An entity with this trait can be created (constructed, trained) by an entity that has it in its Actions.Create.List. The Traits.Creation attributes define the requirements for creation of this entity (cost, time, pre-requisites, etc).

Example:

        <Traits>
 		<Creation>
 			<Time>20</Time>
 			<Resource>
  				<Food>2</Food>
  				<Wood>1</Wood>
  				<Stone>3</Stone>
 			</Resource>
                        
                        <Distance>4</Distance>
                        <Limit>3</Limit>
                        <Location>Lot</Location>
                        <Phase>City</Phase>
                        <Req>Barracks, Market</Req>
 		</Creation>
  	</Traits>

Time

BRIEF DESCRIPTION :: This is the amount of time it will take to create the entity once building/training begins.

The numbers are in seconds. The time calculation will be based off the following:

  • Units = History, Quantity of Resources invested, Hitpoints.
  • Structures = Footprint Size, type of resources (stone>wood>tent).

Note: In the deathmatch game session mode, Creation.Time is drastically reduced.

Resource

BRIEF DESCRIPTION :: Group object for resources required in order to create this entity.

Note that any kind of resource name could be added to here if additional resources are added by a mod. (Since the script logic iterates through all contents of the Resource group.)

Food

BRIEF DESCRIPTION :: This quantity of Food is deducted from the player's Resource Pool in order to create this entity.

Generally the rule is that "if it has a mouth, it's going to cost food", though there are exceptions. Fields cost Food, for example, since you must plant seeds (food) to get Food.

Cavalry require more Food than infantry because they include a horse. More 'wealthy' units (Healers, Super Units, and Heroes) also require more Food to sustain their 'nobility'.

Ore

BRIEF DESCRIPTION :: This quantity of Ore is deducted from the player's Resource Pool in order to create this entity.

In the ancient world, metal was associated with wealth. Metals were used to manufacture arms and tools. Ore is a raw material that can be refined into a metal.

Using the term 'ore' allowed us to combine various minerals and metals (bronze, iron, steel, gold, silver) without creating a multitude of separate resources gathered and used in virtually identical ways (and allows for some variety in the kinds of mines that can be used).

If the entity is important late in the game, then it will cost Ore. If a unit has metal armour, metal weaponry, or metal mechanisms it will cost Ore.

Swordsman > Spearman > Javelinist

Stone

BRIEF DESCRIPTION :: This quantity of Stone is deducted from the player's Resource Pool in order to create this entity.

Stone is primarily used to construct stone structures. It is also used as ammunition for Slingers and Onagers.

It is assumed that Stone has more durability than Wood and therefore costs more for defensive and military structures.

It also can be associated with wealth (marble), and therefore costs more for Civic structures constructed out of Stone.

It is, however, far more commonly available than Ore, and generally rarer than Wood (depending on the climate).

Wood

BRIEF DESCRIPTION :: This quantity of Wood is deducted from the player's Resource Pool in order to create this entity.

Because of the abundance of Wood in the game, it will be frequently used for cost. It doesn't take a rocket scientist to link wood cost to structures, siege weapons, and ships, but it also costs for units that are armed with arrows, javelins, and spears.

Some civs (Celts and future 'barbaric' civs) will be more prone to constructing their structures with wood (vs. stone) than others.

Distance

BRIEF DESCRIPTION :: How far away, in tiles, the entity can be created from other player entities.

Not yet implemented.

When territorial mode (the player can build anywhere within a province that he controls) is turned off, we are implementing a feature that is reminiscent of the RTSes of old (eg Command & Conquer). What this does is limit the distance a player can construct certain structures from their 'base'. The reasons are:

  • Limit sprawling.
  • Deny the possibility of walling and towering resources far from their base.
  • Deny the possibility of constructing Fortresses and Barracks just out of the enemy's line of sight.
  • Promote capturing of structures vs. destruction.
  • Discourage rushing.

Not only does it make for bad gameplay, but it also makes for bad history if we don't do this.

Note: However, for those who don't like this, they can ignore it when setting up the game in the game session creation options.

Walls, Towers, Outposts, and Docks can be created at a greater distance than other structures.

Limit

BRIEF DESCRIPTION :: The player cannot build more than this number of this type of entity.

Not yet implemented.

This is to limit the construction of certain structures and training of certain units in order to maintain balance between players' skill.

If this value is zero, then there is only allowed one entity, per player, per session.

This can be looked at three ways through the different game session creation options:

  • Territorial Mode: How many of these entities can be created per Province the player owns.
  • 'Normal': How many of these entities can be created per Civil Centre.
  • Off: No limit to how many entities can be created.

Entities likely to be limited are: Quinqueremes, Heroes, Fortresses, Farmsteads, Markets.

Location

BRIEF DESCRIPTION :: The entity can only be created at the specified location.

Not yet implemented.

Some structures are only allowed to be constructed at certain locations. For example, a Civilian Centre must be built on top of a Settlement; Fields and Corrals must be build on top of Vacant Lots (adjacent to a Farmstead).

Phase

BRIEF DESCRIPTION :: The player needs to have upgraded to the specified phase before this entity becomes available for creation.

Not yet implemented.

Some entities are only allowed to be created/trained in certain phases. This attribute defines what phase a entity is allowed to be constructed/trained.

Generally this isn't specified for units because they would be controlled by what structures are allowed to be constructed.

Req

BRIEF DESCRIPTION :: The specified entity(-ies) must first be created before this entity can be created.

Not yet implemented.

This attribute specifies that something is required from the actions of the player before the entity can be created. This could be a technology that needs to be researched, or a unit that has to be trained, or a structure that has to be constructed.

Last modified 16 years ago Last modified on Feb 23, 2008, 4:18:58 AM
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