| 1 | List: Entities: Player: Structures |
| 2 | |
| 3 | STRUCTURE CLASSES |
| 4 | |
| 5 | Building Hierarchy |
| 6 | |
| 7 | VILLAGE PHASE |
| 8 | |
| 9 | |
| 10 | Civic Centre (Village Centre=>Town Centre=>City Centre) |
| 11 | Requirements: Settlement. |
| 12 | Footprint: 5x5. |
| 13 | LOS: 1. |
| 14 | Housing: +10. |
| 15 | Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range. |
| 16 | Train: |
| 17 | => 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ). |
| 18 | => Female Citizen. |
| 19 | Advancement: |
| 20 | => Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre). |
| 21 | => Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock). |
| 22 | Special: |
| 23 | => 1 per Province. |
| 24 | => Must be built on a Settlement. |
| 25 | => If destroyed, Settlement site is revealed. |
| 26 | => 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). |
| 27 | |
| 28 | |
| 29 | |
| 30 | House |
| 31 | Requirements: Village Centre. |
| 32 | Footprint: 2x2. |
| 33 | LOS: 1. |
| 34 | Housing: +5. |
| 35 | |
| 36 | |
| 37 | Farmstead |
| 38 | Requirements: Village Centre |
| 39 | Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots. |
| 40 | LOS: 1. |
| 41 | Housing: +5. |
| 42 | Garrison: 5 (Foot, Support). |
| 43 | Special: |
| 44 | => 2 per Province. |
| 45 | => Vacant Lots appear at positions around it as long as they're not obstructed. |
| 46 | Field |
| 47 | Requirements: Farmstead. |
| 48 | Footprint: 3x6/6x3. |
| 49 | LOS: 0. |
| 50 | Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation. |
| 51 | Production: |
| 52 | Special: |
| 53 | => Must be built on Vacant Lot. |
| 54 | => Infinite supply. |
| 55 | => Garrisoned units "gather" to generate Food. |
| 56 | => Decays if left unattended (ungarrisoned) for a while. |
| 57 | Corral |
| 58 | Requirements: Farmstead. |
| 59 | Footprint: 3x6/6x3. |
| 60 | LOS: 0. |
| 61 | Garrison: 6 (Herdable animals). All propped and perform idle/graze animation. |
| 62 | Production: |
| 63 | Special: |
| 64 | => Must be built on Vacant Lot. |
| 65 | => Infinite supply. |
| 66 | => Garrisoned units "gather" to generate Food. |
| 67 | => Garrisoned animals do not fatten. |
| 68 | |
| 69 | Mill |
| 70 | Requirements: Village Centre. |
| 71 | Footprint: 3x3. |
| 72 | LOS: 1. |
| 73 | Special: |
| 74 | => "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. |
| 75 | |
| 76 | Outpost |
| 77 | Requirements: Village Centre. |
| 78 | Footprint: 1x1. |
| 79 | LOS: 2. |
| 80 | Garrison: 3 (Ranged Infantry). All propped and attack opponents in range. |
| 81 | Wall |
| 82 | Requirements: Village Centre. |
| 83 | Footprint: 1x1. |
| 84 | LOS: 1. |
| 85 | Special: |
| 86 | => Can be built in shallows. |
| 87 | Tower |
| 88 | Requirements: Unbroken wall of specified length. |
| 89 | Footprint: 1x1. |
| 90 | LOS: 1. |
| 91 | Garrison: 5 (Ranged Infantry). All propped and attack opponents in range. |
| 92 | Special: |
| 93 | => Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments. |
| 94 | Gate (Upgrade) |
| 95 | Requirements: Unbroken wall of specified length. |
| 96 | Footprint: 1x2. |
| 97 | LOS: 1. |
| 98 | Special: |
| 99 | => Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments. |
| 100 | => Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed). |
| 101 | TOWN PHASE |
| 102 | |
| 103 | |
| 104 | Dock |
| 105 | Requirements: Town Centre. |
| 106 | Footprint: 4x4. |
| 107 | LOS: 1. |
| 108 | Housing: +15. |
| 109 | Train: Merchantman, Bireme, Trireme, Quinquereme. |
| 110 | Special: |
| 111 | => 1 per Province. |
| 112 | => Must be built on shoreline. |
| 113 | => Merchantmen use them as waypoints in trade route. |
| 114 | |
| 115 | |
| 116 | |
| 117 | Market |
| 118 | Requirements: Town Centre. |
| 119 | Footprint: 4x4. |
| 120 | LOS: 1. |
| 121 | Housing: +10. |
| 122 | Garrison: 10 (Traders). No prop points. |
| 123 | Train: Trader. |
| 124 | Special: |
| 125 | => 1 per Province. |
| 126 | => Traders use them as waypoints in trade route. |
| 127 | => Has special market interface to barter resources. |
| 128 | |
| 129 | |
| 130 | |
| 131 | Barracks |
| 132 | Requirements: Town Centre. |
| 133 | Footprint: 4x4. |
| 134 | LOS: 1. |
| 135 | Train: |
| 136 | => Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger. |
| 137 | => Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer. |
| 138 | => Onager, Ballista, Ram. |
| 139 | Special: |
| 140 | => 2 per Province by default (adjustable at Session Creation). |
| 141 | |
| 142 | |
| 143 | |
| 144 | Temple |
| 145 | Requirements: Town Centre. |
| 146 | Footprint: 3x3. |
| 147 | LOS: 1. |
| 148 | Housing: +5. |
| 149 | Train: => Healer. |
| 150 | Special: |
| 151 | => "Heal" Aura regenerates health of nearby damaged organic units. |
| 152 | |
| 153 | |
| 154 | CITY PHASE |
| 155 | |
| 156 | |
| 157 | Fortress |
| 158 | Requirements: City Centre. |
| 159 | Footprint: 5x5. |
| 160 | LOS: 1. |
| 161 | Housing: +20. |
| 162 | Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range. |
| 163 | Train: |
| 164 | => Super Infantry Unit, Super Cavalry/Siege Unit. |
| 165 | => Hero1, Hero2, Hero3. |
| 166 | CODE |
| 167 | |
| 168 | <Entity Tag="Name of Entity." Parent="Entity's Parent." |
| 169 | // It uses this Actor. |
| 170 | <Actor |
| 171 | primary="Primary Actor name." |
| 172 | ></Actor> |
| 173 | <Actions> |
| 174 | // It can train/research these units and techs. |
| 175 | <Create |
| 176 | entitylist="List of entity tags it can train." |
| 177 | techlist="List of tech tags it can research." |
| 178 | construct="Modifier to the default rate of construction, if needed." |
| 179 | ></Create> |
| 180 | // This gives the Market a resource-trading interface. |
| 181 | <Barter |
| 182 | foodratio="1 (1:1 ratio for Food.)" |
| 183 | woodratio="2 (2:1 ratio for Wood.)" |
| 184 | stoneratio="2 2:1 ratio for Stone.)" |
| 185 | oreratio="4 (4:1 ratio for Ore.)" |
| 186 | ></Barter> |
| 187 | // Gates have a Lock ability to lock the Gate open or closed. |
| 188 | <Lock></Lock> |
| 189 | </Actions> |
| 190 | <Traits> |
| 191 | <Id |
| 192 | specific="Specific name of structure (civ version)." |
| 193 | generic="Generic name of structure (class version)." |
| 194 | civ="List of civilisations that can create this structure." |
| 195 | civ_code="4-character codes of civilisations that can create this structure." |
| 196 | class1="Primary class: structure." |
| 197 | class2="Secondary class: eg norm." |
| 198 | class3="Tertiary class: eg military." |
| 199 | icon="Icon name for structure's portrait." |
| 200 | rollover="Localised rollover text for GUI description." |
| 201 | history="History paragraph for GUI description." |
| 202 | type="Additional descriptor categories for structure." |
| 203 | version="Version number." |
| 204 | internal_only="false" |
| 205 | type.structure="true" |
| 206 | type ... etc |
| 207 | (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions) |
| 208 | </Id> |
| 209 | // It has this ability to resist damage. |
| 210 | <Armour |
| 211 | value="Armour value." |
| 212 | crush="Crush percentage." |
| 213 | hack="Hack percentage." |
| 214 | pierce="Pierce percentage." |
| 215 | ></Armour> |
| 216 | // A couple of structures use Auras eg Mills create a Gather area, Temples heal. |
| 217 | <Aura |
| 218 | name="Name of the Aura (localised)." |
| 219 | affects="List of entity tags or groups affected by this Aura." |
| 220 | allegiance="List of player groups affected by this Aura." |
| 221 | radius="Size of Aura range." |
| 222 | time="Time target must stay in Aura before effect occurs." |
| 223 | cooldown="Time to wait before starting the timer for another target." |
| 224 | hitpoints="Target can't have more than this percentage of its hitpoints." |
| 225 | duration="How long the effect will remain on the target once applied." |
| 226 | ></Aura> |
| 227 | // Specify the logic of the Aura effect under the condition that it occurs. |
| 228 | <event on="AuraTime" ![CDATA[ |
| 229 | // Scripting goes here. |
| 230 | ]]></event> |
| 231 | // These are the constraints under which the structure can be built. |
| 232 | <Creation |
| 233 | costfood="How much Food it will cost to build." |
| 234 | costore="How much Wood it will cost to build." |
| 235 | coststone="How much Stone it will cost to build." |
| 236 | costwood="How much Wood it will cost to build." |
| 237 | phase="The player must upgrade to this phase before he can build it." |
| 238 | req="List of other entities that must be created before he can build it." |
| 239 | time="Time it takes to build it." |
| 240 | distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)." |
| 241 | limit="Player cannot have more than this number of this structure per Civ Centre." |
| 242 | 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." |
| 243 | zvariance="Degree of terrain height variance permissible for the structure to be built at this location." |
| 244 | paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence." |
| 245 | buildclear="If true, clears all entities in the footprint when entity is placed." |
| 246 | flattensterrain="If true, when placed, this entity flattens the terrain it sits on." |
| 247 | placeanywhere="If true, ignores collision boundaries and can be built on anything." |
| 248 | ></Creation> |
| 249 | // Units can be garrisoned and propped. |
| 250 | <Garrison |
| 251 | list="List of entity types that can garrison." |
| 252 | capacity="Number of entities that can garrison." |
| 253 | ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage." |
| 254 | proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned." |
| 255 | proplist="List of entities that can appear at prop points." |
| 256 | autogarrison="List of entity types that will garrison in this entity when Town Bell is rung." |
| 257 | ></Garrison> |
| 258 | // Specify the effects applied to garrisoned units. |
| 259 | <event on="GarrisonEnter" ![CDATA[ |
| 260 | // Regeneration rate is increased +1. |
| 261 | ev.target.health.regen++; |
| 262 | ]]></event> |
| 263 | <event on="SocketEnter" ![CDATA[ |
| 264 | // If garrisoned unit is at a prop point, |
| 265 | // His LOS and attack range is +1. |
| 266 | ev.target.traits.vision.los++; |
| 267 | ev.target.traits.attack.range++; |
| 268 | // His armour is +2. |
| 269 | ev.target.traits.armour.value = ev.target.traits.armour.value+2; |
| 270 | ]]></event> |
| 271 | // Occurs when structure is ungarrisoned. |
| 272 | <event on="GarrisonEmpty" ![CDATA[ |
| 273 | // Reduce current hitpoints until structure is regarrisoned or destroyed. |
| 274 | ev.entity.traits.health.hpcurr--; |
| 275 | ]]></event> |
| 276 | // Structure can take this much damage. |
| 277 | <Health |
| 278 | curr="Structure's current hitpoints." |
| 279 | hitpoints="Structure's maximum hitpoints." |
| 280 | decay="Rate of hitpoint decay." |
| 281 | vacant="Hitpoints decay if left unattended for this time." |
| 282 | nohpbar="If true, no hitpoint bar." |
| 283 | ></Health> |
| 284 | // Quantity of resources received in plunder when destroying this structure. |
| 285 | <Loot |
| 286 | food="Resources received in plunder." |
| 287 | wood="Resources received in plunder." |
| 288 | stone="Resources received in plunder." |
| 289 | ore="Resources received in plunder." |
| 290 | up="Number of upgrade points to give when destroyed." |
| 291 | ></Loot> |
| 292 | // How is this structure represented on the Mini-Map? |
| 293 | <MiniMap |
| 294 | red="Minimap RGB red value." |
| 295 | green="Minimap RGB green value." |
| 296 | blue="Minimap RGB blue value." |
| 297 | class="Minimap class (typically Structure)." |
| 298 | ></MiniMap> |
| 299 | // How much housing the structure adds to population limit. |
| 300 | <Population |
| 301 | add="Number of housing points to add to Population Limit." |
| 302 | ></Population> |
| 303 | // Quantity of contained resources for eg Fields. |
| 304 | <Supply |
| 305 | curr="Current supply." |
| 306 | supply="Maximum quantity of Supply." |
| 307 | initial="Initial supply when first created (if doesn't start at max)." |
| 308 | regen="Rate of supply regeneration." |
| 309 | type="Supply resource." |
| 310 | subtype="Subtype of supply resource, if appropriate." |
| 311 | decay="Rate of supply decay." |
| 312 | vacant="Supply decays if left unattended for this time." |
| 313 | lootondeath="Percentage of current supply is added to Resource Pool of destroyer." |
| 314 | ></Supply> |
| 315 | // Structures don't tend to transform into others, but can earn others upgrade points when destroyed. |
| 316 | <Transform |
| 317 | newentity="Entity name of other structure to become." |
| 318 | food="Amount of Food to upgrade to new entity." |
| 319 | wood="Amount of Wood to upgrade to new entity." |
| 320 | stone="Amount of Stone to upgrade to new entity." |
| 321 | ore="Amount of Ore to upgrade to new entity." |
| 322 | time="Amount of Time to upgrade to new entity." |
| 323 | req="List of required entities to upgrade to new entity." |
| 324 | phase="Phase required to upgrade to new entity." |
| 325 | ></Transform> |
| 326 | // The structure's visibility. |
| 327 | <Vision |
| 328 | LOS="1" |
| 329 | ></Vision> |
| 330 | </Traits> |
| 331 | ></Entity> |