'''[[TOC]]''' = NOTES = = STRUCTURES = == Starting Structure == === Civic Centre (Village Centre=>Town Centre=>City Centre) === * '''Requirements:''' 180 meters Distance from nearest other Civic Centre. Own or Neutral Territory. * '''Territory Radius:''' 180 meters. Is a Root structure. * '''Footprint:''' 30x30 meters. * '''Vision:''' 90 meters. * '''Dropsite:''' Food Wood Stone Metal. * '''Housing:''' +20. * '''Garrison:''' 20 (Support, Infantry, Cavalry). * '''Has Ranged Attack:''' Yes. * '''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 and Mill). * Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock). * '''Special: ''' * Is a building, meaning it prevents territory decay for those structures congruent with the CC's territory. * Starting structure. Also buildable in the Town Phase. == VILLAGE PHASE == === House === * '''Requirements:''' Own Territory. * '''Territory Radius:''' 20 meters. * '''Footprint:''' 10x10 meters (Barbarian). 14x14 meters (Civilized), * '''Vision:''' 20 meters. * '''Housing:''' +5 for Barbarian factions. +10 for Civilized factions. === Farmstead === * '''Requirements:''' Own Territory. * '''Territory Radius:''' 20 meters. * '''Footprint:''' Varies. Roughly 14x14 meters. * '''Vision:''' 20 meters. * '''Dropsite:''' Food. * '''Garrison:''' 5 (Foot, Support). * '''Special: ''' * Unlocks Field. * Unlocks Corral. * Is a required structure for Advancement to Town Phase. === Field === * '''Requirements:''' Farmstead. Own Territory. * '''Territory Radius:''' 0 meters. * '''Footprint:''' 28x28 meters. * '''Vision:''' 0 meters. * '''Garrison:''' 5 (Infantry Citizen Soldier, Female Citizen). * '''Production:''' Food. * '''Special:''' * Unlocked by Farmstead. * Garrisoned units "gather" to generate Food. Gather rate diminishes for * Finite supply, unless seeded onto === Corral === * '''Requirements:''' Farmstead. Own Territory. * '''Territory Radius:''' 0 meters. * '''Footprint:''' Varies. Roughly 12x12 meters. * '''Vision:''' 20 meters. * '''Garrison:''' 10 (Herdable animals). All propped and perform idle/graze animation. * '''Train:''' Depends on Faction. * Cattle, Sheep, Goat. * '''Special: ''' * Garrisoned animals generate Food at a slow rate. === Mill === * '''Requirements:''' Own Territory. * '''Territory Radius:''' 16 meters. * '''Footprint:''' 14x14 meters. * '''Vision:''' 20 meters. * '''Dropsite:''' Wood Stone Metal. * '''Special: ''' * Is a required structure for Advancement to Town Phase. === Outpost === === Palisade Wall === == TOWN PHASE == === Civic Centre === === 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. * '''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. === Defense Tower === * '''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). == 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. * Onager, Ballista, Ram. {{{ // 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. > }}}