List: Entities: Player: Structures STRUCTURE CLASSES Building Hierarchy VILLAGE PHASE Civic Centre (Village Centre=>Town Centre=>City Centre) Requirements: Settlement. Footprint: 5x5. LOS: 1. Housing: +10. Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range. Train: => 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ). => Female Citizen. Advancement: => Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre). => Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock). Special: => 1 per Province. => Must be built on a Settlement. => If destroyed, Settlement site is revealed. => 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). House Requirements: Village Centre. Footprint: 2x2. LOS: 1. Housing: +5. Farmstead Requirements: Village Centre Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots. LOS: 1. Housing: +5. Garrison: 5 (Foot, Support). Special: => 2 per Province. => Vacant Lots appear at positions around it as long as they're not obstructed. Field Requirements: Farmstead. Footprint: 3x6/6x3. LOS: 0. Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation. Production: Special: => Must be built on Vacant Lot. => Infinite supply. => Garrisoned units "gather" to generate Food. => Decays if left unattended (ungarrisoned) for a while. Corral Requirements: Farmstead. Footprint: 3x6/6x3. LOS: 0. Garrison: 6 (Herdable animals). All propped and perform idle/graze animation. Production: Special: => Must be built on Vacant Lot. => Infinite supply. => Garrisoned units "gather" to generate Food. => Garrisoned animals do not fatten. Mill Requirements: Village Centre. Footprint: 3x3. LOS: 1. Special: => "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. Outpost Requirements: Village Centre. Footprint: 1x1. LOS: 2. Garrison: 3 (Ranged Infantry). All propped and attack opponents in range. Wall Requirements: Village Centre. Footprint: 1x1. LOS: 1. Special: => Can be built in shallows. Tower Requirements: Unbroken wall of specified length. Footprint: 1x1. LOS: 1. Garrison: 5 (Ranged Infantry). All propped and attack opponents in range. Special: => Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments. Gate (Upgrade) Requirements: Unbroken wall of specified length. Footprint: 1x2. LOS: 1. Special: => Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments. => Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed). TOWN PHASE Dock Requirements: Town Centre. Footprint: 4x4. LOS: 1. Housing: +15. Train: Merchantman, Bireme, Trireme, Quinquereme. Special: => 1 per Province. => Must be built on shoreline. => Merchantmen use them as waypoints in trade route. Market Requirements: Town Centre. Footprint: 4x4. LOS: 1. Housing: +10. Garrison: 10 (Traders). No prop points. Train: Trader. Special: => 1 per Province. => Traders use them as waypoints in trade route. => Has special market interface to barter resources. Barracks Requirements: Town Centre. Footprint: 4x4. LOS: 1. Train: => Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger. => Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer. => Onager, Ballista, Ram. Special: => 2 per Province by default (adjustable at Session Creation). Temple Requirements: Town Centre. Footprint: 3x3. LOS: 1. Housing: +5. Train: => Healer. Special: => "Heal" Aura regenerates health of nearby damaged organic units. CITY PHASE Fortress Requirements: City Centre. Footprint: 5x5. LOS: 1. Housing: +20. Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range. Train: => Super Infantry Unit, Super Cavalry/Siege Unit. => Hero1, Hero2, Hero3. CODE // It can train/research these units and techs. // This gives the Market a resource-trading interface. // Gates have a Lock ability to lock the Gate open or closed. // It has this ability to resist damage. // A couple of structures use Auras eg Mills create a Gather area, Temples heal. // Specify the logic of the Aura effect under the condition that it occurs. // These are the constraints under which the structure can be built. // Units can be garrisoned and propped. // Specify the effects applied to garrisoned units. // Occurs when structure is ungarrisoned. // Structure can take this much damage. // Quantity of resources received in plunder when destroying this structure. // How is this structure represented on the Mini-Map? // How much housing the structure adds to population limit. // Quantity of contained resources for eg Fields. // Structures don't tend to transform into others, but can earn others upgrade points when destroyed. // The structure's visibility. >