559 - ROAD2
    6560 - WATER1
    6561 - WATER2
    6562 - WATER3
    6563 - RIVER2
    6564 - RIVER3
    6565 - RIVER4
    6566 - RIVER5
    6567 *Flora Tree Objects
    6568 - TREE1
    6569 - TREE4
    6570 - TREE32
    6571 - TREE33
    6572 - TREE34
    6573 - TREE39
    6574 - TREE40
    6575 - TREE41
    6576 - TREE42
    6577 *Flora Plant Objects
    6578 - PLANT2
    6579 - PLANT4
    6580 - PLANT5
    6581 - PLANT8
    6582 - PLANT14
    6583 *Fauna Objects
    6584 - ANIMAL3
    6585 - ANIMAL4
    6586 - ANIMAL9
    6587 - ANIMAL14
    6588 - ANIMAL16
    6589 - ANIMAL18
    6590 - ANIMAL21
    6591 - ANIMAL26
    6592 - ANIMAL27
    6593 - ANIMAL29
    6594 - ANIMAL30
    6595 - ANIMAL31
    6596 - ANIMAL34
    6597 - ANIMAL35
    6598 - ANIMAL39
    6599 - ANIMAL41
    6600 - ANIMAL42
    6601 - ANIMAL43
    6602 *Geological Objects
    6603 - GEOLOGICAL2
    6604 - GEOLOGICAL3
    6605 - GEOLOGICAL4
    6606 - GEOLOGICAL5
    6607 - GEOLOGICAL6
    6608 - GEOLOGICAL9
    6609 - GEOLOGICAL10
    6610 - GEOLOGICAL12
    6611 - GEOLOGICAL16
    6612 - GEOLOGICAL17
    6613 - GEOLOGICAL20
    6614 - GEOLOGICAL21
    6615 - GEOLOGICAL27
    6616 
    6617 Desert Land types:
    6618 3.6.1. Neareastern Badlands
    6619 
    6620 - The map is characterised by being a jumbled maze of cliffs, canyons, rugged and barren mountains and passages going every which way.
    6621 - It is probably the most defensible map in the regular game.
    6622 - Civ Territories are divided proportionately to terrain on the map.
    6623 3.6.2. Saharan Oases
    6624 
    6625 - Each civ's starting Civ Centres and settlements are positioned near an oasis spotted about an otherwise bleak and sandy desert that is wide-open to assault and depredation.
    6626 - Along with Steppe Anatolian Plateau, they are the 'fastest' maps in the regular game.
    6627 - Civ Territories are divided proportionately to terrain on the map.
    6628 3.6.3. Median Oasis
    6629 
    6630 - This map is a knock-off from the Oasis map in AoK.
    6631 - Civ Territories are divided by terrain features, principally cliffs and rugged vegetationally denuded highlands with passages through them, arranged like the spokes of a wheel around a large desert oasis.
    6632 - The map is fairly defensible and can be walled-in early on, though continued wood harvesting on a narrowed front may necessitate expanding them.
    6633 - Starting territorial Civ Centres are toward the centre where the land is generally better endowed with resources requisite to development.
    6634 - Settlements are 'outback' amongst somewhat rugged lands with the requisite resources to barely support each province-being quite short on wood and land capable of supporting farming.
    6635 - Resource locations are imbalanced, with the balance of animal life and wood resource being weighted toward the central oasis while the balance of stone and ore resources are weighted to the outback provinces.
    6636 
    6637 Desert Water types:
    6638 3.6.4. Nile Delta
    6639 
    6640 - The visual aspect of this map is that of a river entering from the bottom southern end of the map flowing northward expanding from the wrist into 5 fingers of the hand, thus dividing the land area on the map into 6 approximately equal parts (for as many as 6 Civ Territories).
    6641 - The end of the delta opens onto the Mediterranean Sea at the northern top edge of the map.
    6642 - There is a shallows crossing the Nile at the 'wrist' and another between each land segment further 'downriver'
    6643 - The map is reasonably defensible at crossings but also highly navigable and civ territories are subject to invasion across waterways.
    6644 - Crocodiles can occasionally be a hazard to hominid units on this map at fresh water shallows crossings or immediately adjacent to river banks.
    6645 - There are no marshlands in the delta so this map is highly amenable to farming.
    6646 - Civ Territories divided amongst the 'fingers' of the map proportionately to the number of players.
    6647 3.6.5. Nile River
    6648 
    6649 - Characterised as a water map only because the river is broad and in this case cannot be crossed by shallows, putting civs on either side of it at some disadvantage.
    6650 - If co-located to side with enemies, the only allied help that can come would have to transport across the river
    6651 - A good map for 3v3 teaming together or a good one for 1v1 initially defensive because of the breadth of the river.
    6652 - The river as the staff of life enters the map from the south falling over an impassable cataract waterfall (the 1st Cataract) then flows on northward to approximately where it would begin dividing in the delta but in this case terminates at the edge of the map.
    6653 - Crocodiles can occasionally be a hazard to hominid immediately adjacent to river banks.
    6654 - As is the case for oases type maps, animal and wood bearing resources as well as farmable land are imbalanced toward the waterside, diminishing away from it while the converse is true for mineral resources.
    6655 - Civ Territories are divided proportionately along either side of the river (this map won't play for 3-player).
    6656 - Starting Civ Centres are most likely to fall closer to the river than away from it with settlements out somewhat beyond.
    6657 
    6658 
    6659 List: Maps: Types: Mediterranean
    6660 
    6661 3.4. Mediterranean
    6662 
    6663 * Region: The largest inland sea; between Europe, Africa and Asia.
    6664 
    6665 * Characteristics:
    6666 - Runs the gamut from semi-tropical with palms and broad-headed pines at the lower elevation ...
    6667 - To fairly high mountains with pine, cypress, fir and oaks of all classes inbetween, palms and pine at low-level along the littoral.
    6668 - Though not heavily forested, has the broadest range of topography and resources on it.
    6669 - Not as wet as Temperature.
    6670 - Never snows except on the top of the highest peaks.
    6671 - Precipitation is predominant and fairly frequent but light during winter except for very occasional periods when it may gloomily rain for several days on end saturating the terrain, rare in early spring and late autumn and non-existent during summer.
    6672 - Long dry summers.
    6673 - Typically good for either attack or defense because of the mix of terrains regardless of type.
    6674 - Either a land map or a water map.
    6675 - Excellent for islands or archipelago map types.
    6676 - Mediterranean is the most versatile of the map categories and well balanced resource-wise.
    6677 
    6678 * Typical Mediterranean type variations:
    6679 *Fortress
    6680 *Nomadic
    6681 *Herocide
    6682 
    6683 * Packeting Parameters:
    6684 *Elevation Meshes
    6685 - Primary (Lowlands).
    6686 - Secondary (Midlands).
    6687 - Tertiary (Highlands).
    6688 - Quaternary (Ocean Floor).
    6689 *Terrain Textures
    6690 - DIRT1
    6691 - GRASS4
    6692 - SAND2
    6693 - FORFLOOR4
    6694 - ROAD1
    6695 - ROAD2
    6696 - WATER1
    6697 - WATER2
    6698 - WATER3
    6699 - RIVER1
    6700 - RIVER2
    6701 - RIVER3
    6702 - RIVER4
    6703 - RIVER5
    6704 - RIVER6
    6705 *Flora Tree Objects
    6706 - TREE2
    6707 - TREE6
    6708 - TREE7
    6709 - TREE9
    6710 - TREE10
    6711 - TREE11
    6712 - TREE12
    6713 - TREE14
    6714 - TREE16
    6715 - TREE17
    6716 - TREE18
    6717 - TREE20
    6718 - TREE23
    6719 - TREE25
    6720 - TREE27
    6721 - TREE28
    6722 - TREE38
    6723 - TREE41
    6724 - TREE42
    6725 *Flora Plant Objects
    6726 - PLANT1
    6727 - PLANT3
    6728 - PLANT4
    6729 - PLANT5
    6730 - PLANT10
    6731 - PLANT14
    6732 - PLANT17
    6733 - PLANT18
    6734 - PLANT19
    6735 *Fauna Objects
    6736 - ANIMAL3
    6737 - ANIMAL4
    6738 - ANIMAL6
    6739 - ANIMAL8
    6740 - ANIMAL9
    6741 - ANIMAL10
    6742 - ANIMAL14
    6743 - ANIMAL17
    6744 - ANIMAL19
    6745 - ANIMAL21
    6746 - ANIMAL25
    6747 - ANIMAL26
    6748 - ANIMAL27
    6749 - ANIMAL28
    6750 - ANIMAL29
    6751 - ANIMAL30
    6752 - ANIMAL32
    6753 - ANIMAL34
    6754 - ANIMAL35
    6755 - ANIMAL37
    6756 - ANIMAL39
    6757 - ANIMAL41
    6758 - ANIMAL42
    6759 - ANIMAL43
    6760 *Geological Objects
    6761 - GEOLOGICAL1
    6762 - GEOLOGICAL3
    6763 - GEOLOGICAL4
    6764 - GEOLOGICAL5
    6765 - GEOLOGICAL6
    6766 - GEOLOGICAL7
    6767 - GEOLOGICAL12
    6768 - GEOLOGICAL13
    6769 - GEOLOGICAL18
    6770 - GEOLOGICAL19
    6771 - GEOLOGICAL22
    6772 - GEOLOGICAL26
    6773 
    6774 QUOTE
    6775 <span style='font-size:15pt;line-height:100%'>Mediterranean Biome</span>
    6776 
    6777 <span style='font-size:14pt;line-height:100%'>Flora Trees</span>
    6778 
    6779 <span style='color:purple'>Purple</span> = Palms
    6780 <span style='color:red'>Red</span> = Evergreen Conifer
    6781 <span style='color:orange'>Orange</span> = Evergreen Leafed
    6782 <span style='color:green'>Green</span> = Deciduous Leafed
    6783 <span style='color:gray'>Gray</span> = Dead Trees
    6784 * = Priority
    6785 <s>Crossed out</s> = Completed
    6786 
    6787 Lowland
    6788 <span style='color:purple'>*02-MeditFan </span>
    6789 <span style='color:red'>*11-MaritimePine</span>
    6790 <span style='color:red'>10-ItalianCypress</span>
    6791 <span style='color:orange'>14-Carob</span>
    6792 <span style='color:orange'>17-Oleander</span>
    6793 <span style='color:orange'>20-Citron</span>
    6794 Lowland or Midland
    6795 <span style='color:orange'>*18-Olive</span>
    6796 <span style='color:green'>*27-Fig</span>
    6797 
    6798 Midlands
    6799 <span style='color:green'>23-CommonOak</span>
    6800 <span style='color:green'>28-LomPoplar</span>
    6801 <span style='color:green'>38-Grape</span>
    6802 Midlands or Highlands
    6803 <span style='color:orange'>*06-AleppoPine</span>
    6804 <span style='color:green'>*16-HollyOak</span>
    6805 Highlands
    6806 <span style='color:red'>*12-NordmannFir</span>
    6807 <span style='color:red'>07-AtlanticCedar</span>
    6808 <span style='color:red'>09-CedarOfLebanon</span>
    6809 <span style='color:green'>25-EuroBeech</span>
    6810 All
    6811 <span style='color:gray'>*41-DdConifer</span>
    6812 <span style='color:gray'>*42-DdLeafed</span>
    6813 <span style='font-size:14pt;line-height:100%'>Fauna Objects</span>
    6814 * = Essential to Biome
    6815 
    6816 Dangerous Non-Consumable
    6817 *06-Wolf
    6818 03-Lion
    6819 Dangerous Consumable
    6820 *08-AurochBull
    6821 *10-Boar
    6822 09-Bear
    6823 Fearfull & Passive Consumable
    6824 *17-Deer
    6825 *19-Pheasant
    6826 *21-Rabbit
    6827 Domestic
    6828 *25-AurochCow
    6829 *28-Pig
    6830 *29-Sheep
    6831 27-Goat
    6832 26-Chicken
    6833 Breeding
    6834 *30-Horse
    6835 *32-NoAfFoEle (???)
    6836 Cosmetic [eyecandy]
    6837 *37-Goose
    6838 *39-Hawk
    6839 35-Fish
    6840 34-Egret
    6841 41-Porpoise
    6842 42-Seagull
    6843 43-Vulture
    6844 <span style='font-size:14pt;line-height:100%'>Flora Objects</span>
    6845 
    6846 Acuatics
    6847 01-WaterLily
    6848 03-Cattails
    6849 04-SeaweedFl
    6850 05-SeaweedB
    6851 Bushes
    6852 10-Mediterran.
    6853 Cacti
    6854 14-PricklyPear
    6855 Ferns
    6856 
    6857 Wild Flowers
    6858 17-Daisy
    6859 18-Poppy
    6860 19-Artichoke
    6861 TallGrass
    6862 
    6863 <span style='font-size:14pt;line-height:100%'>Terrains</span>
    6864 Terrains are mostly finished though I want to make a few more for the Mediteranean set.
    6865 
    6866 <span style='font-size:14pt;line-height:100%'>Geological Objects</span>
    6867 Consumeable Rock
    6868 01,02-Rock
    6869 01-Boulder
    6870 Consumable Ore
    6871 03-Gravel
    6872 04-Vein
    6873 Other Rock
    6874 05-Bch.Pebble
    6875 06-Riv.Stones
    6876 Variable Cliff
    6877 07,09-Low
    6878 Water Feature
    6879 12-Rapids
    6880 13-Low Falls
    6881 Mountain Peak
    6882 18-Snowy Top
    6883 19-Forested
    6884 22-SmkVolc1
    6885 Settlement
    6886 26-Hellenic
    6887 
    6888 
    6889 
    6890 
    6891 
    6892 Mediterranean Land types:
    6893 3.4.1. Andalucia
    6894 
    6895 - Characterised as the Guadalquivir River and Valley meandering northeast to southwest on the diagonal across the map to its outlet on the Atlantic near Cadiz (Gades).
    6896 - Significant marshland to either side of the river delta, and island just off of the coast of the delta (site of Gades).
    6897 - Mountains to both sides of the fairly broad river valley.
    6898 - Main river navigable along its length.
    6899 - Some shallows crossings of the river and over tributary streams (though tributaries may have rocky fords).
    6900 - Some mountain valley and hilltop building spaces that are highly defensible while the river floodplain is basically flat and not very defensible.
    6901 - Civs territorially divided along the southeast and northwest sides of the main river.
    6902 (an alternative as 3.4.1a. could be Cisalpine Gaul or the Po River Valley that would have the foothills of the Alps to the north and Appenines to the south while the delta opens out onto the Adriatic Sea to the east)
    6903 
    6904 Mediterranean Water types:
    6905 3.4.2. Pillars of Hercules
    6906 
    6907 - Mediterranean landforms juxtaposed north and south to the Strait of Gibralter.
    6908 - Massive mountains representing the gates.
    6909 - Either the high Atlas to the South or the Sierra Nevada to the north.
    6910 - Ranges backing up to the edges of the map behind the coastal plain.
    6911 - Civs divided on either side of the strait as appropriate to the map.
    6912 3.4.3. Balearic Archipelago
    6913 
    6914 - Islands map constisting of 3 islands, the largest in the centre, on which player placement is randomised for all 3.
    6915 - Highest elevation in the centre of the centre island more-or-less balancing exploitable/buildable area amongst all 3.
    6916 - Civ Territories are divided proportionately to territory but may not be integral to a single island.
    6917 3.4.4. Cycladic Archipelago
    6918 
    6919 - Islands map constituted of many smallish islands in excess of the number of players, some of which can be volcanic.
    6920 - All islands have some kinds of resources and may have a settlement if it doesn't already have a starting Civ Centre.
    6921 - Civ Territories are divided proportionally on the map but are inclusive of more than one island.
    6922 3.4.5. Crete
    6923 
    6924 - Islands map with a longish very well resourced island oriented east-west on the lower half of the map and a number of scantily resourced 'cycladic' smaller islands arranged across the upper half of the map.
    6925 - Some of the larger cyclads may be volcanic in one form or another (active and inactive).
    6926 - The civs begin in the cyclads, each on its own small island with a starting Civ Centre, but then must emigrate to Crete to survive and expand.
    6927 - This map is the classic Emigration map in the game, a combination of Standard .rms and Nomadic).
    6928 3.4.6. Peloponnesos
    6929 
    6930 - A quasi-continental type map.
    6931 - Has two major land areas that are connected by only a very small narrow but barely navigable for passage by the largest of ships canal cutting through a 'land bridge' of no particular signifcance (unless it be towered-up) at about the centre of the map; the northerly one abuts the edge of the map while the southerly is surround by the sea and both are connected via shallows across the canal.
    6932 - Many deep bay and inlet indentations about the periphery of its coastlines both north and south portions; some small islands off the various coasts.
    6933 - Relatively mountainous with valleys extending inland from indentations and a few passes through the mountains.
    6934 - Civ Territories divided around the coast of the peninsula principally by mountain ranges extending from the interior down to the coastal cliffs and promontories.
    6935 3.4.7. Central Mediterranean
    6936 
    6937 - Characterised by mediterranean landform landmasses to the north and the south sides of the map representing the boot of Italy and Tunisia/Carthago.
    6938 - A large island rather triangularly shaped (base located on the east, apex to the west) located in the watermass between the two represents Sicily, having good defensible port locations geograpically at Syracuse, Messina, Palermo, and Motya/Lilybaeum (western tip).
    6939 - Much of the central islands coastline consists of cliff with few beaches interspersed making it a difficult place for landings from ships (except around Catania on the east side north of Syracuse).
    6940 - The central island always has an active volcanic mountain in its easternmost side (about centre near the coastline).
    6941 - Few smallish streams accessing hinterlands.
    6942 - Civ Territories divided on each land mass and island as appropriate to the map land proportions.
    6943 3.4.8 Corinthian Isthmus
    6944 
    6945 http://wildfiregames.com/~gamedesign/maps/...andetail001.jpg
    6946 - (based upon RF_Gandalf's Isthmus map done for AoK--in the mediterranean motiff)
    6947 - Civ Territories are divided north and south of the isthmus as appropriate to the map but the isthmus itself is a 'no man's land' belonging to none, and in this case the Corinthian canal doesn't exist.
    6948 3.4.9 Phoenician Levant
    6949 http://wildfiregames.com/~gamedesign/maps/...anlevant001.jpg
    6950 - Characterised by mediterranean landforms coastal-mountain-valleys arranged on the north-south axis on the right portion of the map.
    6951 - Represents the land-bridge crossroads of Israel, Lebanon, Syria between Egypt to the south and the Fertile Crescent and Anatolia to the northeast and north.
    6952 - Off the coast to the west is a fairly good sized island (eastern portion of) representing Cyprus which is initially uninhabited but well resourced especially in ore (was a tradtional source of copper--so it may be fought over).
    6953 - The Civ Territories are arranged in a north-south tier divided proportionally on the eastern landmass, the Levant, with starting Civ Centres placed at coastal 'port' locations within.
    6954 3.4.10. Latium
    6955 http://wildfiregames.com/~gamedesign/maps/3412-latium001.jpg
    6956 - Representative of the central section of Italy-
    6957 - The land runs north-south divided by a central range, the Appenines, with seacoasts on either side.
    6958 - Similar to RF_Gandalf's '2 Seas' map for AoK.
    6959 - This map is typical of central Italian typography, flora & fauna, and must always have an active volcano come up in the southwestern land quadrant not far from where the port of 'Naples' would be.
    6960 - Has a few small islands off either east or west coast in the sea.
    6961 - Civ Territories are divided by the Appenine spine to either side and proportionately north-south, and there are few narrow passes through the mountains connecting the sides.
    6962 
    6963 
    6964 List: Maps: Types: Savanna
    6965 
    6966 3.5. Savanna
    6967 
    6968 * Region:
    6969 
    6970 * Characteristics:
    6971 - An inter-zonal map between better watered mountain and desert or desert and tropic
    6972 - A map characterised by broadly spaced clumps of trees which are a mixture of oaken-leafed evergreen, deciduous baobab, palm type trees and scrub type plants
    6973 - Typically a rather flat plane map having an occasional hummock rises here and there.
    6974 - Relatively open but does have occasional ‘strag’ trees and rocky outcrops here and there.
    6975 - Note that Savanna biome maps are limited to elevation heights of mid-level and below, low-level.
    6976 - Rains are predominantly and frequently heavy in summer but never snows, dry 'winter' season.
    6977 - Savanna has very little water on it though it may have an occasional lake, stream, or river and dry sandy or muddy lakebeds with water holes; streams may run for wahile and then empty into shallow marshy lake having no outlet to the sea in some cases.
    6978 - It is very green during the rainy season and for awhile thereafter (Autumn) but rather sere at other times of the year.
    6979 - It is well endowed with animals including dangerous ones.
    6980 - Somewhat light on forest and stone but good for ore.
    6981 - Defensively or agressively the map may be fairly well balanced to open to agression.
    6982 
    6983 * Typical Savanna type variations:
    6984 *Fortress
    6985 *Nomadic
    6986 *Herocide
    6987 
    6988 * Packeting Parameters:
    6989 *Elevation Meshes
    6990 - Primary (Lowlands).
    6991 - Secondary (Midlands).
    6992 - Quaternary (Ocean Floor).
    6993 *Terrain Textures
    6994 - DIRT1
    6995 - DIRT3
    6996 - GRASS5
    6997 - SAND2
    6998 - FORFLOOR5
    6999 - ROAD1
    7000 - ROAD2
    7001 - WATER1
    7002 - WATER2
    7003 - WATER3
    7004 - RIVER1
    7005 - RIVER2
    7006 - RIVER3
    7007 - RIVER4
    7008 - RIVER5
    7009 - RIVER6
    7010 - RIVER7
    7011 *Flora Tree Objects
    7012 - TREE4
    7013 - TREE22
    7014 - TREE27
    7015 - TREE39
    7016 - TREE40
    7017 - TREE41
    7018 - TREE42
    7019 *Flora Plant Objects
    7020 - PLANT1
    7021 - PLANT2
    7022 - PLANT4
    7023 - PLANT5
    7024 - PLANT11
    7025 - PLANT17
    7026 - PLANT18
    7027 - PLANT22
    7028 *Fauna Objects
    7029 - ANIMAL1
    7030 - ANIMAL3
    7031 - ANIMAL4
    7032 - ANIMAL10
    7033 - ANIMAL11
    7034 - ANIMAL14
    7035 - ANIMAL15
    7036 - ANIMAL16
    7037 - ANIMAL18
    7038 - ANIMAL21
    7039 - ANIMAL26
    7040 - ANIMAL27
    7041 - ANIMAL28
    7042 - ANIMAL30
    7043 - ANIMAL32
    7044 - ANIMAL35
    7045 - ANIMAL36
    7046 - ANIMAL39
    7047 - ANIMAL40
    7048 - ANIMAL41
    7049 - ANIMAL42
    7050 - ANIMAL43
    7051 *Geological Objects
    7052 - GEOLOGICAL1
    7053 - GEOLOGICAL3
    7054 - GEOLOGICAL4
    7055 - GEOLOGICAL5
    7056 - GEOLOGICAL6
    7057 - GEOLOGICAL7
    7058 - GEOLOGICAL12
    7059 - GEOLOGICAL19
    7060 - GEOLOGICAL27
    7061 
    7062 Savanna Land types:
    7063 3.5.1. Sahel
    7064 
    7065 - Situated southside of the Atlas mountain range in North Africa.
    7066 - Is a somewhat open map having almost all of the characteristics stated above except for having no river of significant size.
    7067 - Civ Territories are divided as appropriate to the map.
    7068 
    7069 Savanna Water types:
    7070 3.5.2. Gambia River
    7071 
    7072 http://www.wildfiregames.com/~gamedesign/m...r-detail001.jpg
    7073 - Characterised by having a river running through it east to west opening out onto the Atlantic Ocean toward the western edge of the map.
    7074 - The river has a few shallows crossings and is loaded with crocodiless along its course.
    7075 - Riverside stone or ore seam gathering is fraught with danger.
    7076 - Civ Territories are divided proportionately north and south of along the course of the river).
    7077 
    7078 
    7079 List: Maps: Types: Semi-Arid
    7080 
    7081 3.7. Semi-Arid
    7082 
    7083 * Region: Represents such as the Mesopotamian or Fertile Crescent river valleys.
    7084 
    7085 * Characteristics:
    7086 - This map has all the characteristics of Desert except that it is a better watered map, therefore greener, and it rains more frequently in summer to include infrequently in winter.
    7087 - Usually better endowed with forest trees and animals and somewhat lesser endowed with stone, this map is very well endowed with ore making it a 'rich' land.
    7088 - Nor will this map have a lot of cliffs and canyons on it but instead broad river courses running through semi-arid lands and much land that is amenable to farming for some distance from fresh water courses.
    7089 - Note that the land “dries out” proceding away from a river.
    7090 - Also note that Semi-Arid biome maps are limited to elevations heights of mid-level and below, low-level about oases in the desert, or marshes, lakes and ponds that may appear at either side of a river course and not far from it.
    7091 - If there are parallel rivers on the map there are no uplands inbetween.
    7092 
    7093 * Typical Semi-Arid type variations:
    7094 *Fortress
    7095 *Nomadic
    7096 *Herocide
    7097 
    7098 * Packeting Parameters:
    7099 *Elevation Meshes
    7100 - Primary (Lowlands).
    7101 - Secondary (Midlands).
    7102 - Quaternary (Ocean Floor).
    7103 *Terrain Textures
    7104 - DIRT1
    7105 -DIRT2
    7106 - GRASS7
    7107 - SAND1
    7108 - SAND2
    7109 - FORFLOOR7
    7110 - ROAD1
    7111 - ROAD2
    7112 - WATER1
    7113 - WATER2
    7114 - WATER3
    7115 - RIVER1
    7116 - RIVER2
    7117 - RIVER3
    7118 - RIVER4
    7119 - RIVER5
    7120 - RIVER6
    7121 *Flora Tree Objects
    7122 - TREE1
    7123 - TREE2
    7124 - TREE5
    7125 - TREE17
    7126 - TREE18
    7127 - TREE20
    7128 - TREE31
    7129 - TREE32
    7130 - TREE33
    7131 - TREE34
    7132 - TREE39
    7133 - TREE41
    7134 - TREE42
    7135 *Flora Plant Objects
    7136 - PLANT1
    7137 - PLANT2
    7138 - PLANT4
    7139 - PLANT5
    7140 - PLANT8
    7141 - PLANT14
    7142 - PLANT18
    7143 - PLANT22
    7144 *Fauna Objects
    7145 - ANIMAL3
    7146 - ANIMAL4
    7147 - ANIMAL6
    7148 - ANIMAL9
    7149 - ANIMAL14
    7150 - ANIMAL16
    7151 - ANIMAL17
    7152 - ANIMAL18
    7153 - ANIMAL21
    7154 - ANIMAL26
    7155 - ANIMAL27
    7156 - ANIMAL29
    7157 - ANIMAL30
    7158 - ANIMAL31
    7159 - ANIMAL34
    7160 - ANIMAL35
    7161 - ANIMAL39
    7162 - ANIMAL41
    7163 - ANIMAL42
    7164 - ANIMAL43
    7165 *Geological Objects
    7166 - GEOLOGICAL2
    7167 - GEOLOGICAL3
    7168 - GEOLOGICAL4
    7169 - GEOLOGICAL5
    7170 - GEOLOGICAL6
    7171 - GEOLOGICAL9
    7172 - GEOLOGICAL12
    7173 - GEOLOGICAL20
    7174 - GEOLOGICAL21
    7175 - GEOLOGICAL27
    7176 
    7177 Semi-Arid Land types:
    7178 3.7.1. Cradle of Civilisation
    7179 
    7180 - Characterised by 2 rivers running from the head of the Persian Gulf northward.
    7181 - They then meander apart and then towards one another again approximately parallel to one another, dividing the map into 3 approximately equal parts.
    7182 - Marshy near the end of the gulf where the 2 rivers come together with some shallows crossings, permitting access to either of the 3 landmasses.
    7183 - Civs divided to either side of the rivers with the land between the rivers leaving a 'no man's land' initially belonging to no one.
    7184 - There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.
    7185 3.7.2. Syria
    7186 
    7187 - A plains and slightly rolling highlands map.
    7188 - Randomly may or may not have a river with shallows running through it (if it doesn't, is a less defensible and faster map).
    7189 - Sort of a cross between Green Arabia and Highland maps in AoK.
    7190 - Well balanced in provincial resourcing in accordance with the overall specification for this map category.
    7191 - Civ Territories are divided proportionately on the map.
    7192 
    7193 Semi-Arid Water types:
    7194 3.7.3. Fertile Crescent
    7195 
    7196 - Essentially the same map as Cradle of Civilisation except that numerous canals branch off of the two rivers running in roughly parallel stems 'downriver' bringing even more land into that which is highly desirable for farming (pushing the desert frontier back further away from the rivers).
    7197 - Sometimes they reconnect with the river of watersource and sometimes not (though none connect the two rivers directly).
    7198 - Though the main rivers are broad enough to support any ships manoeuver the canals are narrow and only support the passage of the smallest ships, e.g., merchantman and bireme.
    7199 - Some shallows permit crossing of the canals in places but there are no shallows on the main rivers themselves necessitating water transport over them.
    7200 - Shallows do also exist crossing the marshlands at the lower portion of the map just at where the 2 rivers come together to open onto the northern end of the Persian Gulf.
    7201 - There can also be a few otherwise barren but ore-rich islands near the head of the Persian Gulf that are 'there for the taking' not being an integral part of any civ territory.
    7202 - Civs territorially divided appropriately to the map on either side of and/or between the main river courses.
    7203 
    7204 
    7205 List: Maps: Types: Special
    7206 
    7207 4. SPECIALTY OR CUSTOM MAP TYPES
    7208 
    7209 Specialty maps 'break the rules' for environmental and geographical relevance in the other Map Categories.
    7210 
    7211 They bear no historical relevance and are just included for fun (though they'll need to abide by filtering requirements and list any Special Objects that they require).
    7212 
    7213 Custom maps are those "unofficial" scenarios/scripts that will be developed after release by the fanbase.
    7214 
    7215 4.1. The Dragon's Lair
    7216 (description to be decided)
    7217 
    7218 * Packeting Parameters:
    7219 *Elevation Meshes
    7220 - Primary (Lowlands).
    7221 - Secondary (Midlands).
    7222 - Tertiary (Highlands).
    7223 - Quaternary (Ocean Floor).
    7224 *Terrain Textures
    7225 - TBD.
    7226 *Flora Tree Objects
    7227 - TBD.
    7228 *Flora Plant Objects
    7229 - TBD.
    7230 *Fauna Objects
    7231 - TBD.
    7232 *Geological Objects
    7233 - TBD.
    7234 
    7235 
    7236 List: Maps: Types: Steppe
    7237 
    7238 3.3. Steppe
    7239 
    7240 * Region: Those lands north of the Black Sea and extending eastward, and the area of the Anatolian Plateau interior of Turkey.
    7241 
    7242 * Characteristics:
    7243 - Occasional low hills
    7244 - Mostly broad plains.
    7245 - Drier than Temperate.
    7246 - Mostly grasslands with small leaf deciduous forest groves along nearby watercourses.
    7247 - Some conifer groves atop low hilltops to moderately high elevations.
    7248 - Mainly a plain to rolling hills aspect
    7249 - Steppe biome maps are limited to an elevation height of mid-level and below, low level.
    7250 - May snow frequently in winter.
    7251 - Ice floes can appear in winter.
    7252 - Infrequent rains during spring, summer, autumn.
    7253 - Light on both wood and stone, normal for ore, and heavily endowed with herd animals.
    7254 - An open map that is relatively hard to defend.
    7255 
    7256 * Typical Steppe type variations:
    7257 *Fortress
    7258 *Nomadic
    7259 *Herocide
    7260 
    7261 * Packeting Parameters:
    7262 *Elevation Meshes
    7263 - Primary (Lowlands).
    7264 - Secondary (Midlands).
    7265 - Quaternary (Ocean Floor).
    7266 *Terrain Textures
    7267 - DIRT1
    7268 - DIRT3
    7269 - GRASS3
    7270 - SAND2
    7271 - FORFLOOR3
    7272 - ROAD1
    7273 - ROAD2
    7274 - WATER1
    7275 - WATER2
    7276 - WATER3
    7277 - RIVER2
    7278 - RIVER3
    7279 - RIVER4
    7280 - RIVER5
    7281 - RIVER6
    7282 *Flora Tree Objects
    7283 - TREE20
    7284 - TREE26
    7285 - TREE34
    7286 - TREE35
    7287 - TREE36
    7288 - TREE37
    7289 - TREE41
    7290 - TREE42
    7291 *Flora Plant Objects
    7292 - PLANT3
    7293 - PLANT4
    7294 - PLANT5
    7295 - PLANT17
    7296 - PLANT18
    7297 - PLANT22
    7298 *Fauna Objects
    7299 - ANIMAL4
    7300 - ANIMAL6
    7301 - ANIMAL9
    7302 - ANIMAL14
    7303 - ANIMAL16
    7304 - ANIMAL19
    7305 - ANIMAL21
    7306 - ANIMAL25
    7307 - ANIMAL26
    7308 - ANIMAL29
    7309 - ANIMAL30
    7310 - ANIMAL31
    7311 - ANIMAL35
    7312 - ANIMAL37
    7313 - ANIMAL39
    7314 - ANIMAL41
    7315 - ANIMAL42
    7316 - ANIMAL43
    7317 *Geological Objects
    7318 - GEOLOGICAL1
    7319 - GEOLOGICAL3
    7320 - GEOLOGICAL4
    7321 - GEOLOGICAL5
    7322 - GEOLOGICAL6
    7323 - GEOLOGICAL7
    7324 - GEOLOGICAL12
    7325 - GEOLOGICAL19
    7326 - GEOLOGICAL26
    7327 
    7328 * Steppe Land types:
    7329 3.3.1. Anatolian Plateau
    7330 
    7331 - Archetypical land steppe map.
    7332 - Broadly open and indefensible.
    7333 - Civ Territories divided as appropriate to the map.
    7334 
    7335 * Steppe Water types:
    7336 3.3.2. The Crimea
    7337 
    7338 - Coastal type map.
    7339 - Only a narrow isthmus connecting it to the northern edge of the map.
    7340 - Relatively mountainous hinterland with some stream drainage generally not navigable due to rocky fords.
    7341 - Civs are territorially arranged around the peninsula.
    7342 3.3.3. Black Sea
    7343 
    7344 - Similar to the Mediterranean map in AoK except:
    7345 - It has the steppe motif for the adjacent landforms.
    7346 - Watercourse inlet and outlet at both north (Azov channel) and south (Bosporus) and east (river in Georgia) and west (Danube delta) edges.
    7347 - It is more in the way of wooded to the southerly side of the sea than to northerly, though the northerly is better endowed with animals.
    7348 - Civs are territorially arranged around the central sea.
    7349 3.3.4. Black Sea Shallows
    7350 
    7351 - Same as Black Sea except that there are shallows crossing each ot the watercourses breaking up the landmass into four quadrants at north, south, east, and west edges of the map.
    7352 
    7353 
    7354 List: Maps: Types: Temperate
    7355 
    7356 3.2. Temperate
    7357 
    7358 * Region: Europe north of the Alps. Ranging from the Urals west to the British Isles and on down into northern 4/5th of France and the northwest portion of coastal Spain.
    7359 
    7360 * Characteristics:
    7361 - On the wet side with rolling hills, knobs, and plains with mixed conifer/deciduous broad-leafed forest.
    7362 - May be heavily forested or open.
    7363 - Marshlands on more open plains near watercourses or coastal Netherlands.
    7364 - May snow in winter; rains periodically at all other seasons of the year.
    7365 - Can have large rivers and some lakes.
    7366 - Can have some cliffs intersecting ranges of hills permitting the passage of rivers through cuts.
    7367 - Temperate may be heavy in wood and animals but is otherwise normally endowed with stone and ore.
    7368 - It is usually a reasonably good defensive map.
    7369 - This map also makes for an excellent watermap for such as coastal, continental, and islands type maps.
    7370 
    7371 * Typical Temperate type variations:
    7372 *Fortress Eire & Albion (fortresses are sited atop mounds, access is normally open)
    7373 *Fortress Cantabrian Highlands (fortresses are sited atop hilltop heights, access may be reduced somewhat by adjacent forest on slopes)
    7374 *Fortress (any)
    7375 *Nomadic
    7376 *Herocide
    7377 
    7378 * Packeting Parameters:
    7379 *Elevation Meshes
    7380 - Primary (Lowlands).
    7381 - Secondary (Midlands).
    7382 - Tertiary (Highlands).
    7383 - Quaternary (Ocean Floor).
    7384 *Terrain Textures
    7385 - DIRT1
    7386 - DIRT2
    7387 - GRASS1
    7388 - SAND2
    7389 - FORFLOOR2
    7390 - ROAD1
    7391 - ROAD2
    7392 - WATER1
    7393 - WATER2
    7394 - WATER3
    7395 - RIVER1
    7396 - RIVER2
    7397 - RIVER3
    7398 - RIVER4
    7399 - RIVER5
    7400 - RIVER6
    7401 - ICE1
    7402 *Flora Tree Objects
    7403 - TREE12
    7404 - TREE23
    7405 - TREE25
    7406 - TREE26
    7407 - TREE29
    7408 - TREE30
    7409 - TREE35
    7410 - TREE36
    7411 - TREE37
    7412 - TREE38
    7413 - TREE41
    7414 - TREE42
    7415 *Flora Plant Objects
    7416 - PLANT1
    7417 - PLANT3
    7418 - PLANT4
    7419 - PLANT5
    7420 - PLANT6
    7421 - PLANT15
    7422 - PLANT17
    7423 - PLANT18
    7424 *Fauna Objects
    7425 - ANIMAL4
    7426 - ANIMAL6
    7427 - ANIMAL8
    7428 - ANIMAL9
    7429 - ANIMAL10
    7430 - ANIMAL14
    7431 - ANIMAL17
    7432 - ANIMAL19
    7433 - ANIMAL21
    7434 - ANIMAL25
    7435 - ANIMAL26
    7436 - ANIMAL28
    7437 - ANIMAL29
    7438 - ANIMAL30
    7439 - ANIMAL35
    7440 - ANIMAL37
    7441 - ANIMAL39
    7442 - ANIMAL42
    7443 - ANIMAL43
    7444 *Geological Objects
    7445 - GEOLOGICAL1
    7446 - GEOLOGICAL3
    7447 - GEOLOGICAL4
    7448 - GEOLOGICAL5
    7449 - GEOLOGICAL6
    7450 - GEOLOGICAL7
    7451 - GEOLOGICAL11
    7452 - GEOLOGICAL12
    7453 - GEOLOGICAL13
    7454 - GEOLOGICAL14
    7455 - GEOLOGICAL16
    7456 - GEOLOGICAL18
    7457 - GEOLOGICAL25
    7458 - GEOLOGICAL26
    7459 
    7460 * Temperate Land types:
    7461 3.2.1. Cantabrian Highlands
    7462 
    7463 Detail View
    7464 - Characterised by mid to relatively high hill lands.
    7465 - Many heights have non-forested buildable space at their tops.
    7466 - Some valleys also good for building.
    7467 - Well wooded and watered
    7468 - Other resources good.
    7469 - Watercourses periodically shallowed or have rocky fords.
    7470 - Civ Territories are divided as appropriate to the map.
    7471 3.2.2. Ardennes Forest
    7472 
    7473 - Similar to Black Forest in AoK.
    7474 - Densely forested.
    7475 - Variable-sized pocket clearings and narrow passages hugely over-endowed with Wood.
    7476 - Other resources normal.
    7477 - Civ Territories are divided as appropriate to the map via passageways through forested area.
    7478 3.2.3. Lorraine Plain
    7479 
    7480 - Cut through the centre by the Loire River traversing east-west with some shallows.
    7481 - Fairly open-wooded and basically flat
    7482 - Plenty of building room.
    7483 - Well balanced resources.
    7484 - Civ Territories are divided by main river and tributaries (with necessary shallows for crossings).
    7485 
    7486 * Temperate Water types:
    7487 3.2.4. Eire & Albion
    7488 
    7489 - Islands type map.
    7490 - Two main islands oriented north-south but east and west of one another, one slightly smaller than the other.
    7491 - Coastlines typically have a lot of cliffs with occasional breaks in them that may or may not be at river mouths.
    7492 - Some smaller islands spotted in the channel between and to the east and north.
    7493 - Nicely balanced for resources.
    7494 - Civ Territories are allocated commensurate to space on the two larger islands.
    7495 3.2.5. English Channel
    7496 
    7497 - Albion and Gaul juxtaposed across the English Channel.
    7498 - Coastlines typically have a lot of cliffs with occasional breaks in them that may or may not be at river mouths.
    7499 - Civ Territories are divided between one landmass and the other with north-south separation provided by watercourses on land with occasional shallows.
    7500 - Civ Territories divided by water features as appropriate.
    7501 3.2.6. Rhine Marshlands
    7502 
    7503 - The Netherlands.
    7504 - Generally on an east-west orientation.
    7505 - The map has many shallows crossing marshes and limited building space.
    7506 - Open ocean lies to the west.
    7507 - There are few beaches with adjacent land where ports can be developed.
    7508 - Is a hard map to defend on so strategy must be aggressive.
    7509 - Civ Territories are divided as appropriate to the map.
    7510 
    7511 
    7512 XML: Cliff
    7513 
    7514 A cliff is a special kind of object that distorts the land mesh into a certain raised shape, and paints texture objects onto various parts of the cliff area.
    7515 
    7516 
    7517 
    7518 Icon
    7519 
    7520 BRIEF DESCRIPTION ::The sprite name of the icon to display for this cliff.
    7521 
    7522 Top
    7523 
    7524 BRIEF DESCRIPTION ::Paints the surface (the area above the wall) of the cliff with this terrain object. Passability info determines whether units can walk over the top of the cliff.
    7525 
    7526 Side
    7527 
    7528 BRIEF DESCRIPTION ::Paints the wall (the typically impassable side) of the cliff with this terrain object. Passability info determines whether units can walk up the side of the cliff.
    7529 
    7530 Edge
    7531 
    7532 BRIEF DESCRIPTION ::Paints the base (the bottom that touches the land's original terrain) of the cliff with this terrain object.
    7533 
    7534 Height
    7535 
    7536 BRIEF DESCRIPTION ::How tall the cliff is. Similar to water depth. The higher the number, the greater the terrain is raised when the cliff is placed.
    7537 
    7538 Style
    7539 
    7540 BRIEF DESCRIPTION ::The shape of the cliff.
    7541 
    7542 Determines the style in which the cliff area is distorted. Examples include "mesa" (shallow sides, flat top), "plateau" (similar to "mesa", but covering a wider area), "hill" (rounded top) and "mountain" (craggy).
    7543 
    7544 Not sure how we're going to define these. Presumably this points to a style file which defines the x/y/z nodes of the cliff mesh. AoM just hardcoded its cliff shapes, so we're not sure.
    7545 
    7546 Smoothness
    7547 
    7548 BRIEF DESCRIPTION ::The number of land tiles off the cliff edge to smooth when the cliff is placed (creates a more gradual incline from the surrounding terrain).
    7549 
    7550 Example:
    7551 
    7552 CODE
    7553 
    7554 <cliff Tag="Greek Cliff" Parent="Cliff"
    7555        icon="GCliff64"
    7556        top="grassdirt25"
    7557        side="CliffGreekA"
    7558        edge="grassdirt50"
    7559        height="2.0"
    7560        style="hill"
    7561        smoothness=""
    7562 ></cliff>
    7563 
    7564 
    7565 
    7566 XML: Formation
    7567 
    7568 A formation is a collection of specific units that receive special bonuses.
    7569 
    7570 Note that formations differ from groups (multiple units selected at the same time which can be commanded as one). A formation is a special state applied to a group of compatible units.
    7571 
    7572 Formations are used for strategic military engagements, have distinct limits on the number and type of units that can enter them, and distinct advantages to doing so. This encourages use of small, tactical formations for specific purposes, more effective than a larger, unruly mob.
    7573 
    7574 Bonus
    7575 
    7576 BRIEF DESCRIPTION ::The attribute that is bonused.
    7577 
    7578 This defines what attribues may be bonused.
    7579 
    7580 Typically the following attributes could be affected:
    7581 
    7582 Move.Speed
    7583 Health.Hitpoints
    7584 Health.Regen
    7585 Armour.Value
    7586 Vision.LOS
    7587 Attack.Accuracy
    7588 Attack.Damage
    7589 Attack.Speed
    7590 Attack.Range
    7591 
    7592 BonusType
    7593 
    7594 BRIEF DESCRIPTION:: The entity type that is bonused.
    7595 
    7596 This defines what entities in the formation will receive the bonus. These are defined by the entity's Id properties: Id.Type or Id.Generic.
    7597 
    7598 BonusValue
    7599 
    7600 BRIEF DESCRIPTION:: The value of the bonus
    7601 
    7602 This is the percentage of the bonus. If it is a value of .2 that gives a 20% bonus.
    7603 
    7604 Penalty
    7605 
    7606 BRIEF DESCRIPTION ::The attribute that is penalised.
    7607 
    7608 This defines what attributes may be penalised.
    7609 
    7610 Typically the following attributes could be affected:
    7611 
    7612 Move.Speed
    7613 Health.Hitpoints
    7614 Health.Regen
    7615 Armour.Value
    7616 Vision.LOS
    7617 Attack.Accuracy
    7618 Attack.Damage
    7619 Attack.Speed
    7620 Attack.Range
    7621 
    7622 PenaltyType
    7623 
    7624 BRIEF DESCRIPTION:: The entity type that is penalised.
    7625 
    7626 This defines what entities in the formation will receive the penalty. These are defined by the entities Id properties: Id.Type or Id.Generic.
    7627 
    7628 PenaltyValue
    7629 
    7630 BRIEF DESCRIPTION:: The value of the penalty.
    7631 
    7632 This is the percentage of the bonus. If it is a value of .1 that gives a 10% penalty.
    7633 
    7634 The penalty should always have less effect than the bonus. It's a give and a take situation that must give more than it takes, otherwise nobody will use the formation. We take in order to preserve balance and historical accuracy in military tactics.
    7635 
    7636 Width
    7637 
    7638 BRIEF DESCRIPTION ::The width of the formation.
    7639 
    7640 Theoretically, we would not need this for attributes of formations, but we will need it for groups that do not use the Formation.Order attribute.
    7641 
    7642 Required
    7643 
    7644 BRIEF DESCRIPTION ::The number of units required to make this formation.
    7645 
    7646 This specifies the minimun number of required units before it drops to the previous formation. See Prior for more details.
    7647 
    7648 Next
    7649 
    7650 BRIEF DESCRIPTION ::Points to the tag of the next formation after the formation cap is reached.
    7651 
    7652 In order to perserve the shape of the formations and their filling order, it is necessary to have a progression of formation 'shapes'. This attribute points to the next formation XML file that should be used if the number of entities exceeds the number of entity slots in the current formation.
    7653 
    7654 Prior
    7655 
    7656 BRIEF DESCRIPTION ::Points to the tag of the previous formation if the number of entities in the formation is not met.
    7657 
    7658 As the number of entities decreases, the formation must change to compensate for the 'gaps'. This points to the previous formation which has the proper configuration for the smaller quantity of entities. If this attribute does not exist, then it it means the formation is disbanded if the requirements are not met.
    7659 
    7660 Movement
    7661 
    7662 BRIEF DESCRIPTION ::The group form it takes when they are moving to a waypoint.
    7663 
    7664 When a formation is ordered to a waypoint, this attribute specifies what formation/group pattern they form when going to that destination. When they arrive at the waypoint, they revert back to their original formation.
    7665 
    7666 Note: this only affects movement to a waypoint; the formation does not change when ordered to attack. It retains its formation while it advances to attack.
    7667 
    7668 If this attribute is not specified, it retains its formation even in movement (such as testudo or phalanx).
    7669 
    7670 Category
    7671 
    7672 BRIEF DESCRIPTION ::The entity allowed at position.
    7673 
    7674 This corresponds to Entity.Formation.Category. This specifies what entity may go in what position.
    7675 
    7676 Some positions may be filled by multiple entity categories. The precedence of what goes in what position is: lead=>melee=>ranged=>support.
    7677 
    7678 So if a ranged unit is in a slot that a melee unit can fit in, then it bumps it to another ranged position. If there is no position available the ranged unit gets bumped out of the formation or the formation goes to the Next formation where an open slot would be available.
    7679 
    7680 Order
    7681 
    7682 BRIEF DESCRIPTION ::Entity position fill order.
    7683 
    7684 Order defines the fill order of the entities. The engine needs to check if the entity is allowed to partake in the formation, then it checks to see what Formation.Category it is, then it checks the positions to see if there is an available slot in this following order. If there is, it's added, if there isn't, it's not allowed to be added.
    7685 
    7686 fl
    7687 
    7688 BRIEF DESCRIPTION ::File, a row of entities.
    7689 
    7690 fl stands for file. This specifies a row of entities.
    7691 
    7692 rk
    7693 
    7694 BRIEF DESCRIPTION ::Rank, a position (cell) in a file (row).
    7695 
    7696 rk stands for rank. This specifies a slot in a row of entities.
    7697 
    7698 Example:
    7699 
    7700 CODE
    7701 
    7702 <formation Tag="Form Box 2"
    7703    bonus="stat.armour"
    7704    bonustype="unitmelee"
    7705    bonusval=".2"
    7706    penalty="move.rate"
    7707    penaltytype="unitmech,unitnonmech"
    7708    penaltyval=".1"
    7709    width="5"
    7710    required="10"
    7711    next="Form Box 3"
    7712    prior="Form Box 1"
    7713    movement="Group Line"
    7714 
    7715    <fl category="melee">
    7716      <rk order="1"></rk>
    7717      <rk order="10"></rk>
    7718      <rk order="2"></rk>
    7719      <rk order="11"></rk>
    7720      <rk order="3"></rk>
    7721    </fl>
    7722    <fl category="melee">
    7723      <rk order="12"></rk>
    7724      <rk category="melee, ranged" order="18"></rk>
    7725      <rk category="melee, ranged" order="22"></rk>
    7726      <rk category="melee, ranged" order="19"></rk>
    7727      <rk order="13"></rk>
    7728    </fl>
    7729    <fl category="melee">
    7730      <rk order="4"></rk>
    7731      <rk category="melee, ranged" order="23"></rk>
    7732      <rk category="support, lead, ranged" order="5"></rk>
    7733      <rk category="melee, ranged" order="24"></rk>
    7734      <rk order="6"></rk>
    7735    </fl>
    7736    <fl category="melee">
    7737      <rk order="14"></rk>
    7738      <rk category="melee, ranged" order="20"></rk>
    7739      <rk category="melee, ranged" order="25"></rk>
    7740      <rk category="melee, ranged" order="21"></rk>
    7741      <rk order="15"></rk>
    7742    </fl>
    7743    <fl category="melee">
    7744      <rk order="7"></rk>
    7745      <rk order="16"></rk>
    7746      <rk order="8"></rk>
    7747      <rk order="17"></rk>
    7748      <rk order="9"></rk>
    7749    </fl>
    7750 ></formation
    7751 
    7752 
    7753 QUOTE
    7754 FORMATIONS
    7755 
    7756 Historian Article: Basic Formations and Movements
    7757 
    7758 1. FORMATION CHARACTERISTICS
    7759 
    7760 SPEED
    7761 * Formations can only move at the speed (MR) of the slowest unit within them.
    7762 
    7763 MOVEMENT INTERRUPTION
    7764 * Moving formations, commanded over distance to go from point-to-point, are incapable of attack while moving (unless it's a special unit trait - Parthian cavalry archers, elephants, chariots).
    7765 
    7766 IDLE ORIENTATION
    7767 * Idle formations will orientate themselves with the vector from their prior waypoint
    7768 
    7769 ATTACK
    7770 * The formation's Attack command targets an area, and not a specific unit.  The units in a formation will then advance (if needed and if allowed by their AI stance) and attack according to their optimal RPS dynamics vs. their enemies in that area. 
    7771 
    7772 CONTROL
    7773 * Most Formations can be constituted without being placed under control group numbers (Ctrl+...num).
    7774 * Units can be added to formation by using a GUI 'join' command.
    7775 
    7776 FORMATION POSITIONS
    7777 * Melee - Foot Hackers.
    7778 * Protected - Units that should be protected - Healers, Female Citizens, etc.
    7779 * Ranged - Ranged Units.
    7780 * Lead - Hero units (and later in Part II, morale units)
    7781 
    7782 2. FORMATION TYPES
    7783 
    7784 Graphical Representation
    7785 
    7786 BOX
    7787 
    7788 Minimum Number Required: 9
    7789 Available to Classes: UnitMechanical, UnitMilitary, UnitSupport, Hero
    7790 Bonus: Melee Armour.
    7791 Debonus: Movement Rate.
    7792 Special: N/A.
    7793 Explanation: The Box Formation is typically used to surround units within it that are weaker, more vulnerable, or of high value to the player.  A formation with a defensive posture, that is good to use as a 'last stand'.
    7794 
    7795 CLOSED COLUMN
    7796 
    7797 Minimum Number Required: 9
    7798 Available to Classes: UnitMilitary, UnitSupport, Hero
    7799 Bonus: Movement Rate.
    7800 Debonus: Melee Armour.
    7801 Special: Width of 3 max
    7802 Explanation:
    7803 - Basic formation for rapid unit distance movement.
    7804 - The stongest units assemble to the front of the column.
    7805 
    7806 CLOSED LINE
    7807 
    7808 Minimum Number Required: 9
    7809 Available to Classes: UnitMechanical, UnitMilitary, Hero
    7810 FormationCategory Positions
    7811 * Melee = front.
    7812 * Mobile = front.
    7813 * Protected = back.
    7814 * Ranged = middle/back.
    7815 Bonus: Pierce Attack, Melee Attack.
    7816 Debonus: Movement Rate, Pierce Armour.
    7817 Special: Depth of 3 max, Closely Packed Together.
    7818 Explanation:
    7819 - The basic battle line.
    7820 - Strongest units form to the front rank; if mixed hacker and ranged, melee to the front.
    7821 
    7822 OPEN COLUMN
    7823 
    7824 Bonus: Pierce Armour.
    7825 Debonus: Melee Armour.
    7826 Special: Width of 3 max, Loose formation.
    7827 Explanation:
    7828 - Like closed column, but staggered for protection against ranged attack and splash damage
    7829 
    7830 OPEN LINE
    7831 
    7832 Bonus: Pierce Armour, Crush Armour.
    7833 Debonus: Movement Rate, Melee Armour.
    7834 Special: Depth of 3 max, Loose formation.
    7835 Explanation:
    7836 - Like closed line, but staggered for protection against ranged attack and splash damage
    7837 
    7838 SKIRMISH
    7839 
    7840 Minimum Number Required: 9
    7841 Available to Classes: UnitRanged
    7842 Bonus: Movement Rate, Attack Rate, LOS.
    7843 Debonus: Melee Armour.
    7844 Special: Evades Enemy, max depth of 2 (terrain permitting).
    7845 Explanation:
    7846 - Resembles an Open Line
    7847 - Limited to ranged units
    7848 - Ideally, these guys will run up to within their range of the enemy, fire their weapon, then retreat then continue the cycle.
    7849 
    7850 FLYING WEDGE
    7851 
    7852 Minimum Number Required: 9.
    7853 Available to Classes: UnitMechanical, UnitMilitary, UnitMedic, Hero
    7854 Bonus: Movement Rate, Melee Attack.
    7855 Debonus: Pierce Armour.
    7856 Special:
    7857 - Semi-unique to the 'barbarous' Celts and Iberians.
    7858 - Protected go to the back middle.
    7859 Explanation:
    7860 - A break-through formation, mainly used by hackers.
    7861 
    7862 TESTUDO
    7863 
    7864 Minimum Number Required: 9.
    7865 Available to Classes: FootSword
    7866 Bonus: Armour
    7867 Debonus: Movement Rate.
    7868 Special:
    7869 - Unique To Romans.
    7870 Explanation:
    7871 - The turtle formation.
    7872 - Unable to attack while in this formation.
    7873 - Ultra high resistance to attack.
    7874 - Cannot enter Flank.
    7875 - Retains its formation in movement, and very slow
    7876 
    7877 PHALANX
    7878 
    7879 Minimum Number Required: 12
    7880 Available to Classes: FootSpearman
    7881 Bonus: Armour
    7882 Debonus: Movement Rate.
    7883 Special: Unique To Hellenes.
    7884 Explanation:
    7885 - The standard phalanx of the Greek/Macedonian era
    7886 - Retains its formation in movement, and slow
    7887 
    7888 
    7889 XML: Terrain
    7890 
    7891 Terrain can be defined as the ground plane. It is the basic tile based foundation that establishes the game world. This document defines those attributes.
    7892 
    7893 The placement of what texture goes where is defined by random map script or a map editor. They will be able to control troop movement, structure placement, ambush points, strategic harbours, and impassable mountain ranges with these tools.
    7894 
    7895 There are going to be lots of different terrains, and many of them will share similar attributes. To reduce the hassle of creating XML for each terrain tile, terrain XML should have the following support:
    7896 Multiple terrain objects can be stored in the same XML file (separated by their <terrain> tags).
    7897 Multiple terrain XML files can be read from the same folder.
    7898 Terrains can inherit attributes from other terrains by specifying a "parent" (see the section on inheritance in the XML Header Overview).
    7899 Skin
    7900 
    7901 BRIEF DESCRIPTION ::Specifies the name and path of the terrain's texture. Note that the icon for the terrain is automatically generated as a thumbnail of this image.
    7902 
    7903 Animated textures can be specified here. This feature could be used for all sorts of effects: waterfalls, water effects, UI effects, fire, conveyor belts, skyboxes.
    7904 
    7905 Dirt
    7906 - dirt1 - bare
    7907 - dirt2 - cracked
    7908 - dirt3 – mud
    7909 
    7910 Grass
    7911 - grass1 - plain
    7912 - grass2 - lush
    7913 - grass3 - long
    7914 - grass4 - weeds
    7915 - grass5 – short/long mix
    7916 - grass6 – bunched dry
    7917 - grass7 – yellow
    7918 - grass8 – dark tufts
    7919 - grass9 – mixed greens, weeds
    7920 
    7921 Sand
    7922 - sand1 - plain
    7923 - sand2 - rippled
    7924 - sand3 – rough, rocky
    7925 
    7926 Forrest
    7927 - forest1 – leafy
    7928 - forest2 – needles
    7929 - forest3 – fronds
    7930 - forest4 – scrub
    7931 - forest5 – logged
    7932 
    7933 Road
    7934 - road1 – Persian
    7935 - road2 – Roman
    7936 - road3 – Hellenic
    7937 - road4 – Celtic
    7938 - road5 – Carthaginian
    7939 - road6 – Iberian
    7940 - road7 – gravel - gray
    7941 - road8 – gravel - brown
    7942 
    7943 Water Sub-Terrain
    7944 - coral1 - brown
    7945 - coral2 - turquoise
    7946 - coral3 - red
    7947 - rock1 - light
    7948 - rock2 - medium
    7949 - rock3 - dark
    7950 - pebble1 - small
    7951 - pebble2 - large
    7952 
    7953 Beach
    7954 - sand1
    7955 - sand2
    7956 - sand3
    7957 
    7958 Cliff
    7959 - cliff1 - brown
    7960 - cliff2 – brown, vegetation
    7961 - cliff3 – brown, cracks
    7962 - cliff4 - gray
    7963 - cliff5 – gray, vegetation
    7964 - cliff6 – gray, cracks
    7965 
    7966 Special
    7967 - furrows1 – dirt
    7968 - furrows2 – dirt, small plants
    7969 - furrows3 – dirt, large plants
    7970 - black
    7971 - lava
    7972 - structure – under structures
    7973 
    7974 MMap
    7975 
    7976 BRIEF DESCRIPTION ::The RGB colour used to represent this terrain on the Mini Map.
    7977 
    7978 Note: If no value is specified, then the terrain colour is determined by finding the primary colour used in the skin, as in the current highly cool ScEd.
    7979 
    7980 Group
    7981 
    7982 BRIEF DESCRIPTION ::The types/classes/groups to which this terrain belongs.
    7983 
    7984 Used when painting by random group, and to specify under what categories it appears in the Editor. For example, if the user is painting group "Arid Grass", it'll randomly pick terrains with this type to paint. Actors like trees should use the same principle (eg an Oak Tree group for all oak trees).
    7985 
    7986 Properties
    7987 
    7988 BRIEF DESCRIPTION ::List of special properties for the terrain.
    7989 
    7990 For example, "buildable" means that structures can be built on the terrain, assuming that it is flat enough.
    7991 
    7992 Passable
    7993 
    7994 BRIEF DESCRIPTION ::Defines that a certain type of unit can move over this terrain, and the effects the terrain applies when the unit is moving over it.
    7995 
    7996 A terrain can have multiple Passable attributes to define different behaviours for different unit types walking over it.
    7997 
    7998 
    7999 
    8000 (Note that special actors that combine multiple terrain objects (such as water and cliffs) simply use the passable attributes for those terrains. For example, the only thing stopping units from walking up the wall of a cliff is that the wall terrain is impassable to units. Equally, the appropriate surface and shore terrains determine what units and ships can walk on the different areas of a water object.)
    8001 
    8002 A Passable attribute consists of:
    8003 Type: The category of unit(s) that can pass over this terrain (determined by the entity's Id.Type).
    8004 Speed: A percentage modifier to the unit's movement rate when moving over this terrain. 100% uses the unit's default movement rate. Higher numbers increase the unit's speed. Lower numbers decrease the unit's speed.
    8005 Effect:: A list of special effects that occur when the unit is walking over this terrain. Effects include:
    8006 Dust: eg sand, dry dirt. Clouds of dust particles appear around the entity as it moves over the terrain.
    8007 Tracks: eg mud, wet dirt. Entities leave tracks on the terrain as they move. This is dependent upon the entity type. For example, foot units leave footprints, cavalry leave hoofprints, while wheeled units cut grooves into the ground.
    8008 Splash: eg shallows, mud.
    8009 Wakes: eg deep water. Ripples and wave deformations of the water mesh.
    8010 QUOTE
    8011 These are the general rules for terrain movement:
    8012 
    8013 
    8014 
    8015 
    8016 Normal (undefined)
    8017 Units – movement of any entity except ships.
    8018 Structures – construction of any structure except Docks.
    8019 
    8020 
    8021 
    8022 
    8023 Shallows
    8024 Units – movement of any entity with feet (UnitNonMechanical).
    8025 Structures - only the construction of water structures that may be
    8026 built in the shallows (StructWallW, StructTowerW, Dock).
    8027 
    8028 A special note about the shallow type.  The first image shows some nuances of the shallow water. See that though the water is visually ‘shallow’ in a certain region of that picture… it isn’t ‘shallow type’ because it doesn’t have the correct shallow texture type (designated by the difference in the skin appearance).  In other words, 2 things must be in order before a
    8029 terrain is considered shallow. It must not be too deep (elevation difference of the Z axis), and it must be the shallow terrain type.
    8030 
    8031 
    8032 
    8033 
    8034 Water
    8035 Units – movement only by ships (UnitShips).
    8036 Structures – no structures may be built.
    8037 
    8038 
    8039 
    8040 
    8041 Forest
    8042 Units – only units with the Boolean attribute of walking in forests may walk in Forest type.
    8043 Structures – no structures may be built.
    8044 
    8045 A special note about the forest type.  When a tree is placed on the terrain, the tile that the tree is placed on has the terrain’s secondary texture skin changed to a forest type.  When a cluster of trees are placed in adjacent tiles it changes the terrain enough to make a ‘closed’ forest terrain which means that all eight tiles around it also have a tree on them.  When that is the case, the terrain is now of the forest type and there are special permissions applied to it.
    8046 
    8047 
    8048 
    8049 
    8050 
    8051 
    8052 Cliff
    8053 Units – no unit may traverse.
    8054 Structures – no structure may be built.
    8055 
    8056 
    8057 
    8058 
    8059 
    8060 
    8061 Doodad
    8062 
    8063 BRIEF DESCRIPTION ::Doodads/goobers/decals that get randomly sprinkled over this terrain. Similar to props, except they aren't bonded to specific sockets.
    8064 
    8065 Useful for beautifying terrain and breaking up patterns in the texture (cacti, plants, lilies, reeds).
    8066 
    8067 Like the Passable attributes, a terrain can have multiple doodads.
    8068 
    8069 A Doodad attribute consists of:
    8070 Name: The name of the prop or decal actor that can be placed.
    8071 Max: Determines the maximum quantity of this doodad that could placed on the terrain (a random number of doodads is chosen when terrain is placed; this is the cap on that number, 0-max). Higher numbers have a higher likelihood of getting more doodads.
    8072 Example:
    8073 
    8074 CODE
    8075 
    8076 <terrain tag="GrassRoughB" parent="GrassRoughA"
    8077        skin="textures/terrain/water/GrassRoughB.dds"
    8078        mmap="100, 200, 250"                         
    8079        type="grass, roughgrass"
    8080        properties="buildable"
    8081        <passable type="siege" speed="80" effect="grooves, dust"/>
    8082        <passable type="wheeled" speed="75" effect="grooves, dust"/>
    8083        <passable type="mounted" speed="90" effect="tracks, dust"/>
    8084        <passable type="foot" speed="102" effect="footprints, dust"/>
    8085        <doodad name="Shrub1" max="2">
    8086        <doodad name="Stone2" max="3">
    8087        <doodad name="Stone3" max="3">
    8088        <doodad name="Flower1" max="2">
    8089        <event on="WalkOver" ![CDATA[    // When something walks on the terrain,
    8090            walker.SetAnimation("onfire",3);
    8091            Destroy(walker, "FireDeath");  // Set the unit walking on it on fire, just for the hell of it.
    8092        ]]></event>
    8093 ></terrain>
    8094 
    8095 
    8096 
    8097 XML: Water
    8098 
    8099 Our goal is to accomplish a similar water appearance to this:
    8100 
    8101 http://wildfiregames.com/~gamedesign/water/tech01.jpg
    8102 Elevation: The water uses a separately deformable heightmap, so that the water mesh can vary in height throughout the map. When the watermap is lower than the terrainmap, we have dry land; when higher, a water area occurs in that space.
    8103 Terrains: Like cliffs, waters consist of several textures for the different areas of the water object, and so things like what units can move over water are determined by the terrains used.
    8104 Blending: The different water types need to blend in a natural way (eg shore into shallows into deep water). We can calculate this taking the distance between the terrain plane and water plane to create a viscosity factor (the greater the difference between the two heightmaps, the darker the water) and blend factor (how much deep water texture, how much shallow water texture).
    8105 Ripples: The water mesh should "shimmer" (deform motion on the surface and edges, with ripples and waves, noise distortion). It should be reflected and lit.
    8106 Slopes: We won't be able to have sharp drops in water elevation and make it look good (textures will be severely stretched). But then, they don't occur in nature all that often anyway. For things like waterfalls, we'll have waterfall gaia objects that we can place between two rivers of differing height to hide the sharp drop.
    8107 Waves: Animated foam sprites on the water surface (eg AoM, War3) don't really fit the hyper-realistic art style that the artists want to achieve, so we won't do them. We'll distort the mesh along the shoreline instead, attempting to create mesh-based waves.[list]The sprite name of the icon to display for this water.
    8108 Icon
    8109 
    8110 BRIEF DESCRIPTION :: The sprite name of the icon to display for this water.
    8111 
    8112 Surface
    8113 
    8114 BRIEF DESCRIPTION :: The terrain object that gets placed on the surface of the water mesh.
    8115 
    8116 Consists of two sub-tags:
    8117 Terrain: The name of the painted terrain object.
    8118 Area: The percentage of the water area that uses this texture (range 0..1).
    8119 Bank
    8120 
    8121 BRIEF DESCRIPTION :: The terrain object that gets placed on the edge of the water (typically shallows).
    8122 
    8123 Consists of two sub-tags:
    8124 Terrain: The name of the painted terrain object.
    8125 Area: The percentage of the water area that uses this texture (range 0..1).
    8126 OuterBank
    8127 
    8128 BRIEF DESCRIPTION :: The terrain object that gets placed on the outer edge of the water (typically the shore).
    8129 
    8130 Consists of two sub-tags:
    8131 Terrain: The name of the painted terrain object.
    8132 Area: The percentage of the water area that uses this texture (range 0..1).
    8133 Layer
    8134 
    8135 BRIEF DESCRIPTION :: A terrain that gets layered on the water when it reaches a certain depth. Layers occupy the same area as the "surface" terrain, just at a different depth.
    8136 
    8137 A water can have any number of water terrain layers. These typically are only used for deep expanses of water (ie oceans). Rivers don't tend to have them, except maybe a "bottom" layer.
    8138 
    8139 Consists of two sub-tags:
    8140 Terrain: The name of the painted terrain object.
    8141 Distance: The distance specifies how deep the water must be before this terrain is painted. The value "bottom" is a special distance that always appears on the very bottom of the water (it gets painted over the land mesh that's under the water), irrespective of depth. Note that if no bottom terrain is specified, the land will retain whatever texture was already applied when the water was painted.
    8142 Colour
    8143 
    8144 BRIEF DESCRIPTION :: RGB colour of water transparency.
    8145 
    8146 This is used to tint the water a certain colour eg light blue coastal water, or dark blue deep ocean water. Shallow water would have a lighter coloured plane than deep water.
    8147 
    8148 Depth
    8149 
    8150 BRIEF DESCRIPTION ::Specifies how deep the water is. 4.0 means the water is 4 metres under the land terrain when applied.
    8151 
    8152 Smoothness
    8153 
    8154 BRIEF DESCRIPTION ::How many land tiles off the shoreline are smoothed when the water is placed (creates more gradual incline from land to water).
    8155 
    8156 Example:
    8157 
    8158 CODE
    8159 
    8160 <water Tag="North Atlantic Ocean" Parent="Ocean"
    8161        icon="nocean64"
    8162        <surface area="0.5" terrain="water"/>
    8163        <bank area="0.1" terrain="RiverSandyB"/>
    8164        <outerbank area="0.4" terrain="RiverSandyB"/>
    8165        <layer distance="bottom" terrain="RiverSandyA"/>
    8166        <layer distance="8.0" terrain="ShorelineAtlanticA"/>
    8167        <layer distance="12.0" terrain="UnderwaterIceA"/>
    8168        <layer distance="14.0" terrain="UnderwaterIceB"/>
    8169        <layer distance="16.0" terrain="UnderwaterIceC"/>
    8170        <layer distance="18.0" terrain="black"/>
    8171        colour="0 175 235"
    8172        depth="3.0"
    8173        smoothness="1"
    8174 ></water>
    8175 
    8176 
    8177 QUOTE
    8178 WATER
    8179 
    8180 Water colour will be based on a RGB colour picker tool. Water is alpha faded based on the depth of the terrain.  If any of the water has a degree of opacity to it, it is considered Shallow Water.  If it is opaque, then the water is considered Water.  Shallow Water has 3 different types with simply differentiated by visual effects and movement rates.  The map maker or RMS scripter may also choose the textures that lie below the water’s surface. 
    8181 
    8182 Water Sub-Terrain Textures
    8183 - coral 1
    8184 - coral 2
    8185 - coral 3
    8186 - rock 1
    8187 - rock 2
    8188 - rock 3
    8189 - pebble1
    8190 - pebble 2
    8191 - sand 1
    8192 - sand 2
    8193 - sand 3
    8194 
    8195 Water Effects
    8196 -       Ripple
    8197 -       Wake
    8198 -       Splash
    8199 
    8200 Suggestions for Appearances
    8201 -       light blue
    8202 -       dark blue
    8203 -       green
    8204 -       turquoise
    8205 -       place gaia rocks on shore
    8206 -       place sub-marine plants on terrain that is under water
    8207 -       marshes consisting of multiple shallow watercourses interspersed with wetland terrain of muddy, grassy with reeds and cattails with various shallow connections.
    8208 -       swamps consisting of multiple shallow watercourses interspersed with impassable hummocks of wetland terrain having jungle vegetation that is not buildable and only the scarcest of paths and shallows (for land units) and water courses for ships.
    8209 -       Floating ice, and ice chunks
    8210 -       Brown water
    8211 
    8212 Backburner Ideas
    8213 -       Water puts out fire
    8214 -       Mobile units afflicted with fire missile damage can be rushed to shallow water to extinguish the continued loss of hitpoints from fire.
    8215 -       Rain Particles Ripple in water
    8216 -       Water flow effect perpendicular to shore
    8217 
    8218 
    8219 
    8220 0 A.D. Online Design Document v1.2
    8221 All Information Copyright (©) 2004 Wildfire Games.
     96[wiki:XML:_Water XML: Water]