'''[[TOC]]''' '''VILLAGE PHASE''' [[BR]][[BR]][[BR]]'''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: [[BR]]=> 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ). [[BR]]=> Female Citizen. * 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). * 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). [[BR]][[BR]][[BR]]'''House''' * Requirements: Village Centre. * Footprint: 2x2. * LOS: 1. * Housing: +5. [[BR]][[BR]]'''Farmstead''' * Requirements: Village Centre * Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots. * LOS: 1. * Housing: +5. * Garrison: 5 (Foot, Support). * Special: [[BR]]=> 2 per Province. [[BR]]=> 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: [[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. '''Corral''' * Requirements: Farmstead. * Footprint: 3x6/6x3. * LOS: 0. * Garrison: 6 (Herdable animals). All propped and perform idle/graze animation. * Production: * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food. [[BR]]=> Garrisoned animals do not fatten. [[BR]]'''Mill''' * Requirements: Village Centre. * Footprint: 3x3. * LOS: 1. * 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. [[BR]]'''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:[[BR]]=> 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:[[BR]]=> 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:[[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). '''TOWN PHASE''' [[BR]][[BR]][[BR]]'''Dock''' * Requirements: Town Centre. * Footprint: 4x4. * LOS: 1. * Housing: +15. * Train: Merchantman, Bireme, Trireme, Quinquereme. * Special: [[BR]]=> 1 per Province. [[BR]]=> Must be built on shoreline. [[BR]]=> Merchantmen use them as waypoints in trade route. [[BR]][[BR]][[BR]]'''Market''' * Requirements: Town Centre. * Footprint: 4x4. * LOS: 1. * Housing: +10. * Garrison: 10 (Traders). No prop points. * Train: Trader. * Special: [[BR]]=> 1 per Province. [[BR]]=> Traders use them as waypoints in trade route. [[BR]]=> Has special market interface to barter resources. [[BR]][[BR]][[BR]]'''Barracks''' * Requirements: Town Centre. * Footprint: 4x4. * LOS: 1. * 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. * Special: [[BR]]=> 2 per Province by default (adjustable at Session Creation). [[BR]][[BR]][[BR]]'''Temple''' * Requirements: Town Centre. * Footprint: 3x3. * LOS: 1. * Housing: +5. * Train: => Healer. * Special: [[BR]]=> "Heal" Aura regenerates health of nearby damaged organic units. [[BR]][[BR]]'''CITY PHASE''' [[BR]][[BR]] [[BR]]'''Fortress''' * Requirements: City Centre. * Footprint: 5x5. * LOS: 1. * Housing: +20. * Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range. * Train:[[BR]]=> Super Infantry Unit, Super Cavalry/Siege Unit.[[BR]]=> Hero1, Hero2, Hero3. CODE[[BR]][[BR]]   [[BR]]       // It can train/research these units and techs.[[BR]]       [[BR]]       // This gives the Market a resource-trading interface.[[BR]]       [[BR]]       // Gates have a Lock ability to lock the Gate open or closed.[[BR]]       [[BR]]       [[BR]]   [[BR]]       [[BR]]       // It has this ability to resist damage.[[BR]]       [[BR]]       // A couple of structures use Auras eg Mills create a Gather area, Temples heal.[[BR]]       [[BR]]       // Specify the logic of the Aura effect under the condition that it occurs.[[BR]]       [[BR]]       // These are the constraints under which the structure can be built.[[BR]]       [[BR]]       // Units can be garrisoned and propped.[[BR]]       [[BR]]       // Specify the effects applied to garrisoned units.[[BR]]       [[BR]]       [[BR]]       // Occurs when structure is ungarrisoned.[[BR]]       [[BR]]       // Structure can take this much damage.[[BR]]       [[BR]]       // Quantity of resources received in plunder when destroying this structure.[[BR]]       [[BR]]       // How is this structure represented on the Mini-Map? [[BR]]       [[BR]]       // How much housing the structure adds to population limit.[[BR]]       [[BR]]       // Quantity of contained resources for eg Fields.[[BR]]       [[BR]]       // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.[[BR]]       [[BR]]       // The structure's visibility.[[BR]]       [[BR]]   [[BR]]>