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forked from mirrors/0ad

Trimmed the descriptions for most of the random maps, per Josh's request.

This was SVN commit r14412.
This commit is contained in:
Mythos_Ruler
2013-12-28 02:17:08 +00:00
parent 5f1714dd83
commit b3201acd93
43 changed files with 132 additions and 63 deletions
@@ -0,0 +1,56 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Bronze Shield Pikeman">
<animations>
<animation file="biped/not used/inf_phalanx_b.psa" name="Idle" speed="100"/>
<animation file="biped/inf_phalanx_walk_a.psa" name="Walk" speed="140"/>
<animation file="biped/inf_phalanx_walk_a.psa" name="run" speed="140"/>
<animation event="0.5" file="biped/inf_phalanx_atk_a.psa" name="attack_melee" speed="350"/>
<animation event="0.5" file="biped/inf_phalanx_atk_a.psa" name="attack_slaughter" speed="350"/>
<animation file="biped/walk_spearshield.psa" name="carry_food" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_meat" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/>
<animation event="0.23" file="infantry/general/chop.psa" name="gather_tree" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="125"/>
<animation file="infantry/general/forage.psa" name="gather_meat" speed="125"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_rock" speed="250"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_ore" speed="250"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_ruins" speed="250"/>
<animation event="0.6" file="infantry/general/dude/dudebuild.psa" name="Build" speed="300"/>
<animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/>
</animations>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/sele_silvershield.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/sarissa.xml" attachpoint="r_hand"/>
<prop actor="props/units/heads/mace_su1.xml" attachpoint="helmet"/>
<prop actor="props/units/cape_hd.xml" attachpoint="shoulders"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="armor short">
<mesh>skeletal/m_tunic_short.dae</mesh>
<textures>
<texture file="skeletal/mace_su1_hypaspist_2.dds" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="death">
<props>
<prop actor="props/units/blood_01.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -29,7 +29,7 @@
</animations>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/sele_goldshield_j.xml" attachpoint="shield"/>
<prop actor="props/units/shields/sele_bronzeshield_j.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/sarissa.xml" attachpoint="r_hand"/>
<prop actor="props/units/heads/sele_bronzeshield_a.xml" attachpoint="helmet"/>
</props>
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Aegean Sea",
"Script" : "aegean_sea.js",
"Description" : "Players start in two sides of a sea with scattered islands\n\nAegean Sea is a part of Mediterranean Sea between southern Balkan and Anatolia. There are more than 100 islands located in the region. By the game's timeline, nearly all of the inhabitants of the areas surrounding the sea were Greek. Many of the islands in the Aegean have safe harbors and bays. In ancient times, navigation through the sea was easier than traveling across the rough terrain of the Greek mainland (and to some extent the coastal areas of Anatolia). Many of the islands are volcanic, and marble and iron are mined on other islands. The larger islands have some fertile valleys and plains.",
"Description" : "Players start on two sides of a sea with scattered islands",
"BaseTerrain" : ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"],
"BaseHeight" : 1,
"Keywords": ["naval"],
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Alpine Lakes",
"Script" : "alpine_lakes.js",
"Description" : "High mountains bordering deep valleys strung with mountain streams and broader finger-like lakes.\n\nThe Alps is a great mountain range located in the north of the Italian Peninsula. Little is known of the early dwellers of the Alps, save from scanty accounts preserved by Roman and Greek historians and geographers. A few details have come down to us of the conquest of many of the Alpine tribes by Augustus. During the Second Punic War in 218 BC, the Carthaginian general Hannibal successfully crossed the Alps along with an army numbering 38,000 infantry, 8,000 cavalry, and 37 war elephants. This was one of the most celebrated achievements of any military force in ancient warfare.",
"Description" : "High Alpine mountains surrounding deep valleys strung with mountain streams and finger-like lakes.",
"BaseTerrain" : ["alpine_dirt_grass_50"],
"BaseHeight" : 3,
"CircularMap" : true,
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Alpine Valley",
"Script" : "alpine_valley.js",
"Description" : "High mountains bordering deep valleys\n\nThe Alps is a great mountain range located in the north of the Italian Peninsula. Little is known of the early dwellers of the Alps, save from scanty accounts preserved by Roman and Greek historians and geographers. A few details have come down to us of the conquest of many of the Alpine tribes by Augustus. During the Second Punic War in 218 BC, the Carthaginian general Hannibal successfully crossed the Alps along with an army numbering 38,000 infantry, 8,000 cavalry, and 37 war elephants. This was one of the most celebrated achievements of any military force in ancient warfare.",
"Description" : "High Alpine mountains bordering deep valleys.",
"BaseTerrain" : ["alpine_dirt_grass_50"],
"BaseHeight" : 3,
"Preview" : "alpine_valley.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Anatolian Plateau",
"Script" : "anatolian_plateau.js",
"Description" : "An indefensible open land with little wood and stone.\n\nThe Anatolian peninsula, also called Asia Minor, is bounded by the Black Sea to the north, the Mediterranean Sea to the south, the Aegean Sea to the west, and the sea of Marmara to the northwest, which separates Anatolia from Thrace in Europe. Stretching inland from the Aegean coastal plain, the Central Anatolian plateau occupies the area between the two zones of the folded coastal ranges in the north and south, extending east to the point where the two ranges converge. Anatolia was home to some of world's oldest civilizations like Hattians, Luwians and Hittites.",
"Description" : "An indefensible open land with little wood and stone, representing the central basin of Asia Minor.",
"BaseTerrain" : ["steppe_grass_a", "steppe_grass_c", "steppe_grass_d"],
"BaseHeight" : 1,
"Preview" : "anatolian_plateau.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Archipelago",
"Script" : "archipelago.js",
"Description" : "A maze of islands of different sizes and shapes. Players start with more wood.\n\nAn archipelago, sometimes called an island group, is a chain or cluster of islands. Archipelagos may be found isolated in bodies of water or neighboring a large land mass. For example, Scotland has more than 700 islands surrounding its mainland which constitute an archipelago. Archipelagos are often volcanic, forming along island arcs generated by subduction zones or hotspots, but may also be the result of erosion, deposition and land elevation.",
"Description" : "A maze of islands of different sizes and shapes. Players start with more wood than normal.",
"BaseTerrain" : ["medit_sand_wet"],
"BaseHeight" : -5,
"Keywords": ["naval"],
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Cantabrian Highlands",
"Script" : "cantabrian_highlands.js",
"Description" : "Each player starts on a hill surrounded by steep cliffs\n\nCantabria is a mountainous region north of the Iberian peninsula. Because of the gulf stream, Cantabria, as well as the rest of Green Spain, has a much more temperate climate than might be expected for its latitude, which is comparable to that of Oregon. The region has a humid oceanic climate, with warm summers and mild winters. The first written reference to the name Cantabria emerges around 195 BC, in which the historian Cato the Elder speaks in his book Origins about the source of the Ebro River in the country of the Cantabri. The Cantabri were used as mercenaries in various conflicts, both within the Iberian Peninsula and elsewhere. It is certain that they participated in the war of the Carthaginians against Rome during the Second Punic War.",
"Description" : "Each player starts on a hill surrounded by steep cliffs. Represents Cantabria, a mountainous region in the North of the Iberian peninsula.",
"BaseTerrain" : ["temp_grass_long"],
"BaseHeight" : 3,
"Preview" : "cantabrian_highlands.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Canyon",
"Script" : "canyon.js",
"Description" : "Players start around the map in deep canyons.\n\nA canyon or gorge is a deep ravine between cliffs often carved from the landscape by a river. Rivers have a natural tendency to reach a baseline elevation, which is the same elevation as the body of water it will eventually drain into. This forms a canyon. Most canyons were formed by a process of long-time erosion from a plateau level. The cliffs form because harder rock strata that are resistant to erosion and weathering remain exposed on the valley walls. Canyons are much more common in arid areas than in wet areas because physical weathering has a greater effect in arid zones. The wind and water from the river combine to erode and cut away less resistant materials such as shale. The freezing and expansion of water also serves to help form canyons. Water seeps into cracks between the rocks and freezes, pushing the rocks apart and eventually causing large chunks to break off the canyon walls which are also known as frost wedging. Canyon walls are often formed of resistant sandstone or granite. Submarine canyons form underwater, generally at the mouths of rivers.",
"Description" : "Players start around the map in deep canyons.",
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 30,
"Preview" : "canyon.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Continent",
"Script" : "continent.js",
"Description" : "All players starts on a continent surrounded by water.\n\nConventionally, continents are understood to be large, continuous, discrete masses of land, ideally separated by expanses of water. Many of the seven most commonly recognized continents identified by convention are not discrete landmasses separated by water. The criterion large leads to arbitrary classification: Greenland, with a surface area of 2,166,086 square kilometers (836,330 sq mi) is considered the world's largest island, while Australia, at 7,617,930 square kilometers (2,941,300 sq mi) is deemed to be a continent. Likewise, the ideal criterion that each be a continuous landmass is often disregarded by the inclusion of the continental shelf and oceanic islands, and contradicted by classifying North and South America as two continents; and/or Eurasia and Africa as two continents, with no natural separation by water.",
"Description" : "All players starts on a continent surrounded by water.",
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : -5,
"Preview" : "continent.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Corinthian Isthmus",
"Script" : "corinthian_isthmus.js",
"Description" : "Players start facing each other on the sides of isthmus.",
"Description" : "Two Mediterranean land masses connected by a narrow spit of land, called an 'Isthmus.'",
"BaseTerrain" : ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"],
"BaseHeight" : 3,
"CircularMap" : true,
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Corsica vs Sardinia",
"Script" : "corsica.js",
"Description" : "The players start on two opposing islands, both with a very jagged relief that will make landing difficult.\n\nCorsica is an island in the Mediterranean Sea. It is located west of Italy, southeast of the French mainland, and north of the island of Sardinia. Mountains comprise two-thirds of the island, forming a single chain. Sardinia is the second-largest island in the Mediterranean Sea (after Sicily and before Cyprus). Originally occupied by the Torreans, then marginally settled by Etruscans, Phocaeans and Syracusans. Rome conquered these two islands from Carthage during the First Punic War and in 238 BC created the \"Corsica et Sardinia\" province. The Corsicans regularly revolted and over the course of a century, the island lost two thirds of its Corsican population.",
"Description" : "The players start on two opposing islands, both with a very jagged relief that will make landing difficult.",
"BaseTerrain" : ["medit_dirt", "medit_dirt_b", "medit_dirt_c"],
"BaseHeight" : -8,
"Keywords": ["naval"],
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Deep Forest",
"Script" : "deep_forest.js",
"Description" : "A deep forest area near the Baltic sea.",
"Description" : "A deep dark forest in Germania.",
"BaseTerrain" : ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_d", "temp_grass_long_b", "temp_grass_clovers_2", "temp_grass_mossy", "temp_grass_plants"],
"BaseHeight" : 0,
"Preview" : "deep_forest.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Fortress",
"Script" : "fortress.js",
"Description" : "Players start in a fortress with piles of resources\n\nMany military installations are known as forts, although they are not always fortified. Larger forts may class as fortresses; smaller ones formerly often bore the name of fortalices. The word fortification can also refer to the practice of improving an area's defense with defensive works. The art of setting out a military camp or constructing a fortification traditionally classifies as castramentation, since the time of the Roman legions. Fortification is usually divided into two branches, namely permanent fortification and field fortification. Permanent fortifications are erected at leisure, with all the resources that a state can supply of constructive and mechanical skill, and are built of enduring materials. Field fortifications, for example breastworks, are extemporized by troops in the field, perhaps assisted by such local labor and tools as may be procurable and with materials that do not require much preparation, such as earth, brushwood and light timber.",
"Description" : "Players start in a ready-made fortress with piles of resources.",
"BaseTerrain" : ["temp_grass_aut", "temp_grass_aut", "temp_grass_d_aut"],
"BaseHeight" : 3,
"CircularMap" : true,
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Gulf of Bothnia",
"Script" : "gulf_of_bothnia.js",
"Description" : "Players start around a gulf dotted with small islands.\n\nThe Gulf of Bothnia is the northernmost arm of the Baltic Sea. It is situated between Finland's west coast and Sweden's east coast. Into the gulf flow a number of rivers from both sides; consequently, a salinity gradient exists from north to south. In the south the water is the normal brackish water of the Baltic Sea, but in the north, in the Bothnian Bay, the salinity is so low, from 0.4 percent near Kvarken to 0.2 percent in the northernmost part, that one can no longer taste the salt in the water and many freshwater fish thrive in it. The icing of the Baltic Sea begins and ends in the Gulf of Bothnia.",
"Description" : "Players start around a gulf dotted with small islands.\n\nThe Gulf of Bothnia is the northernmost arm of the Baltic Sea.",
"BaseTerrain" : ["alpine_dirt_grass_50"],
"BaseHeight" : 3,
"Preview" : "gulf_of_bothnia.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Hyrcanian Shores",
"Script" : "hyrcanian_shores.js",
"Description" : "Each player starts in a strip between hills and sea\n\nHyrcania is the Greek name for the region in historiographic accounts. It is a calque of Old Persian Verkana. The region consisted of the lands south of the Caspian sea and north of the Alborz mountains. Moisture from the Caspian sea is trapped by the high mountains and returns to the land as rain, creating a strip of lush forests and grasslands unique to the whole region. It was considered one of the most important satrapies of the Achaemenid, Selucid, Parthian and Sassanid empires both for its great food production and its supply of heavy infantry.",
"Description" : "Each player starts in a coastal area between forested hills and the Caspian Sea.",
"BaseTerrain" : ["temp_grass_long"],
"BaseHeight" : 1,
"Preview" : "hyrcanian_shores.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Islands",
"Script" : "islands.js",
"Description" : "Players start in small islands while there are many others around.\n\nAn island play is any piece of sub-continental land that is surrounded by water. A grouping of geographically or geologically related islands is called an archipelago. Continental islands are bodies of land that lie on the continental shelf of a continent while oceanic islands are ones that do not sit on continental shelves and the vast majority are volcanic in origin. Their size can vary between very small and very large.",
"Description" : "Players start in small islands while there are many others around.",
"BaseTerrain" : ["medit_sand_wet"],
"BaseHeight" : -5,
"Keywords": ["naval"],
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Lake",
"Script" : "lake.js",
"Description" : "Players start around a lake in the center of the map.\n\nA lake is a body of relatively still fresh or salt water of considerable size, localized in a basin, that is surrounded by land apart from a river, stream, or other form of moving water that serves to feed or drain the lake. Lakes are inland and not part of the ocean and therefore are distinct from lagoons, and are larger and deeper than ponds. Lakes can be contrasted with rivers or streams, which are usually flowing. However most lakes are fed and drained by rivers and streams. Natural lakes are generally found in mountainous areas, rift zones, and areas with ongoing glaciation. Other lakes are found in endorheic basins or along the courses of mature rivers. In some parts of the world there are many lakes because of chaotic drainage patterns left over from the last Ice Age. All lakes are temporary over geologic time scales, as they will slowly fill in with sediments or spill out of the basin containing them.",
"Description" : "Players start around a lake in the center of the map.",
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 3,
"Preview" : "lake.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Lorraine Plain",
"Script" : "lorraine_plain.js",
"Description" : "Players start in a nearly flat plain divided by a river and its tributaries\n\nThe borders of the area called Lorraine changed much in its long history. In 843, Charlemagne had died, and the Holy Roman Empire was divided among his three grandsons. One of them was Lothair, and his realm, reaching from Frisia to Rome, was called Lotharingia. Most of the region which was later named Lorraine forms part of the Paris Basin, with a plateau relief cut by river valleys presenting cuestas in the north-south direction. The eastern part is sharper with the Vosges Mountains. Many rivers run through Lorraine, including Moselle, Meurthe, and Meuse. Most of them are on the Rhine drainage basin.",
"Description" : "Players start in a nearly flat Gallic plain divided by a river and its tributaries.",
"BaseTerrain" : ["temp_grass_long"],
"BaseHeight" : 3,
"Preview" : "lorraine_plain.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Northern Lights",
"Script" : "northern_lights.js",
"Description" : "Players start in a tough map to play with scarce wood and dangerous polar animals\n\nEarth's polar regions are the areas of the globe surrounding the poles also known as frigid zones.The Arctic's climate is characterized by cold winters and cool summers. Precipitation mostly comes in the form of snow. The Arctic's annual precipitation is low, with most of the area receiving less than 50 centimeters. High winds often stir up snow, creating the illusion of continuous snowfall. Except for those areas adjacent to warm ocean currents, there is almost always continuous permafrost due to the very cold winters. The famous aurora can be seen from these regions.",
"Description" : "Players start in a tough map to play with scarce wood and dangerous polar animals.",
"BaseTerrain" : ["polar_snow_b"],
"BaseHeight" : 3,
"Preview" : "northern_lights.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Oasis",
"Script" : "oasis.js",
"Description" : "Players start around a small oasis in the center of the map which holds much of the available wood on the map\n\nIn geography, an oasis is an isolated area of vegetation in a desert, typically surrounding a spring or similar water source. Oases also provide habitat for animals and even humans if the area is big enough. The location of oases has been of critical importance for trade and transportation routes in desert areas. Caravans must travel via oases so that supplies of water and food can be replenished. Thus, political or military control of an oasis has in many cases meant control of trade on a particular route. For example, the oases of Awjila, Ghadames and Kufra, situated in modern-day Libya, have at various times been vital to both North-South and East-West trade in the Sahara. Oases are formed from underground rivers or aquifers such as an artesian aquifer, where water can reach the surface naturally by pressure or by man made wells. Occasional brief thunderstorms provide subterranean water to sustain natural oases, such as the Tuat. Substrata of impermeable rock and stone can trap water and retain it in pockets; or on long faulting subsurface ridges or volcanic dikes water can collect and percolate to the surface. Any incidence of water is then used by migrating birds who also pass seeds with their droppings which will grow at the water's edge forming an oasis.",
"Description" : "Players start around a small oasis in the center of the map which holds much of the available wood on the map.",
"BaseTerrain" : ["medit_dirt", "medit_dirt_b", "medit_dirt_c"],
"BaseHeight" : 1,
"Preview" : "oasis.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Persian Highlands",
"Script" : "persian_highlands.js",
"Description" : "A dry central plateau rich in minerals surrounded by rocky hills\n\nThe southern parts of Zagros Mountains where the heart of the Persian empires and population. Although the altitude is high, the southern parts are drier that the northern Zagros, leading to a semi-arid climate. Still there are some sparse oak forests in the higher grounds. The annual precipitation falls mostly in the winter spring. The winters are severe, with low temperatures.",
"Description" : "A dry central plateau rich in minerals surrounded by rocky hills\n\nThe southern parts of Zagros Mountains where the heart of the Persian empires and population. Although the altitude is high, the southern parts are drier that the northern Zagros, leading to a semi-arid climate. Still there are some sparse oak forests in the higher grounds.",
"BaseTerrain" : ["desert_dirt_persia_2", "desert_dirt_persia_1" , "desert_dirt_persia_2", "grass_field_dry", "grass_field_dry"],
"BaseHeight" : 10,
"Preview" : "persian_highlands.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Phoenician Levant",
"Script" : "pheonician_levant.js",
"Description" : "Players start in the eastern part of the map while a great sea is located to the west.\n\nPhoenicia , was an ancient civilization situated on the western, coastal part of the Fertile Crescent. The Levant is a geographic and cultural term referring to the region of the eastern Mediterranean littoral between Anatolia and Egypt. The region is The Levant has been described as the crossroads of western Asia, the eastern Mediterranean and northeast Africa. The region is fertile and home to some of the world's ancient civilizations.",
"Description" : "Players start in the eastern part of the map while a great sea is located to the west.",
"BaseTerrain" : ["medit_dirt", "medit_dirt_b", "medit_dirt_c", "medit_rocks_grass", "medit_rocks_grass"],
"BaseHeight" : 1,
"Preview" : "phoenician_levant.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Rhine Marshlands",
"Script" : "rhine_marshlands.js",
"Description" : "Shallow, passable marshlands with little room for buildings.\n\nA marsh is a type of wetland that is dominated by herbaceous rather than woody plant species. Marshes can often be found at the edges of lakes and streams, where they form a transition between the aquatic and terrestrial ecosystems. They are often dominated by grasses, rushes or reeds. If woody plants are present they tend to be low-growing shrubs. This form of vegetation is what differentiates marshes from other types of wetland such as swamps, which are dominated by trees, and bogs, which are wetlands that have accumulated deposits of acidic peat. The delta of the Rhine is home to large marshes across the modern Netherlands.",
"Description" : "Shallow, passable wetlands with little room for building. Represents the lowlands of the Rhine basin in Europe.",
"BaseTerrain" : ["temp_grass", "temp_grass", "temp_grass_d"],
"BaseHeight" : 1,
"Preview" : "rhine_marshlands.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Rivers",
"Script" : "rivers.js",
"Description" : "Rivers flow between players and join each other in the center of the map\n\nA river is a natural watercourse, usually freshwater, flowing towards an ocean, a lake, a sea, or another river. In a few cases, a river simply flows into the ground or dries up completely before reaching another body of water. Small rivers may also be called by several other names, including stream, creek, brook, rivulet, tributary and rill. There are no official definitions for generic terms, such as river, as applied to geographic features, although in some countries or communities a stream may be defined by its size. Rivers were home to the world's most ancient civilizations as they provided enough water for agricultural activities.",
"Description" : "Rivers flow between players and join each other in the center of the map.",
"BaseTerrain" : ["temp_grass", "temp_grass_c"],
"BaseHeight" : 1,
"Preview" : "rivers.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Saharan Oases",
"Script" : "saharan_oases.js",
"Description" : "Each players starts near an Oasis in a large, open desert\n\nThe Sahara is the world's largest hot desert and second largest desert, after Antarctica. At over 9,400,000 square kilometers 3,600,000 sq mi, it covers most of Northern Africa, making it almost as large as China or the United States. The Sahara stretches from the Red Sea, including parts of the Mediterranean coasts, to the outskirts of the Atlantic Ocean. To the south, it is delimited by the Sahel, a belt of semi-arid tropical savanna that composes the northern region of central and western Sub-Saharan Africa. Most of the rivers and streams in the Sahara are seasonal or intermittent, the chief exception being the Nile River, which crosses the desert from its origins in central Africa to empty into the Mediterranean. Underground aquifers sometimes reach the surface, forming oases, including the Bahariya, Ghardaia, Timimoun, Kufra, and Siwa.",
"Description" : "Each players starts near a lush oasis in a large, desolate desert.",
"BaseTerrain" : ["desert_sand_dunes_100"],
"BaseHeight" : 1,
"Preview" : "saharan_oases.png",
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "The Nile",
"Script" : "the_nile.js",
"Description" : "A calm wide river divides the map into western and eastern parts.\n\nThe Nile is a major north-flowing river in northeastern Africa, generally regarded as the longest river in the world. The Nile has been the lifeline of civilization in Egypt since the Stone Age, with most of the population and all of the cities of Egypt resting along those parts of the Nile valley lying north of Aswan. Climate change at the end of the most recent ice age led to the formation of the Sahara desert, possibly as long ago as 3400 BC. It was so important to the life of Egypt that the Greek historian Herodotus wrote that Egypt was the gift of the Nile.",
"Description" : "A calm wide river, representing the Nile River in Egypt, divides the map into western and eastern parts.",
"BaseTerrain" : ["desert_sand_dunes_100"],
"BaseHeight" : 1,
"Keywords": ["naval"],
@@ -2,7 +2,7 @@
"settings" : {
"Name" : "Volcanic Lands",
"Script" : "volcanic_lands.js",
"Description" : "A gray dead land where players start around a smoking volcano.\n\nA volcano is an opening, or rupture, in a planet's surface or crust, which allows hot magma, volcanic ash and gases to escape from below the surface. Large eruptions can affect temperature as ash and droplets of sulfuric acid obscure the sun and cool the Earth's lower atmosphere or troposphere; however, they also absorb heat radiated up from the Earth, thereby warming the stratosphere. Historically, so-called volcanic winters have caused catastrophic famines. Perhaps the most famous volcano of the ancient times was the Mount Vesuvius which erupted in 79 AD, which obliterated the towns of Pompeii and Herculaneum.",
"Description" : "A charred dead land where players start around a smoking volcano.",
"BaseTerrain" : "ocean_rock_a",
"BaseHeight" : 1,
"CircularMap" : true,
@@ -27,7 +27,7 @@
<Identity>
<Civ>ptol</Civ>
<GenericName>Mercenary Camp</GenericName>
<SpecificName>Stratópedo Misthophóro̱n</SpecificName>
<SpecificName>Stratópedo Misthophóron</SpecificName>
<Classes datatype="tokens">MercenaryCamp</Classes>
<History>The Greco-Macedonian Ptolemy Dynasty relied on large numbers of Greek and foreign mercenaries for the bulk of its military force, mainly because the loyalty of native Egyptian units was often suspect. Indeed, during one native uprising, Upper Egypt was lost to the Ptolemies for decades. Mercenaries were often battle-hardened and their loyalty can be bought, sometimes cheaply, sometimes not cheaply. This was of no matter, since Egypt under the Ptolemies was so prosperous as to be the richest of Alexander's successor states.</History>
<Tooltip>Cheap barracks-like structure that is buildable in Neutral territory, but casts no territory influence.
@@ -6,13 +6,16 @@
<Identity>
<Civ>sele</Civ>
<SpecificName>Agorā́</SpecificName>
<History>The most important place in most Classical Greek poleis, the Agora served many purposes; it was a place for public speeches and was the stage for civic life and commercial interests.</History>
<History>The most important place in most Hellenistic cities, the Agora served many purposes; it was a place for public speeches and was the stage for civic life and commercial interests.</History>
</Identity>
<ProductionQueue>
<Entities datatype="tokens">
units/sele_infantry_spearman_b
units/sele_infantry_archer_b
units/sele_cavalry_javelinist
units/sele_hero_seleucus_victor
units/sele_hero_antiochus_great
units/sele_hero_antiochus_righteous
</Entities>
</ProductionQueue>
<VisualActor>
@@ -7,7 +7,7 @@
<Identity>
<Civ>sele</Civ>
<SpecificName>Teíchisma</SpecificName>
<Tooltip>Build siege engines. Garrison up to 15 soldiers inside for stout defense.</Tooltip>
<Tooltip>Build siege engines and train Champions. Garrison up to 20 soldiers inside for stout defense.</Tooltip>
<History>The Acropolis was usually a fortified citadel in the upper part of the city. The Athenian Acropolis was renowned for its marvellous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defenses. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.</History>
</Identity>
<Obstruction>
@@ -15,9 +15,6 @@
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/sele_hero_seleucus_victor
units/sele_hero_antiochus_great
units/sele_hero_antiochus_righteous
units/sele_champion_elephant
units/sele_mechanical_siege_lithobolos_packed
units/sele_mechanical_siege_tower
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_champion_infantry_pikeman">
<Identity>
<Civ>mace</Civ>
<GenericName>Bronze Shield Pikeman</GenericName>
<SpecificName>Chalkaspides</SpecificName>
<History>The Seleucids and Macedonians each had a corps of elite pikeman called "Chalkaspides."</History>
<Icon>units/mace_champion_infantry_sele.png</Icon>
</Identity>
<Vision>
<Range>88</Range>
</Vision>
<VisualActor>
<Actor>units/macedonians/mace_champion_infantry_sele.xml</Actor>
</VisualActor>
</Entity>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_champion_infantry_pikeman">
<Identity>
<Civ>sele</Civ>
<GenericName>Silver Shield Pikeman</GenericName>
<SpecificName>Phalangitès Argyraspis</SpecificName>
<History>The 'Silver Shields' pike corps made up the infantry arm of the Royal Agema, or "guards." They were the élite of the traditional Seleucid and Macedonian infantry.</History>
<Icon>units/hele_champion_infantry_mace.png</Icon>
</Identity>
<VisualActor>
<Actor>units/seleucids/champion_infantry_pikeman.xml</Actor>
</VisualActor>
</Entity>
@@ -1,5 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_hero_cavalry_spearman">
<Builder>
<Rate>1.0</Rate>
<Entities datatype="tokens">
structures/{civ}_civil_centre
</Entities>
</Builder>
<Identity>
<Civ>sele</Civ>
<GenericName>Antiochus III "The Great"</GenericName>
@@ -1,5 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_hero_cavalry_swordsman">
<Builder>
<Rate>1.0</Rate>
<Entities datatype="tokens">
structures/{civ}_civil_centre
</Entities>
</Builder>
<Identity>
<Civ>sele</Civ>
<GenericName>Antiochus IV "The Righteous"</GenericName>
@@ -1,5 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_hero_elephant_melee">
<Builder>
<Rate>1.0</Rate>
<Entities datatype="tokens">
structures/{civ}_civil_centre
</Entities>
</Builder>
<Identity>
<Civ>sele</Civ>
<GenericName>Seleucus I "The Victor"</GenericName>
@@ -18,8 +18,6 @@
</Health>
<Identity>
<Rank>Advanced</Rank>
<GenericName>Gold Shield Pikeman</GenericName>
<SpecificName>Chrysaspides</SpecificName>
</Identity>
<Promotion>
<Entity>units/sele_infantry_spearman_e</Entity>
@@ -18,8 +18,8 @@
</Health>
<Identity>
<Rank>Elite</Rank>
<GenericName>Silver Shield Pikeman</GenericName>
<SpecificName>Argyraspides</SpecificName>
<GenericName>Gold Shield Pikeman</GenericName>
<SpecificName>Chrysaspides</SpecificName>
</Identity>
<Promotion disable=""/>
<ResourceGatherer>