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


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

--

Legend:

Unmodified
Added
Removed
Modified
  • List:_Entities:_Player:_Structures

    v1 v2  
    1 List: Entities: Player: Structures
     1'''[[TOC]]'''
    22
    3 STRUCTURE CLASSES
     3'''VILLAGE PHASE''' [[BR]][[BR]][[BR]]'''Civic Centre''' (Village Centre=>Town Centre=>City Centre)
     4 * Requirements: Settlement.
     5 * Footprint: 5x5.
     6 * LOS: 1.
     7 * Housing: +10.
     8 * Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range.
     9 * Train: [[BR]]=> 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ). [[BR]]=> Female Citizen.
     10 * Advancement: [[BR]]=> Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre). [[BR]]=> Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock).
     11 * Special: [[BR]]=> 1 per Province. [[BR]]=> Must be built on a Settlement. [[BR]]=> If destroyed, Settlement site is revealed. [[BR]]=> 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).
    412
    5 Building Hierarchy
     13[[BR]][[BR]][[BR]]'''House'''
     14 * Requirements: Village Centre.
     15 * Footprint: 2x2.
     16 * LOS: 1.
     17 * Housing: +5.
    618
    7 VILLAGE PHASE
     19[[BR]][[BR]]'''Farmstead'''
     20 * Requirements: Village Centre
     21 * Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots.
     22 * LOS: 1.
     23 * Housing: +5.
     24 * Garrison: 5 (Foot, Support).
     25 * Special: [[BR]]=> 2 per Province. [[BR]]=> Vacant Lots appear at positions around it as long as they're not obstructed.
    826
     27'''Field'''
     28 * Requirements: Farmstead.
     29 * Footprint: 3x6/6x3.
     30 * LOS: 0.
     31 * Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation.
     32 * Production:
     33 * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food.[[BR]]=> Decays if left unattended (ungarrisoned) for a while.
    934
    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).
     35'''Corral'''
     36 * Requirements: Farmstead.
     37 * Footprint: 3x6/6x3.
     38 * LOS: 0.
     39 * Garrison: 6 (Herdable animals). All propped and perform idle/graze animation.
     40 * Production:
     41 * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food. [[BR]]=> Garrisoned animals do not fatten.
    2742
     43[[BR]]'''Mill'''
     44 * Requirements: Village Centre.
     45 * Footprint: 3x3.
     46 * LOS: 1.
     47 * Special: [[BR]]=> "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.
    2848
     49[[BR]]'''Outpost'''
     50 * Requirements: Village Centre.
     51 * Footprint: 1x1.
     52 * LOS: 2.
     53 * Garrison: 3 (Ranged Infantry). All propped and attack opponents in range.
    2954
    30 House
    31 Requirements: Village Centre.
    32 Footprint: 2x2.
    33 LOS: 1.
    34 Housing: +5.
     55'''Wall'''
     56 * Requirements: Village Centre.
     57 * Footprint: 1x1.
     58 * LOS: 1.
     59 * Special:[[BR]]=> Can be built in shallows.
    3560
     61'''Tower'''
     62 * Requirements: Unbroken wall of specified length.
     63 * Footprint: 1x1.
     64 * LOS: 1.
     65 * Garrison: 5 (Ranged Infantry). All propped and attack opponents in range.
     66 * Special:[[BR]]=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments.
    3667
    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'''Gate''' (Upgrade)
     69 * Requirements: Unbroken wall of specified length.
     70 * Footprint: 1x2.
     71 * LOS: 1.
     72 * Special:[[BR]]=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments.[[BR]]=> Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed).
    6873
    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.
     74'''TOWN PHASE''' [[BR]][[BR]][[BR]]'''Dock'''
     75 * Requirements: Town Centre.
     76 * Footprint: 4x4.
     77 * LOS: 1.
     78 * Housing: +15.
     79 * Train: Merchantman, Bireme, Trireme, Quinquereme.
     80 * Special: [[BR]]=> 1 per Province. [[BR]]=> Must be built on shoreline. [[BR]]=> Merchantmen use them as waypoints in trade route.
    7581
    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
     82[[BR]][[BR]][[BR]]'''Market'''
     83 * Requirements: Town Centre.
     84 * Footprint: 4x4.
     85 * LOS: 1.
     86 * Housing: +10.
     87 * Garrison: 10 (Traders). No prop points.
     88 * Train: Trader.
     89 * Special: [[BR]]=> 1 per Province. [[BR]]=> Traders use them as waypoints in trade route. [[BR]]=> Has special market interface to barter resources.
    10290
     91[[BR]][[BR]][[BR]]'''Barracks'''
     92 * Requirements: Town Centre.
     93 * Footprint: 4x4.
     94 * LOS: 1.
     95 * Train:[[BR]]=> Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.[[BR]]=> Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.[[BR]]=> Onager, Ballista, Ram.
     96 * Special: [[BR]]=> 2 per Province by default (adjustable at Session Creation).
    10397
    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.
     98[[BR]][[BR]][[BR]]'''Temple'''
     99 * Requirements: Town Centre.
     100 * Footprint: 3x3.
     101 * LOS: 1.
     102 * Housing: +5.
     103 * Train: => Healer.
     104 * Special: [[BR]]=> "Heal" Aura regenerates health of nearby damaged organic units.
    114105
     106[[BR]][[BR]]'''CITY PHASE''' [[BR]][[BR]] [[BR]]'''Fortress'''
     107 * Requirements: City Centre.
     108 * Footprint: 5x5.
     109 * LOS: 1.
     110 * Housing: +20.
     111 * Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range.
     112 * Train:[[BR]]=> Super Infantry Unit, Super Cavalry/Siege Unit.[[BR]]=> Hero1, Hero2, Hero3.
    115113
    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>
     114CODE[[BR]]<Entity Tag="Name of Entity." Parent="Entity's Parent."[[BR]]   // It uses this Actor.[[BR]]   <Actor[[BR]]       primary="Primary Actor name."[[BR]]   ></Actor>[[BR]]   <Actions>[[BR]]       // It can train/research these units and techs.[[BR]]       <Create[[BR]]           entitylist="List of entity tags it can train."[[BR]]           techlist="List of tech tags it can research."[[BR]]           construct="Modifier to the default rate of construction, if needed."[[BR]]       ></Create>[[BR]]       // This gives the Market a resource-trading interface.[[BR]]       <Barter[[BR]]           foodratio="1 (!1:1 ratio for Food.)"[[BR]]           woodratio="2 (!2:1 ratio for Wood.)"[[BR]]           stoneratio="2 !2:1 ratio for Stone.)"[[BR]]           oreratio="4 (!4:1 ratio for Ore.)"[[BR]]       ></Barter>[[BR]]       // Gates have a Lock ability to lock the Gate open or closed.[[BR]]       <Lock></Lock>[[BR]]       </Actions>[[BR]]   <Traits>[[BR]]       <Id[[BR]]           specific="Specific name of structure (civ version)."[[BR]]           generic="Generic name of structure (class version)."[[BR]]           civ="List of civilisations that can create this structure."[[BR]]           civ_code="4-character codes of civilisations that can create this structure."[[BR]]           class1="Primary class: structure."[[BR]]           class2="Secondary class: eg norm."[[BR]]           class3="Tertiary class: eg military."[[BR]]           icon="Icon name for structure's portrait."[[BR]]           rollover="Localised rollover text for GUI description."[[BR]]           history="History paragraph for GUI description."[[BR]]           type="Additional descriptor categories for structure."[[BR]]           version="Version number."[[BR]]           internal_only="false"[[BR]]           type.structure="true"[[BR]]           type ... etc[[BR]]           (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)[[BR]]       </Id>[[BR]]       // It has this ability to resist damage.[[BR]]       <Armour[[BR]]           value="Armour value."[[BR]]           crush="Crush percentage."[[BR]]           hack="Hack percentage."[[BR]]           pierce="Pierce percentage."[[BR]]       ></Armour>[[BR]]       // A couple of structures use Auras eg Mills create a Gather area, Temples heal.[[BR]]       <Aura[[BR]]           name="Name of the Aura (localised)."[[BR]]           affects="List of entity tags or groups affected by this Aura."[[BR]]           allegiance="List of player groups affected by this Aura."[[BR]]           radius="Size of Aura range."[[BR]]           time="Time target must stay in Aura before effect occurs."[[BR]]           cooldown="Time to wait before starting the timer for another target."[[BR]]           hitpoints="Target can't have more than this percentage of its hitpoints."[[BR]]           duration="How long the effect will remain on the target once applied."[[BR]]       ></Aura>[[BR]]       // Specify the logic of the Aura effect under the condition that it occurs.[[BR]]       <event on="!AuraTime" ![CDATA[ [[BR]]           // Scripting goes here.[[BR]]       ]]></event>[[BR]]       // These are the constraints under which the structure can be built.[[BR]]       <Creation[[BR]]           costfood="How much Food it will cost to build."[[BR]]           costore="How much Wood it will cost to build."[[BR]]           coststone="How much Stone it will cost to build."[[BR]]           costwood="How much Wood it will cost to build."[[BR]]           phase="The player must upgrade to this phase before he can build it."[[BR]]           req="List of other entities that must be created before he can build it."[[BR]]           time="Time it takes to build it."[[BR]]           distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."[[BR]]           limit="Player cannot have more than this number of this structure per Civ Centre."[[BR]]           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."[[BR]]           zvariance="Degree of terrain height variance permissible for the structure to be built at this location."[[BR]]           paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."[[BR]]           buildclear="If true, clears all entities in the footprint when entity is placed."[[BR]]           flattensterrain="If true, when placed, this entity flattens the terrain it sits on."[[BR]]           placeanywhere="If true, ignores collision boundaries and can be built on anything."[[BR]]       ></Creation>[[BR]]       // Units can be garrisoned and propped.[[BR]]       <Garrison[[BR]]           list="List of entity types that can garrison."[[BR]]           capacity="Number of entities that can garrison."[[BR]]           ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."[[BR]]           proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."[[BR]]           proplist="List of entities that can appear at prop points."[[BR]]           autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."[[BR]]       ></Garrison>[[BR]]       // Specify the effects applied to garrisoned units.[[BR]]       <event on="!GarrisonEnter" ![CDATA[ [[BR]]              // Regeneration rate is increased +1.[[BR]]              ev.target.health.regen++;[[BR]]       ]]></event>[[BR]]       <event on="!SocketEnter" ![CDATA[ [[BR]]           // If garrisoned unit is at a prop point,[[BR]]              // His LOS and attack range is +1.[[BR]]              ev.target.traits.vision.los++;[[BR]]              ev.target.traits.attack.range++;[[BR]]              // His armour is +2.[[BR]]              ev.target.traits.armour.value = ev.target.traits.armour.value+2;[[BR]]       ]]></event>[[BR]]       // Occurs when structure is ungarrisoned.[[BR]]       <event on="!GarrisonEmpty" ![CDATA[[[BR]]              // Reduce current hitpoints until structure is regarrisoned or destroyed.[[BR]]              ev.entity.traits.health.hpcurr--;[[BR]]       ]]></event>[[BR]]       // Structure can take this much damage.[[BR]]       <Health[[BR]]           curr="Structure's current hitpoints."[[BR]]           hitpoints="Structure's maximum hitpoints."[[BR]]           decay="Rate of hitpoint decay."[[BR]]           vacant="Hitpoints decay if left unattended for this time."[[BR]]           nohpbar="If true, no hitpoint bar."[[BR]]       ></Health>[[BR]]       // Quantity of resources received in plunder when destroying this structure.[[BR]]       <Loot[[BR]]           food="Resources received in plunder."[[BR]]           wood="Resources received in plunder."[[BR]]           stone="Resources received in plunder."[[BR]]           ore="Resources received in plunder."[[BR]]           up="Number of upgrade points to give when destroyed."[[BR]]       ></Loot>[[BR]]       // How is this structure represented on the Mini-Map? [[BR]]       <!MiniMap[[BR]]           red="Minimap RGB red value."[[BR]]           green="Minimap RGB green value."[[BR]]           blue="Minimap RGB blue value."[[BR]]           class="Minimap class (typically Structure)."[[BR]]       ></!MiniMap>[[BR]]       // How much housing the structure adds to population limit.[[BR]]       <Population[[BR]]           add="Number of housing points to add to Population Limit."[[BR]]       ></Population>[[BR]]       // Quantity of contained resources for eg Fields.[[BR]]       <Supply[[BR]]           curr="Current supply."[[BR]]           supply="Maximum quantity of Supply."[[BR]]           initial="Initial supply when first created (if doesn't start at max)."[[BR]]           regen="Rate of supply regeneration."[[BR]]           type="Supply resource."[[BR]]           subtype="Subtype of supply resource, if appropriate."[[BR]]           decay="Rate of supply decay."[[BR]]           vacant="Supply decays if left unattended for this time."[[BR]]           lootondeath="Percentage of current supply is added to Resource Pool of destroyer."[[BR]]       ></Supply>[[BR]]       // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.[[BR]]       <Transform[[BR]]           newentity="Entity name of other structure to become."[[BR]]           food="Amount of Food to upgrade to new entity."[[BR]]           wood="Amount of Wood to upgrade to new entity."[[BR]]           stone="Amount of Stone to upgrade to new entity."[[BR]]           ore="Amount of Ore to upgrade to new entity."[[BR]]           time="Amount of Time to upgrade to new entity."[[BR]]           req="List of required entities to upgrade to new entity."[[BR]]           phase="Phase required to upgrade to new entity."[[BR]]       ></Transform>[[BR]]       // The structure's visibility.[[BR]]       <Vision[[BR]]           LOS="1"[[BR]]       ></Vision>[[BR]]   </Traits>[[BR]]></Entity>