Changes between Version 1 and Version 2 of List:_Entities:_Player:_Infantry


Ignore:
Timestamp:
Jul 10, 2009, 10:16:57 PM (15 years ago)
Author:
Erik Johansson
Comment:

--

Legend:

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Added
Removed
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  • List:_Entities:_Player:_Infantry

    v1 v2  
    1 List: Entities: Player: Units 1 of 5 (Infantry)
     1__'''UNITS'''__ [[BR]]■■■■ = all[[BR]]■■■□ = high[[BR]]■■□□ = medium[[BR]]■□□□ = low[[BR]]□□□□ = none[[BR]][[BR]]'''INFANTRY CITIZEN SOLDIERS''' '''Infantry Swordsman '''[[BR]][[BR]]
     2||Id.Class2:||Infantry||
     3||Id.Class3:||Melee||
     4||Id.Type:||!UnitFoot; !UnitNonMechanical; !UnitWorker; !UnitMilitary; !UnitInfantry; !UnitCitizenSoldier; !UnitMelee; !UnitSwordsman; !FootSword;||
     5||Armour.Crush:||■■■□||
     6||Armour.Hack:||□□□□||
     7||Armour.Pierce:||■□□□||
     8||Armour.Value:||■■□□||
     9||Attack.Crush:||□□□□||
     10||Attack.Damage:||■□□□||
     11||Attack.Hack:||■■■■||
     12||Attack.Pierce:||□□□□||
     13||Attack.Speed:||■■□□||
     14||Attack.Primary:||!FootSpear||
     15||Attack.Secondary:||!FootJav||
     16||Create.Construct:||■□□□||
     17||Create.!CostFood:||■■□□||
     18||Create.!CostOre:||■■□□||
     19||Create.!EntityList:||structure; field; corral;||
     20||Create.Phase:||town (or village, depends on civ)||
     21||Formation.Category:||melee||
     22||Formation.Type:||box; column_c; column_o; line_c; line_o; flank;||
     23||Gather.Speed:||■■■□||
     24||Health.Hitpoints:||■■□□||
     25||Health.Regen:||■□□□||
     26||Move.Speed:||■□□□||
     27||Population.Sub:||1||
     28||Repair.Rate:||■□□□||
     29||Vision.LOS:||■□□□||
     30||Special:||Experience;||
    231
    3 UNITS
    4 ¦¦¦¦ = all
    5 ¦¦¦? = high
    6 ¦¦?? = medium
    7 ¦??? = low
    8 ???? = none
     32[[BR]][[BR]]History:
     33 * Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword.
     34 * 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.
     35 * Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon.
    936
    10 INFANTRY CITIZEN SOLDIERS Infantry Swordsman
     37----
     38'''Infantry Spearman '''[[BR]][[BR]]
     39||Id.Class2:||Infantry||
     40||Id.Class3:||Melee||
     41||Id.Type:||!UnitFoot; !UnitNonMechanical; !UnitWorker; !UnitMilitary; !UnitInfantry; !UnitCitizenSoldier; !UnitMelee; !UnitSpearman; !FootSpear;||
     42||Armour.Crush:||■■■□||
     43||Armour.Hack:||■□□□||
     44||Armour.Pierce:||■□□□||
     45||Armour.Value:||■■□□||
     46||Attack.Crush:||□□□□||
     47||Attack.Damage:||■□□□||
     48||Attack.Hack:||■■■□||
     49||Attack.Pierce:||■□□□||
     50||Attack.Speed:||■■□□||
     51||Attack.Primary:||!CavSword||
     52||Attack.Secondary:||!CavSpear||
     53||Create.Construct:||■□□□||
     54||Create.!CostFood:||■■□□||
     55||Create.!CostOre:||■■□□||
     56||Create.!CostWood:||■□□□||
     57||Create.!EntityList:||structure; field; corral;||
     58||Create.Phase:||town (or village, depends on civ)||
     59||Formation.Category:||melee||
     60||Formation.Type:||box; column_c; column_o; line_c; line_o; flank;||
     61||Gather.Speed:||■■■□||
     62||Health.Hitpoints:||■■□□||
     63||Health.Regen:||■□□□||
     64||Move.Speed:||■□□□||
     65||Population.Sub:||1||
     66||Repair.Rate:||■□□□||
     67||Vision.LOS:||■□□□||
     68||Special:||Experience;||
    1169
    12 Id.Class2:      Infantry
    13 Id.Class3:       Melee
    14 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitMelee; UnitSwordsman; FootSword;
    15 Armour.Crush:   ¦¦¦?
    16 Armour.Hack:    ????
    17 Armour.Pierce:  ¦???
    18 Armour.Value:   ¦¦??
    19 Attack.Crush:   ????
    20 Attack.Damage:  ¦???
    21 Attack.Hack:    ¦¦¦¦
    22 Attack.Pierce:  ????
    23 Attack.Speed:   ¦¦??
    24 Attack.Primary:  FootSpear
    25 Attack.Secondary:        FootJav
    26 Create.Construct:       ¦???
    27 Create.CostFood:        ¦¦??
    28 Create.CostOre: ¦¦??
    29 Create.EntityList:       structure; field; corral;
    30 Create.Phase:    town (or village, depends on civ)
    31 Formation.Category:      melee
    32 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    33 Gather.Speed:   ¦¦¦?
    34 Health.Hitpoints:       ¦¦??
    35 Health.Regen:   ¦???
    36 Move.Speed:     ¦???
    37 Population.Sub:  1
    38 Repair.Rate:    ¦???
    39 Vision.LOS:     ¦???
    40 Special:         Experience;
     70[[BR]][[BR]]History:
     71 * 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.
     72 * It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer.
     73 * 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).
     74 * Later it was developed to combat cavalry.
     75 * During the medieval period it evolved to the pike.
     76 * These units tended to be armoured as heavily as possible.
    4177
     78----
     79'''Infantry Javelinist '''[[BR]][[BR]]
     80||Id.Class2:||Infantry||
     81||Id.Class3:||Ranged||
     82||Id.Type:||!UnitFoot; !UnitNonMechanical; !UnitWorker; !UnitMilitary; !UnitInfantry; !UnitCitizenSoldier; !UnitRanged; !UnitJavelinists; !FootJav;||
     83||Armour.Crush:||■■■□||
     84||Armour.Hack:||■□□□||
     85||Armour.Pierce:||■□□□||
     86||Armour.Value:||■□□□||
     87||Attack.Accuracy:||■■□□||
     88||Attack.Crush:||□□□□||
     89||Attack.Damage:||■□□□||
     90||Attack.Hack:||■■□□||
     91||Attack.Pierce:||■■□□||
     92||Attack.Range:||■□□□||
     93||Attack.Speed:||■■□□||
     94||Attack.Primary:||!FootSpear||
     95||Attack.Secondary:||!CavArch||
     96||Create.Construct:||■□□□||
     97||Create.!CostFood:||■□□□||
     98||Create.!CostOre:||■□□□||
     99||Create.!CostWood:||■■□□||
     100||Create.!EntityList:||structure; field; corral;||
     101||Create.Phase:||town (or village, depends on civ)||
     102||Formation.Category:||ranged||
     103||Formation.Type:||box; column_c; column_o; line_c; line_o; flank; skirmish;||
     104||Gather.Speed:||■■■□||
     105||Health.Hitpoints:||■■□□||
     106||Health.Regen:||■□□□||
     107||Move.Speed:||■■□□||
     108||Population.Sub:||1||
     109||Repair.Rate:||■□□□||
     110||Vision.LOS:||■■□□||
     111||Special:||Experience;||
    42112
    43 History:
    44 Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword.
    45 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.
    46 Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon.
    47 Infantry Spearman
     113[[BR]][[BR]]History:
     114 * 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.
     115 * 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.
     116 * They didn’t always have to thow their spears either. They used these light small spears in hand to hand similar to a quarterstaff.
     117 * 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.
    48118
    49 Id.Class2:       Infantry
    50 Id.Class3:       Melee
    51 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitMelee; UnitSpearman; FootSpear;
    52 Armour.Crush:   ¦¦¦?
    53 Armour.Hack:    ¦???
    54 Armour.Pierce:  ¦???
    55 Armour.Value:   ¦¦??
    56 Attack.Crush:   ????
    57 Attack.Damage:  ¦???
    58 Attack.Hack:    ¦¦¦?
    59 Attack.Pierce:  ¦???
    60 Attack.Speed:   ¦¦??
    61 Attack.Primary:  CavSword
    62 Attack.Secondary:        CavSpear
    63 Create.Construct:       ¦???
    64 Create.CostFood:        ¦¦??
    65 Create.CostOre: ¦¦??
    66 Create.CostWood:        ¦???
    67 Create.EntityList:       structure; field; corral;
    68 Create.Phase:   town (or village, depends on civ)
    69 Formation.Category:      melee
    70 Formation.Type:  box; column_c; column_o; line_c; line_o; flank;
    71 Gather.Speed:   ¦¦¦?
    72 Health.Hitpoints:       ¦¦??
    73 Health.Regen:   ¦???
    74 Move.Speed:     ¦???
    75 Population.Sub:  1
    76 Repair.Rate:    ¦???
    77 Vision.LOS:     ¦???
    78 Special:         Experience;
     119----
     120'''Infantry Archer''' [[BR]][[BR]]
     121||Id.Class2:||Infantry||
     122||Id.Class3:||Ranged||
     123||Id.Type:||!UnitFoot; !UnitNonMechanical; !UnitWorker; !UnitMilitary; !UnitInfantry; !UnitCitizenSoldier; !UnitRanged; !UnitArchers; !FootArch;||
     124||Armour.Crush:||■■■□||
     125||Armour.Hack:||■□□□||
     126||Armour.Pierce:||■□□□||
     127||Armour.Value:||■□□□||
     128||Attack.Accuracy:||■□□□||
     129||Attack.Crush:||□□□□||
     130||Attack.Damage:||■□□□||
     131||Attack.Hack:||□□□□||
     132||Attack.Pierce:||■■■□||
     133||Attack.Range:||■■□□||
     134||Attack.Speed:||■□□□||
     135||Attack.Primary:||!FootSword||
     136||Attack.Secondary:||!CavSpear||
     137||Create.Construct:||■□□□||
     138||Create.!CostFood:||■□□□||
     139||Create.!CostOre:||■□□□||
     140||Create.!CostWood:||■■■□||
     141||Create.!EntityList:||structure; field; corral;||
     142||Create.Phase:||town (or village, depends on civ)||
     143||Formation.Category:||ranged||
     144||Formation.Type:||box; column_c; column_o; line_c; line_o; flank; skirmish;||
     145||Gather.Speed:||■■■□||
     146||Health.Hitpoints:||■■□□||
     147||Health.Regen:||■□□□||
     148||Move.Speed:||■■□□||
     149||Population.Sub:||1||
     150||Repair.Rate:||■□□□||
     151||Vision.LOS:||■■□□||
     152||Special:||Experience;||
    79153
     154[[BR]][[BR]]History:
     155 * They tended to be lightly armoured.
     156 * They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy.
     157 * 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.
     158 * 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.
    80159
    81 History:
    82 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.
    83 It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer.
    84 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).
    85 Later it was developed to combat cavalry.
    86 During the medieval period it evolved to the pike.
    87 These units tended to be armoured as heavily as possible.
    88 Infantry Javelinist
     160----
     161'''Infantry Slinger''' [[BR]][[BR]]
     162||Id.Class2:||Infantry||
     163||Id.Class3:||Ranged||
     164||Id.Type:||!UnitFoot; !UnitNonMechanical; !UnitWorker; !UnitMilitary; !UnitInfantry; !UnitCitizenSoldier; !UnitRanged; !FootSling;||
     165||Armour.Crush:||■■■□||
     166||Armour.Hack:||□□□□||
     167||Armour.Pierce:||□□□□||
     168||Armour.Value:||■□□□||
     169||Attack.Accuracy:||■■□□||
     170||Attack.Crush:||■■■□||
     171||Attack.Damage:||■□□□||
     172||Attack.Hack:||□□□□||
     173||Attack.Pierce:||■□□□||
     174||Attack.Range:||■□□□||
     175||Attack.Speed:||■■□□||
     176||Attack.Primary:||(None)||
     177||Attack.Secondary:||(None)||
     178||Create.Construct:||■□□□||
     179||Create.!CostFood:||■□□□||
     180||Create.!CostStone:||■□□□||
     181||Create.!EntityList:||structure; field; corral;||
     182||Create.Phase:||town (or village, depends on civ)||
     183||Formation.Category:||ranged||
     184||Formation.Type:||box; column_c; column_o; line_c; line_o; flank; skirmish;||
     185||Gather.Speed:||■■■□||
     186||Health.Hitpoints:||■■□□||
     187||Health.Regen:||■□□□||
     188||Move.Speed:||■■■□||
     189||Population.Sub:||1||
     190||Repair.Rate:||■□□□||
     191||Vision.LOS:||■■□□||
     192||Special:||Experience;||
    89193
    90 Id.Class2:      Infantry
    91 Id.Class3:      Ranged
    92 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; UnitJavelinists; FootJav;
    93 Armour.Crush:   ¦¦¦?
    94 Armour.Hack:    ¦???
    95 Armour.Pierce:  ¦???
    96 Armour.Value:   ¦???
    97 Attack.Accuracy:        ¦¦??
    98 Attack.Crush:   ????
    99 Attack.Damage:  ¦???
    100 Attack.Hack:    ¦¦??
    101 Attack.Pierce:  ¦¦??
    102 Attack.Range:   ¦???
    103 Attack.Speed:   ¦¦??
    104 Attack.Primary:  FootSpear
    105 Attack.Secondary:        CavArch
    106 Create.Construct:       ¦???
    107 Create.CostFood:        ¦???
    108 Create.CostOre: ¦???
    109 Create.CostWood:        ¦¦??
    110 Create.EntityList:       structure; field; corral;
    111 Create.Phase:    town (or village, depends on civ)
    112 Formation.Category:      ranged
    113 Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
    114 Gather.Speed:   ¦¦¦?
    115 Health.Hitpoints:       ¦¦??
    116 Health.Regen:   ¦???
    117 Move.Speed:     ¦¦??
    118 Population.Sub:  1
    119 Repair.Rate:    ¦???
    120 Vision.LOS:     ¦¦??
    121 Special:         Experience;
    122 
    123 
    124 History:
    125 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.
    126 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.
    127 They didn’t always have to thow their spears either. They used these light small spears in hand to hand similar to a quarterstaff.
    128 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.
    129 Infantry Archer
    130 
    131 Id.Class2:       Infantry
    132 Id.Class3:       Ranged
    133 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; UnitArchers; FootArch;
    134 Armour.Crush:   ¦¦¦?
    135 Armour.Hack:    ¦???
    136 Armour.Pierce:  ¦???
    137 Armour.Value:   ¦???
    138 Attack.Accuracy:        ¦???
    139 Attack.Crush:   ????
    140 Attack.Damage:  ¦???
    141 Attack.Hack:    ????
    142 Attack.Pierce:  ¦¦¦?
    143 Attack.Range:   ¦¦??
    144 Attack.Speed:   ¦???
    145 Attack.Primary:  FootSword
    146 Attack.Secondary:        CavSpear
    147 Create.Construct:       ¦???
    148 Create.CostFood:        ¦???
    149 Create.CostOre: ¦???
    150 Create.CostWood:        ¦¦¦?
    151 Create.EntityList:       structure; field; corral;
    152 Create.Phase:    town (or village, depends on civ)
    153 Formation.Category:      ranged
    154 Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
    155 Gather.Speed:   ¦¦¦?
    156 Health.Hitpoints:       ¦¦??
    157 Health.Regen:   ¦???
    158 Move.Speed:     ¦¦??
    159 Population.Sub:  1
    160 Repair.Rate:    ¦???
    161 Vision.LOS:     ¦¦??
    162 Special:         Experience;
    163 
    164 
    165 History:
    166 They tended to be lightly armoured.
    167 They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy.
    168 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.
    169 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.
    170 Infantry Slinger
    171 
    172 Id.Class2:       Infantry
    173 Id.Class3:       Ranged
    174 Id.Type:         UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; FootSling;
    175 Armour.Crush:   ¦¦¦?
    176 Armour.Hack:    ????
    177 Armour.Pierce:  ????
    178 Armour.Value:   ¦???
    179 Attack.Accuracy:        ¦¦??
    180 Attack.Crush:   ¦¦¦?
    181 Attack.Damage:  ¦???
    182 Attack.Hack:    ????
    183 Attack.Pierce:  ¦???
    184 Attack.Range:   ¦???
    185 Attack.Speed:   ¦¦??
    186 Attack.Primary:  (None)
    187 Attack.Secondary:        (None)
    188 Create.Construct:       ¦???
    189 Create.CostFood:        ¦???
    190 Create.CostStone:       ¦???
    191 Create.EntityList:       structure; field; corral;
    192 Create.Phase:    town (or village, depends on civ)
    193 Formation.Category:      ranged
    194 Formation.Type:  box; column_c; column_o; line_c; line_o; flank; skirmish;
    195 Gather.Speed:   ¦¦¦?
    196 Health.Hitpoints:       ¦¦??
    197 Health.Regen:   ¦???
    198 Move.Speed:     ¦¦¦?
    199 Population.Sub:  1
    200 Repair.Rate:    ¦???
    201 Vision.LOS:     ¦¦??
    202 Special:         Experience;
    203 
    204 
    205 History:
    206 They were amazing shots with their slings. They used choice rocks, and often specifically created ‘shot’ made from lead.
    207 They could pierce armour at close distances.
    208 They were lightly armoured because they needed the mobility in their arm regions.
    209 They could be outfitted with little expense.
    210 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.
     194[[BR]][[BR]]History:
     195 * They were amazing shots with their slings. They used choice rocks, and often specifically created ‘shot’ made from lead.
     196 * They could pierce armour at close distances.
     197 * They were lightly armoured because they needed the mobility in their arm regions.
     198 * They could be outfitted with little expense.
     199 * 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.