Changes between Version 3 and Version 4 of List:_Entities:_Player:_Structures


Ignore:
Timestamp:
Jul 22, 2009, 10:09:59 PM (15 years ago)
Author:
Erik Johansson
Comment:

formatting

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  • List:_Entities:_Player:_Structures

    v3 v4  
    11'''[[TOC]]'''
    22
    3 '''VILLAGE PHASE''' [[BR]][[BR]][[BR]]'''Civic Centre''' (Village Centre=>Town Centre=>City Centre)
    4 
     3= STRUCTURES =
     4== VILLAGE PHASE ==
     5=== Civic Centre (Village Centre=>Town Centre=>City Centre) ===
    56 * '''Requirements:''' Settlement.
    67 * '''Footprint:''' 5x5.
     
    89 * '''Housing:''' +10.
    910 * '''Garrison:''' 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range.
    10  * '''Train: '''
    11    * 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ). 
     11 * '''Train: '''
     12   * 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ).
    1213   * Female Citizen.
    13  * '''Advancement:''' 
    14    * Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre). 
     14 * '''Advancement:'''
     15   * Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre).
    1516   * Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock).
    16  * '''Special: '''
    17    * 1 per Province. 
    18    * Must be built on a Settlement. 
    19    * If destroyed, Settlement site is revealed. 
     17 * '''Special: '''
     18   * 1 per Province.
     19   * Must be built on a Settlement.
     20   * If destroyed, Settlement site is revealed.
    2021   * 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)
    2122
    22 '''House'''
    23 
     23=== House ===
    2424 * '''Requirements: '''Village Centre.
    2525 * '''Footprint:''' 2x2.
     
    2727 * '''Housing:''' +5.
    2828
    29 [[BR]][[BR]]'''Farmstead'''
    30 
     29=== Farmstead ===
    3130 * '''Requirements:''' Village Centre
    3231 * '''Footprint:''' 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots.
     
    3433 * '''Housing:''' +5.
    3534 * '''Garrison:''' 5 (Foot, Support).
    36  * '''Special: '''
    37    * 2 per Province. 
     35 * '''Special: '''
     36   * 2 per Province.
    3837   * Vacant Lots appear at positions around it as long as they're not obstructed.
    3938
    40 '''Field'''
    41 
    42  * Requirements: Farmstead.
    43  * Footprint: 3x6/6x3.
    44  * LOS: 0.
    45  * Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation.
    46  * Production:
    47  * 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.
    48 
    49 '''Corral'''
    50 
    51  * Requirements: Farmstead.
    52  * Footprint: 3x6/6x3.
    53  * LOS: 0.
    54  * Garrison: 6 (Herdable animals). All propped and perform idle/graze animation.
    55  * Production:
    56  * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food. [[BR]]=> Garrisoned animals do not fatten.
    57 
    58 [[BR]]'''Mill'''
    59 
    60  * Requirements: Village Centre.
    61  * Footprint: 3x3.
    62  * LOS: 1.
    63  * 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.
    64 
    65 [[BR]]'''Outpost'''
    66 
    67  * Requirements: Village Centre.
    68  * Footprint: 1x1.
    69  * LOS: 2.
    70  * Garrison: 3 (Ranged Infantry). All propped and attack opponents in range.
    71 
    72 '''Wall'''
    73 
    74  * Requirements: Village Centre.
    75  * Footprint: 1x1.
    76  * LOS: 1.
    77  * Special:[[BR]]=> Can be built in shallows.
    78 
    79 '''Tower'''
    80 
    81  * Requirements: Unbroken wall of specified length.
    82  * Footprint: 1x1.
    83  * LOS: 1.
    84  * Garrison: 5 (Ranged Infantry). All propped and attack opponents in range.
    85  * Special:[[BR]]=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments.
    86 
    87 '''Gate''' (Upgrade)
    88 
    89  * Requirements: Unbroken wall of specified length.
    90  * Footprint: 1x2.
    91  * LOS: 1.
    92  * 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).
    93 
    94 '''TOWN PHASE''' [[BR]][[BR]][[BR]]'''Dock'''
    95 
    96  * Requirements: Town Centre.
    97  * Footprint: 4x4.
    98  * LOS: 1.
    99  * Housing: +15.
    100  * Train: Merchantman, Bireme, Trireme, Quinquereme.
    101  * Special: [[BR]]=> 1 per Province. [[BR]]=> Must be built on shoreline. [[BR]]=> Merchantmen use them as waypoints in trade route.
    102 
    103 [[BR]][[BR]][[BR]]'''Market'''
    104 
    105  * Requirements: Town Centre.
    106  * Footprint: 4x4.
    107  * LOS: 1.
    108  * Housing: +10.
    109  * Garrison: 10 (Traders). No prop points.
    110  * Train: Trader.
    111  * Special: [[BR]]=> 1 per Province. [[BR]]=> Traders use them as waypoints in trade route. [[BR]]=> Has special market interface to barter resources.
    112 
    113 [[BR]][[BR]][[BR]]'''Barracks'''
    114 
    115  * Requirements: Town Centre.
    116  * Footprint: 4x4.
    117  * LOS: 1.
    118  * 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.
    119  * Special: [[BR]]=> 2 per Province by default (adjustable at Session Creation).
    120 
    121 [[BR]][[BR]][[BR]]'''Temple'''
    122 
    123  * Requirements: Town Centre.
    124  * Footprint: 3x3.
    125  * LOS: 1.
    126  * Housing: +5.
    127  * Train: => Healer.
    128  * Special: [[BR]]=> "Heal" Aura regenerates health of nearby damaged organic units.
    129 
    130 [[BR]][[BR]]'''CITY PHASE''' [[BR]][[BR]] [[BR]]'''Fortress'''
    131 
    132  * Requirements: City Centre.
    133  * Footprint: 5x5.
    134  * LOS: 1.
    135  * Housing: +20.
    136  * Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range.
    137  * Train:[[BR]]=> Super Infantry Unit, Super Cavalry/Siege Unit.[[BR]]=> Hero1, Hero2, Hero3.
    138 
    139 CODE[[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>
     39=== Field ===
     40 * '''Requirements:''' Farmstead.
     41 * '''Footprint:''' 3x6/6x3.
     42 * '''LOS:''' 0.
     43 * '''Garrison:''' 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation.
     44 * '''Production:'''
     45 * '''Special:'''
     46   * Must be built on Vacant Lot.
     47   * Infinite supply.
     48   * Garrisoned units "gather" to generate Food.
     49   * Decays if left unattended (ungarrisoned) for a while.
     50
     51=== Corral ===
     52 * '''Requirements:''' Farmstead.
     53 * '''Footprint:''' 3x6/6x3.
     54 * '''LOS:''' 0.
     55 * '''Garrison:''' 6 (Herdable animals). All propped and perform idle/graze animation.
     56 * '''Production:'''
     57 * '''Special: '''
     58   * Must be built on Vacant Lot.
     59   * Infinite supply.
     60   * Garrisoned units "gather" to generate Food.
     61   * Garrisoned animals do not fatten.
     62
     63=== Mill ===
     64 * '''Requirements: '''Village Centre.
     65 * '''Footprint:''' 3x3.
     66 * '''LOS:''' 1.
     67 * '''Special: '''
     68   * "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.
     69
     70=== Outpost ===
     71 * '''Requirements:''' Village Centre.
     72 * '''Footprint:''' 1x1.
     73 * '''LOS:''' 2.
     74 * '''Garrison:''' 3 (Ranged Infantry). All propped and attack opponents in range.
     75
     76=== Wall ===
     77 * '''Requirements: '''Village Centre.
     78 * '''Footprint:''' 1x1.
     79 * '''LOS:''' 1.
     80 * '''Special:'''
     81   * Can be built in shallows.
     82
     83=== Tower ===
     84 * '''Requirements: '''Unbroken wall of specified length.
     85 * '''Footprint:''' 1x1.
     86 * '''LOS: '''1.
     87 * '''Garrison: '''5 (Ranged Infantry). All propped and attack opponents in range.
     88 * '''Special:'''
     89   * Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments.
     90
     91=== Gate (Upgrade) ===
     92 * '''Requirements:''' Unbroken wall of specified length.
     93 * '''Footprint:''' 1x2.
     94 * '''LOS: '''1.
     95 * '''Special:'''
     96   * Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments.
     97   * Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed).
     98
     99== TOWN PHASE ==
     100=== Dock ===
     101 * '''Requirements:''' Town Centre.
     102 * '''Footprint:''' 4x4.
     103 * '''LOS:''' 1.
     104 * '''Housing:''' +15.
     105 * '''Train: '''Merchantman, Bireme, Trireme, Quinquereme.
     106 * '''Special:'''
     107   * 1 per Province.
     108   * Must be built on shoreline.
     109   * Merchantmen use them as waypoints in trade route.
     110
     111[[BR]][[BR]][[BR]]
     112=== Market ===
     113
     114
     115 * '''Requirements: '''Town Centre.
     116 * '''Footprint:''' 4x4.
     117 * '''LOS: '''1.
     118 * '''Housing: '''+10.
     119 * '''Garrison:''' 10 (Traders). No prop points.
     120 * '''Train:''' Trader.
     121 * '''Special:'''
     122   * 1 per Province. 
     123   * Traders use them as waypoints in trade route. 
     124   * Has special market interface to barter resources.
     125
     126=== Barracks ===
     127 * '''Requirements:''' Town Centre.
     128 * '''Footprint:''' 4x4.
     129 * '''LOS:''' 1.
     130 * '''Train:'''
     131   * Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.
     132   * Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
     133   * Onager, Ballista, Ram.
     134 * '''Special: 2 per Province by default (adjustable at Session Creation).'''
     135
     136=== Temple ===
     137 * '''Requirements:''' Town Centre.
     138 * '''Footprint:''' 3x3.
     139 * '''LOS:''' 1.
     140 * '''Housing:''' +5.
     141 * '''Train: '''Healer.
     142 * '''Special:  '''"Heal" Aura regenerates health of nearby damaged organic units.
     143
     144== CITY PHASE  ==
     145
     146=== Fortress ===
     147
     148
     149 * '''Requirements: '''City Centre.
     150 * '''Footprint:''' 5x5.
     151 * '''LOS: '''1.
     152 * '''Housing:''' +20.
     153 * '''Garrison:''' 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range.
     154 * '''Train:'''
     155   * Super Infantry Unit, Super Cavalry/Siege Unit.
     156   * Hero1, Hero2, Hero3.
     157
     158{{{
     159<Entity Tag="Name of Entity." Parent="Entity's Parent."
     160   // It uses this Actor.
     161   <Actor
     162       primary="Primary Actor name."
     163   ></Actor>
     164   <Actions>
     165       // It can train/research these units and techs.
     166       <Create
     167           entitylist="List of entity tags it can train."
     168           techlist="List of tech tags it can research."
     169           construct="Modifier to the default rate of construction, if needed."
     170       ></Create>
     171       // This gives the Market a resource-trading interface.
     172       <Barter
     173           foodratio="1 (1:1 ratio for Food.)"
     174           woodratio="2 (2:1 ratio for Wood.)"
     175           stoneratio="2 2:1 ratio for Stone.)"
     176           oreratio="4 (4:1 ratio for Ore.)"
     177       ></Barter>
     178       // Gates have a Lock ability to lock the Gate open or closed.
     179       <Lock></Lock>
     180       </Actions>
     181   <Traits>
     182       <Id
     183           specific="Specific name of structure (civ version)."
     184           generic="Generic name of structure (class version)."
     185           civ="List of civilisations that can create this structure."
     186           civ_code="4-character codes of civilisations that can create this structure."
     187           class1="Primary class: structure."
     188           class2="Secondary class: eg norm."
     189           class3="Tertiary class: eg military."
     190           icon="Icon name for structure's portrait."
     191           rollover="Localised rollover text for GUI description."
     192           history="History paragraph for GUI description."
     193           type="Additional descriptor categories for structure."
     194           version="Version number."
     195           internal_only="false"
     196           type.structure="true"
     197           type ... etc
     198           (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)
     199       </Id>
     200       // It has this ability to resist damage.
     201       <Armour
     202           value="Armour value."
     203           crush="Crush percentage."
     204           hack="Hack percentage."
     205           pierce="Pierce percentage."
     206       ></Armour>
     207       // A couple of structures use Auras eg Mills create a Gather area, Temples heal.
     208       <Aura
     209           name="Name of the Aura (localised)."
     210           affects="List of entity tags or groups affected by this Aura."
     211           allegiance="List of player groups affected by this Aura."
     212           radius="Size of Aura range."
     213           time="Time target must stay in Aura before effect occurs."
     214           cooldown="Time to wait before starting the timer for another target."
     215           hitpoints="Target can't have more than this percentage of its hitpoints."
     216           duration="How long the effect will remain on the target once applied."
     217       ></Aura>
     218       // Specify the logic of the Aura effect under the condition that it occurs.
     219       <event on="AuraTime" ![CDATA[
     220           // Scripting goes here.
     221       ]]></event>
     222       // These are the constraints under which the structure can be built.
     223       <Creation
     224           costfood="How much Food it will cost to build."
     225           costore="How much Wood it will cost to build."
     226           coststone="How much Stone it will cost to build."
     227           costwood="How much Wood it will cost to build."
     228           phase="The player must upgrade to this phase before he can build it."
     229           req="List of other entities that must be created before he can build it."
     230           time="Time it takes to build it."
     231           distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."
     232           limit="Player cannot have more than this number of this structure per Civ Centre."
     233           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."
     234           zvariance="Degree of terrain height variance permissible for the structure to be built at this location."
     235           paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."
     236           buildclear="If true, clears all entities in the footprint when entity is placed."
     237           flattensterrain="If true, when placed, this entity flattens the terrain it sits on."
     238           placeanywhere="If true, ignores collision boundaries and can be built on anything."
     239       ></Creation>
     240       // Units can be garrisoned and propped.
     241       <Garrison
     242           list="List of entity types that can garrison."
     243           capacity="Number of entities that can garrison."
     244           ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."
     245           proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."
     246           proplist="List of entities that can appear at prop points."
     247           autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."
     248       ></Garrison>
     249       // Specify the effects applied to garrisoned units.
     250       <event on="GarrisonEnter" ![CDATA[
     251              // Regeneration rate is increased +1.
     252              ev.target.health.regen++;
     253       ]]></event>
     254       <event on="SocketEnter" ![CDATA[
     255           // If garrisoned unit is at a prop point,
     256              // His LOS and attack range is +1.
     257              ev.target.traits.vision.los++;
     258              ev.target.traits.attack.range++;
     259              // His armour is +2.
     260              ev.target.traits.armour.value = ev.target.traits.armour.value+2;
     261       ]]></event>
     262       // Occurs when structure is ungarrisoned.
     263       <event on="GarrisonEmpty" ![CDATA[
     264              // Reduce current hitpoints until structure is regarrisoned or destroyed.
     265              ev.entity.traits.health.hpcurr--;
     266       ]]></event>
     267       // Structure can take this much damage.
     268       <Health
     269           curr="Structure's current hitpoints."
     270           hitpoints="Structure's maximum hitpoints."
     271           decay="Rate of hitpoint decay."
     272           vacant="Hitpoints decay if left unattended for this time."
     273           nohpbar="If true, no hitpoint bar."
     274       ></Health>
     275       // Quantity of resources received in plunder when destroying this structure.
     276       <Loot
     277           food="Resources received in plunder."
     278           wood="Resources received in plunder."
     279           stone="Resources received in plunder."
     280           ore="Resources received in plunder."
     281           up="Number of upgrade points to give when destroyed."
     282       ></Loot>
     283       // How is this structure represented on the Mini-Map?
     284       <MiniMap
     285           red="Minimap RGB red value."
     286           green="Minimap RGB green value."
     287           blue="Minimap RGB blue value."
     288           class="Minimap class (typically Structure)."
     289       ></MiniMap>
     290       // How much housing the structure adds to population limit.
     291       <Population
     292           add="Number of housing points to add to Population Limit."
     293       ></Population>
     294       // Quantity of contained resources for eg Fields.
     295       <Supply
     296           curr="Current supply."
     297           supply="Maximum quantity of Supply."
     298           initial="Initial supply when first created (if doesn't start at max)."
     299           regen="Rate of supply regeneration."
     300           type="Supply resource."
     301           subtype="Subtype of supply resource, if appropriate."
     302           decay="Rate of supply decay."
     303           vacant="Supply decays if left unattended for this time."
     304           lootondeath="Percentage of current supply is added to Resource Pool of destroyer."
     305       ></Supply>
     306       // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.
     307       <Transform
     308           newentity="Entity name of other structure to become."
     309           food="Amount of Food to upgrade to new entity."
     310           wood="Amount of Wood to upgrade to new entity."
     311           stone="Amount of Stone to upgrade to new entity."
     312           ore="Amount of Ore to upgrade to new entity."
     313           time="Amount of Time to upgrade to new entity."
     314           req="List of required entities to upgrade to new entity."
     315           phase="Phase required to upgrade to new entity."
     316       ></Transform>
     317       // The structure's visibility.
     318       <Vision
     319           LOS="1"
     320       ></Vision>
     321   </Traits>
     322></Entity>
     323}}}