diff --git a/binaries/data/mods/official/art/actors/props/units/heads/mace_su1.xml b/binaries/data/mods/official/art/actors/props/units/heads/mace_su1.xml new file mode 100644 index 0000000000..f979f04e2b --- /dev/null +++ b/binaries/data/mods/official/art/actors/props/units/heads/mace_su1.xml @@ -0,0 +1,39 @@ + + + + + + + + props/helmet/mace_helmet_a.pmd + props/helmet/mace_a2.dds + + + props/helmet/mace_helmet_k.dae + props/helmet/mace_a2.dds + + + props/helmet/mace_helmet_d.pmd + props/helmet/mace_b2.dds + + + props/helmet/mace_helmet_f.pmd + props/helmet/mace_b2.dds + + + props/helmet/mace_helmet_h.pmd + props/helmet/mace_c2.dds + + + props/helmet/helmet_thracian_4.dae + props/helmet/mace_c2.dds + + + props/helmet/helmet_thracian_5.dae + props/helmet/mace_c2.dds + + + + player_trans.xml + + diff --git a/binaries/data/mods/official/art/actors/structures/persians/sb1.xml b/binaries/data/mods/official/art/actors/structures/persians/sb1.xml new file mode 100644 index 0000000000..faa5b38b66 --- /dev/null +++ b/binaries/data/mods/official/art/actors/structures/persians/sb1.xml @@ -0,0 +1,15 @@ + + + + + + + + structural/pers_sb1.pmd + structural/pers_struct_a.dds + + + + player_trans.xml + + diff --git a/binaries/data/mods/official/art/meshes/structural/pers_sb1.pmd b/binaries/data/mods/official/art/meshes/structural/pers_sb1.pmd new file mode 100644 index 0000000000..6b9e385b82 --- /dev/null +++ b/binaries/data/mods/official/art/meshes/structural/pers_sb1.pmd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:89389f6454c859dc28a5596f75be0616f0a178a8a05a6e0bf080e262c30fd159 +size 171199 diff --git a/binaries/data/mods/official/art/textures/skins/props/helmet/mace_a2.dds b/binaries/data/mods/official/art/textures/skins/props/helmet/mace_a2.dds new file mode 100644 index 0000000000..9103ca2eda --- /dev/null +++ b/binaries/data/mods/official/art/textures/skins/props/helmet/mace_a2.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:205c48069372d5d93fde53ef547bba5d369c039d862930156ccc700dcef3f4a5 +size 5616 diff --git a/binaries/data/mods/official/art/textures/skins/props/helmet/mace_b2.dds b/binaries/data/mods/official/art/textures/skins/props/helmet/mace_b2.dds new file mode 100644 index 0000000000..7f392bb6fe --- /dev/null +++ b/binaries/data/mods/official/art/textures/skins/props/helmet/mace_b2.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:845c56ce0ce3a4e7c4102545c677c2190fe1251fbfa297eb881efdc3587c7e33 +size 5616 diff --git a/binaries/data/mods/official/art/textures/skins/props/helmet/mace_c2.dds b/binaries/data/mods/official/art/textures/skins/props/helmet/mace_c2.dds new file mode 100644 index 0000000000..0e9b815f36 --- /dev/null +++ b/binaries/data/mods/official/art/textures/skins/props/helmet/mace_c2.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7d3030671ac6330d396723fc80288423e908df7f81f13e19b21b759737dbc4eb +size 5616 diff --git a/binaries/data/mods/official/art/textures/terrain/types/biome-alpine/alpine_grass_snow_50.dds b/binaries/data/mods/official/art/textures/terrain/types/biome-alpine/alpine_grass_snow_50.dds new file mode 100644 index 0000000000..9ad3ba3d37 --- /dev/null +++ b/binaries/data/mods/official/art/textures/terrain/types/biome-alpine/alpine_grass_snow_50.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:31cec04dea60a6bb519420fa671506d305f63e245f8e88c4e87a8f52d375995b +size 349680 diff --git a/binaries/data/mods/official/art/textures/terrain/types/grass/grass_mediterranean_dry_a.dds b/binaries/data/mods/official/art/textures/terrain/types/grass/grass_mediterranean_dry_a.dds new file mode 100644 index 0000000000..0f944e0477 --- /dev/null +++ b/binaries/data/mods/official/art/textures/terrain/types/grass/grass_mediterranean_dry_a.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:664812c7505832df4d7e91a0fbc83869d065ab941de7fa2529b035889feb1d9c +size 349680 diff --git a/binaries/data/mods/official/art/textures/terrain/types/grass/grass_mediterranean_dry_b.dds b/binaries/data/mods/official/art/textures/terrain/types/grass/grass_mediterranean_dry_b.dds new file mode 100644 index 0000000000..b89835e11a --- /dev/null +++ b/binaries/data/mods/official/art/textures/terrain/types/grass/grass_mediterranean_dry_b.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0453bcf10f60fe2d794a00df5a01c13e766ef5472cb16dc69b743f67d03b5285 +size 349680 diff --git a/binaries/data/mods/official/entities/structures/hele_fortress.xml b/binaries/data/mods/official/entities/structures/hele_fortress.xml index 225dfc03f2..9ced219cb8 100644 --- a/binaries/data/mods/official/entities/structures/hele_fortress.xml +++ b/binaries/data/mods/official/entities/structures/hele_fortress.xml @@ -10,7 +10,7 @@ Hellenes The Akropolis was usually a fortified citadel in the upper part of the city. The Athenian Akropolis 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 defences. - + Trains Heroes and builds Siege Engines. @@ -21,10 +21,6 @@ - - - - diff --git a/binaries/data/mods/official/entities/structures/hele_gymnasion.xml b/binaries/data/mods/official/entities/structures/hele_gymnasion.xml index 93fc9c0132..d7994fc09c 100644 --- a/binaries/data/mods/official/entities/structures/hele_gymnasion.xml +++ b/binaries/data/mods/official/entities/structures/hele_gymnasion.xml @@ -10,6 +10,7 @@ Hellenes The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established. + Train Super Units and researches Osthimos technology. @@ -19,7 +20,20 @@ - + + + + + + + + + + + + + + structures/hellenes/special_gym.xml \ No newline at end of file diff --git a/binaries/data/mods/official/entities/structures/hele_theatron.xml b/binaries/data/mods/official/entities/structures/hele_theatron.xml index 8852043f84..e4761049ef 100644 --- a/binaries/data/mods/official/entities/structures/hele_theatron.xml +++ b/binaries/data/mods/official/entities/structures/hele_theatron.xml @@ -15,7 +15,7 @@ - 24.0 + 26.0 8.0 diff --git a/binaries/data/mods/official/entities/structures/hele_tholos.xml b/binaries/data/mods/official/entities/structures/hele_tholos.xml index 0d58a8631f..85315bb16d 100644 --- a/binaries/data/mods/official/entities/structures/hele_tholos.xml +++ b/binaries/data/mods/official/entities/structures/hele_tholos.xml @@ -15,7 +15,7 @@ - 9.0 + 10.0 8.0 diff --git a/binaries/data/mods/official/entities/template_unit_cavalry_melee_spearman.xml b/binaries/data/mods/official/entities/template_unit_cavalry_melee_spearman.xml index 83771f1934..916c86def0 100644 --- a/binaries/data/mods/official/entities/template_unit_cavalry_melee_spearman.xml +++ b/binaries/data/mods/official/entities/template_unit_cavalry_melee_spearman.xml @@ -7,6 +7,8 @@ 15 Spear This was the weapon of choice from horseback. This was the unit that would eventually evolve to the medieval knight (after heavy influence by the Sarmartians and their lances). Infantry were an easy kill; just ride them down and skewer them with your stick and its point on the end. As with all cavalry - it was only the rich and the nobles who were able to fight from horseback due to the cost of owning such a beast. + Bonused vs. Infantry Swordsmen and Infantry Javelinists. + diff --git a/binaries/data/mods/official/entities/template_unit_cavalry_melee_swordsman.xml b/binaries/data/mods/official/entities/template_unit_cavalry_melee_swordsman.xml index 98f9211321..11136d8700 100644 --- a/binaries/data/mods/official/entities/template_unit_cavalry_melee_swordsman.xml +++ b/binaries/data/mods/official/entities/template_unit_cavalry_melee_swordsman.xml @@ -7,6 +7,8 @@ 18 Sword Fighting from horseback with a sword is a tricky thing to do. This required usage of a sword that was longer than the typical infantry sword. One needed a good reach to attack from the height of a horse. If you were without spear (the ideal weapon of choice) it was probably because you needed your hands free to do other tasks such as riding hard and fast. It wasn't uncommon for the men to dismount and attack from foot if they were armed with only a sword. + Bonused vs. Support Units and Infantry Archers. + diff --git a/binaries/data/mods/official/entities/template_unit_cavalry_ranged_archer.xml b/binaries/data/mods/official/entities/template_unit_cavalry_ranged_archer.xml index 98477e5926..24a3b6a2d0 100644 --- a/binaries/data/mods/official/entities/template_unit_cavalry_ranged_archer.xml +++ b/binaries/data/mods/official/entities/template_unit_cavalry_ranged_archer.xml @@ -11,7 +11,8 @@ Bow A very rare unit in Part 1. It was used by the Persians, but it didn't gain much traction until the Parthians, Huns, Mongols, and other people of the nomadic steeps introduced them to western Europe. This was the most effective unit on the battlefield for several hundred years until the well armoured knight came along. Therefore, this unit will gain much more prominence in Part 2. - + Bonused vs. Infantry Spearman and Infantry Swordsman. + diff --git a/binaries/data/mods/official/entities/template_unit_cavalry_ranged_javelinist.xml b/binaries/data/mods/official/entities/template_unit_cavalry_ranged_javelinist.xml index d647390c3f..8bef4949f7 100644 --- a/binaries/data/mods/official/entities/template_unit_cavalry_ranged_javelinist.xml +++ b/binaries/data/mods/official/entities/template_unit_cavalry_ranged_javelinist.xml @@ -7,6 +7,8 @@ 6 Javelin The javelins thrown from a horse's back were probably 3 at most. The idea was to quickly advance with 3 in hand, then throw them all. After you had done that it was time to switch to your secondary weapon which was usually a spear or a sword. However, in the game - these units will only have ranged attack. + Bonused vs. Infantry Archer and Cavalry Swordsman. + diff --git a/binaries/data/mods/official/entities/template_unit_infantry_melee_spearman.xml b/binaries/data/mods/official/entities/template_unit_infantry_melee_spearman.xml index cc3d240874..be01c64c3f 100644 --- a/binaries/data/mods/official/entities/template_unit_infantry_melee_spearman.xml +++ b/binaries/data/mods/official/entities/template_unit_infantry_melee_spearman.xml @@ -7,6 +7,8 @@ 3 Spear, InfantrySpearman Probably one of the most primitive units in the game. Fighting with a sharp object at the end of the pole didn't require a lot of technology to develop. It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer. Started with a fighting style similar to using a quarterstaff, then to using them in numbers as a 'pin cushion' vs. humans (sarissa in a phalanx). Later it was developed to combat cavalry. During the medieval period it evolved to the pike. These units tended to be armoured as heavily as possible. + Bonused vs. Cavalry Swordsmen and Cavalry Spearmen. + diff --git a/binaries/data/mods/official/entities/template_unit_infantry_melee_swordsman.xml b/binaries/data/mods/official/entities/template_unit_infantry_melee_swordsman.xml index ac895332d0..0753fa8547 100644 --- a/binaries/data/mods/official/entities/template_unit_infantry_melee_swordsman.xml +++ b/binaries/data/mods/official/entities/template_unit_infantry_melee_swordsman.xml @@ -11,7 +11,8 @@ Sword Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword. It was the Romans who used them to combat the long range of the sarissa. Their spears were so long they had to use two hands to wield them. In a formation they were almost impossible to maneouvre. If flanked, they were easily cut down by a sword as demonstrated by the Romans at the battle of Cynoscephalae. Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon. - + Bonused vs. Infantry Spearman and Infantry Javelinist. + diff --git a/binaries/data/mods/official/entities/template_unit_infantry_ranged_archer.xml b/binaries/data/mods/official/entities/template_unit_infantry_ranged_archer.xml index 95b0ba1899..9f5bd6c991 100644 --- a/binaries/data/mods/official/entities/template_unit_infantry_ranged_archer.xml +++ b/binaries/data/mods/official/entities/template_unit_infantry_ranged_archer.xml @@ -11,7 +11,8 @@ Bow They tended to be lightly armoured. They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy. Of course they would have to stop shooting once the melee units closed in. This means their job was largely over once the 'true battle' was underway. They spent hours training with a bow, but if you were hit by an arrow it was more likely an act of random chance than being specifically targeted by an archer. - + Bonused vs. Infantry Swordsmen and Cavalry Spearmen. + diff --git a/binaries/data/mods/official/entities/template_unit_infantry_ranged_javelinist.xml b/binaries/data/mods/official/entities/template_unit_infantry_ranged_javelinist.xml index 976a49f339..455159f1e6 100644 --- a/binaries/data/mods/official/entities/template_unit_infantry_ranged_javelinist.xml +++ b/binaries/data/mods/official/entities/template_unit_infantry_ranged_javelinist.xml @@ -7,6 +7,8 @@ 21 Javelin These were the skirmishers. These lightly armoured units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat. They would do well against any unit that wasn't wearing proper armour, but more poorly if they fought hand to hand vs a well armoured unit. They didn't always have to thow their spears either. They used these light small spears in hand to hand similar to a quarterstaff. Also note that the development of the pilum was a key transition. This pilum was a weapon with a long steel shaft that would sink into a shield, nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch. + Bonused vs. Infantry Spearmen and Cavalry Archers. + diff --git a/binaries/data/mods/official/entities/template_unit_infantry_ranged_slinger.xml b/binaries/data/mods/official/entities/template_unit_infantry_ranged_slinger.xml index a2c349c188..23ef6a4a8c 100644 --- a/binaries/data/mods/official/entities/template_unit_infantry_ranged_slinger.xml +++ b/binaries/data/mods/official/entities/template_unit_infantry_ranged_slinger.xml @@ -14,7 +14,8 @@ Sling They were amazing shots with their slings. They used choice rocks, and often specifically created 'shot' made from lead. They could pierce armour at close distances. They were lightly armoured because they needed the mobility in their arm regions. However, in the game we are making a gameplay consideration to have slingers act as 'mini-organic-onagers' that may cause damage to structures. - + General Bonus vs. Infantry. + diff --git a/binaries/data/mods/official/entities/template_unit_mechanical_siege_ballista.xml b/binaries/data/mods/official/entities/template_unit_mechanical_siege_ballista.xml index 93be1823a7..032749a98b 100644 --- a/binaries/data/mods/official/entities/template_unit_mechanical_siege_ballista.xml +++ b/binaries/data/mods/official/entities/template_unit_mechanical_siege_ballista.xml @@ -4,15 +4,14 @@ Parent="template_unit_mechanical_siege" > - - Siege Ballista 37 Ranged - + Bonused vs. Infantry and Cavalry units. + diff --git a/binaries/data/mods/official/entities/template_unit_mechanical_siege_onager.xml b/binaries/data/mods/official/entities/template_unit_mechanical_siege_onager.xml index b61b5cc4c6..50f953d74b 100644 --- a/binaries/data/mods/official/entities/template_unit_mechanical_siege_onager.xml +++ b/binaries/data/mods/official/entities/template_unit_mechanical_siege_onager.xml @@ -10,7 +10,8 @@ 35 Ranged - + Bonused vs. Structures and Massed Infantry. + diff --git a/binaries/data/mods/official/entities/unit-stats-spreadsheet.xls b/binaries/data/mods/official/entities/unit-stats-spreadsheet.xls index a1b138d8e4..d19752def5 100644 Binary files a/binaries/data/mods/official/entities/unit-stats-spreadsheet.xls and b/binaries/data/mods/official/entities/unit-stats-spreadsheet.xls differ diff --git a/binaries/data/mods/official/entities/units/hele_hero_xenophon.xml b/binaries/data/mods/official/entities/units/hele_hero_xenophon.xml index c27d67847b..de5a7ab03d 100644 --- a/binaries/data/mods/official/entities/units/hele_hero_xenophon.xml +++ b/binaries/data/mods/official/entities/units/hele_hero_xenophon.xml @@ -35,9 +35,9 @@ - 7.0 + 10.0 - 16.0 + 18.0 diff --git a/binaries/data/mods/official/entities/units/hele_infantry_archer_a.xml b/binaries/data/mods/official/entities/units/hele_infantry_archer_a.xml index 27644b47b4..f8588a9190 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_archer_a.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_archer_a.xml @@ -19,6 +19,18 @@ + + + + + + + + + + + + units/hellenes/infantry_archer_a.xml diff --git a/binaries/data/mods/official/entities/units/hele_infantry_archer_b.xml b/binaries/data/mods/official/entities/units/hele_infantry_archer_b.xml index dc72e2ee74..6d7bdb44b0 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_archer_b.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_archer_b.xml @@ -11,7 +11,6 @@ Hellenes Archers were used in Hellenistic armies to support the phalanx by splitting up enemy formations. The best Greek archers were from Crete, but mercenaries from Scythia and Asia Minor were sometimes employed. Hellenistic archers wore their quivers on their backs and the more successful ones were able to procure armor. - hele_infantry_archer_a @@ -29,6 +28,16 @@ + + + + + + + + + + 0.0 diff --git a/binaries/data/mods/official/entities/units/hele_infantry_archer_e.xml b/binaries/data/mods/official/entities/units/hele_infantry_archer_e.xml index fd1d0cf274..2e5444516d 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_archer_e.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_archer_e.xml @@ -11,6 +11,18 @@ + + + + + + + + + + + + units/hellenes/infantry_archer_e.xml diff --git a/binaries/data/mods/official/entities/units/hele_infantry_javelinist_a.xml b/binaries/data/mods/official/entities/units/hele_infantry_javelinist_a.xml index f66419c943..fc569f8f5d 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_javelinist_a.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_javelinist_a.xml @@ -17,6 +17,18 @@ + + + + + + + + + + + + units/hellenes/infantry_javelinist_a.xml \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/hele_infantry_javelinist_b.xml b/binaries/data/mods/official/entities/units/hele_infantry_javelinist_b.xml index d00cde4955..52b7412a3c 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_javelinist_b.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_javelinist_b.xml @@ -12,7 +12,6 @@ Hellenes Peltasts were javelinists originating in Thrace but their form of combat was widely copied by the Greeks, Macedonians, and Persians. Equipped with a small oval or crescent shield, a peltast would charge at enemy formations whilst hurling his javelins then fall back to avoid close combat. They wore no armor and were at a significant disadvantage against heavy infantry and cavalry, relying on their speed for survival. - hele_infantry_javelinist_a @@ -33,6 +32,16 @@ + + + + + + + + + + 0.0 diff --git a/binaries/data/mods/official/entities/units/hele_infantry_javelinist_e.xml b/binaries/data/mods/official/entities/units/hele_infantry_javelinist_e.xml index 8a2c63f1c1..c55e5b4fad 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_javelinist_e.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_javelinist_e.xml @@ -11,6 +11,18 @@ + + + + + + + + + + + + units/hellenes/infantry_javelinist_e.xml \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/hele_infantry_spearman_a.xml b/binaries/data/mods/official/entities/units/hele_infantry_spearman_a.xml index dcbd842e46..59dec62f0d 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_spearman_a.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_spearman_a.xml @@ -3,26 +3,26 @@ - - 4 - - hele_infantry_spearman_e - - - - - + - - - + + + + + + + + + + + units/hellenes/infantry_spearman_a.xml diff --git a/binaries/data/mods/official/entities/units/hele_infantry_spearman_b.xml b/binaries/data/mods/official/entities/units/hele_infantry_spearman_b.xml index 36b0c3ebfa..2057639e7e 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_spearman_b.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_spearman_b.xml @@ -33,6 +33,16 @@ + + + + + + + + + + 17.0 diff --git a/binaries/data/mods/official/entities/units/hele_infantry_spearman_e.xml b/binaries/data/mods/official/entities/units/hele_infantry_spearman_e.xml index f9fc96f9ec..7acfed27dd 100644 --- a/binaries/data/mods/official/entities/units/hele_infantry_spearman_e.xml +++ b/binaries/data/mods/official/entities/units/hele_infantry_spearman_e.xml @@ -3,17 +3,23 @@ - 5 - - - - + + + + + + + + + + + units/hellenes/infantry_spearman_e.xml diff --git a/binaries/data/mods/official/entities/units/hele_super_ranged_polis.xml b/binaries/data/mods/official/entities/units/hele_super_ranged_polis.xml index 7081e01e0c..86d9b43575 100644 --- a/binaries/data/mods/official/entities/units/hele_super_ranged_polis.xml +++ b/binaries/data/mods/official/entities/units/hele_super_ranged_polis.xml @@ -44,9 +44,9 @@ - 9.0 + 10.0 - 20.0 + 18.0 diff --git a/binaries/data/mods/official/maps/scenarios/0ad-all-units.pmp b/binaries/data/mods/official/maps/scenarios/0ad-all-units.pmp new file mode 100644 index 0000000000..b35d456fdf --- /dev/null +++ b/binaries/data/mods/official/maps/scenarios/0ad-all-units.pmp @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3cde499b90672b8bb09bd5a5bc370a81740ea065ada5dbb4b4dce6884d6d7511 +size 208069 diff --git a/binaries/data/mods/official/maps/scenarios/0ad-all-units.xml b/binaries/data/mods/official/maps/scenarios/0ad-all-units.xml new file mode 100644 index 0000000000..31958fc2f8 --- /dev/null +++ b/binaries/data/mods/official/maps/scenarios/0ad-all-units.xml @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c688303bc9dd354e91198ac1d2ea3ed4a56212848c7cd2234291d243cd7adb24 +size 7784 diff --git a/binaries/data/mods/official/technologies/techtree/techtree-spreadsheet.xls b/binaries/data/mods/official/technologies/techtree/techtree-spreadsheet.xls index 1b922bb492..0ad374d925 100644 Binary files a/binaries/data/mods/official/technologies/techtree/techtree-spreadsheet.xls and b/binaries/data/mods/official/technologies/techtree/techtree-spreadsheet.xls differ