diff --git a/binaries/data/mods/internal/entities/other/camp_sparta_phalangite.xml b/binaries/data/mods/internal/entities/other/camp_sparta_phalangite.xml
index c70f042d5a..771e2ddeac 100644
--- a/binaries/data/mods/internal/entities/other/camp_sparta_phalangite.xml
+++ b/binaries/data/mods/internal/entities/other/camp_sparta_phalangite.xml
@@ -24,11 +24,6 @@
125
-
- 0
- 0
- 0
-
@@ -40,11 +35,7 @@
6.5
-
- 0
- 0
- units/hellenes/spartan_pikeman.xml
-
\ No newline at end of file
+
diff --git a/binaries/data/mods/internal/entities/units/rome_ship_quinquereme.xml b/binaries/data/mods/internal/entities/units/rome_ship_quinquereme.xml
index ec7a0a7198..3565e65f25 100644
--- a/binaries/data/mods/internal/entities/units/rome_ship_quinquereme.xml
+++ b/binaries/data/mods/internal/entities/units/rome_ship_quinquereme.xml
@@ -11,8 +11,6 @@
Romans
-
-
diff --git a/binaries/data/mods/internal/simulation/templates/other/camp_rome_centurio_imperial.xml b/binaries/data/mods/internal/simulation/templates/other/camp_rome_centurio_imperial.xml
index e79c07a0cb..38227f140e 100644
--- a/binaries/data/mods/internal/simulation/templates/other/camp_rome_centurio_imperial.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/camp_rome_centurio_imperial.xml
@@ -3,6 +3,8 @@
romeCenturio
+ Swordsman. Bonused vs. Infantry Spearmen and Elephants. Pilum Ranged Attack Bonused vs. Infantry Swordsmen and Infantry Javelinists. Small Weakness vs. All Germanic Units.
+ A Centurio, also known as an "hecatontarch" in Greek sources, was a professional officer of the Roman army after the Marian reforms of 107 BC. A Centurio, a title roughly analogous to a "colonel" or "captain" in modern armies, commanded a century (centuria) of 80 men, but senior Centurios could command whole cohorts or take senior staff roles in their legion. These men were harsh masters of war, serving their entire lives in service of Rome among the legions. With high armour and attack, these professions are the bulwark of any Imperial Roman army.40
@@ -21,11 +23,21 @@
5.0
+
+ 15.0
+
- 31.0
- 0.0
- 0.0
+
+ 31.0
+ 0.0
+ 0.0
+
+
+ 75.0
+ 0.0
+ 0.0
+ temp/imp_rome_su1.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/camp_rome_legionnaire_imperial.xml b/binaries/data/mods/internal/simulation/templates/other/camp_rome_legionnaire_imperial.xml
index 34176231f6..4374bab8db 100644
--- a/binaries/data/mods/internal/simulation/templates/other/camp_rome_legionnaire_imperial.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/camp_rome_legionnaire_imperial.xml
@@ -3,6 +3,7 @@
romeLegionnaire
+ The Imperial Legionnaire.units/romans/super_unit_4_imp_legion.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/camp_rome_legionnaire_marian.xml b/binaries/data/mods/internal/simulation/templates/other/camp_rome_legionnaire_marian.xml
index 1327c78290..ce77a50817 100644
--- a/binaries/data/mods/internal/simulation/templates/other/camp_rome_legionnaire_marian.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/camp_rome_legionnaire_marian.xml
@@ -3,6 +3,7 @@
romeLegionnaire
+ The Marian Legionnaire.units/romans/super_unit_3.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/camp_rome_triumphal_arch.xml b/binaries/data/mods/internal/simulation/templates/other/camp_rome_triumphal_arch.xml
index aa6100d4cf..af767e3a13 100644
--- a/binaries/data/mods/internal/simulation/templates/other/camp_rome_triumphal_arch.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/camp_rome_triumphal_arch.xml
@@ -3,6 +3,7 @@
romeTriumphal Arch
+ An arch dedicated to Mars, the Roman god of war.props/structures/romans/arch.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/camp_sparta_phalangite.xml b/binaries/data/mods/internal/simulation/templates/other/camp_sparta_phalangite.xml
index 02009584a5..92b3e4376f 100644
--- a/binaries/data/mods/internal/simulation/templates/other/camp_sparta_phalangite.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/camp_sparta_phalangite.xml
@@ -4,6 +4,8 @@
heleSpartan Phalangite13
+ Bonused vs. Cavalry and Infantry. Weak vs. Ranged Units. Uses the Syntagma Formation.
+ The 3rd Century BC saw the brief rise of a resurgent Sparta. Eager to regain past glory, the Spartan kings Agis and Cleomenes briefly resurrected the ancient Spartan laws and nearly reconquered the Peloponese. If not for the intervention of the Macedonians in both insurrections Sparta would have reigned victorious. This soldier here is a Spartan armed in the 'Macedonian fashion' with a small round pelta shield and the line pike, or "Sarissa" for use in the Syntagma phalanx formation.
@@ -24,9 +26,11 @@
6.5
- 9.0
- 28.0
- 7.25
+
+ 9.0
+ 28.0
+ 7.25
+ units/hellenes/spartan_pikeman.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/fence_long.xml b/binaries/data/mods/internal/simulation/templates/other/fence_long.xml
index 3a50d1cf98..928deabac6 100644
--- a/binaries/data/mods/internal/simulation/templates/other/fence_long.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/fence_long.xml
@@ -4,6 +4,7 @@
gaiaFenceLong Wooden Fence
+ A split rail wooden fence.vanish
@@ -21,4 +22,8 @@
4.0
+
+ 1
+ true
+
diff --git a/binaries/data/mods/internal/simulation/templates/other/fence_short.xml b/binaries/data/mods/internal/simulation/templates/other/fence_short.xml
index 55045c78d1..32cfa0d7d8 100644
--- a/binaries/data/mods/internal/simulation/templates/other/fence_short.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/fence_short.xml
@@ -4,6 +4,7 @@
gaiaFenceShort Wooden Fence
+ A split rail wooden fence.vanish
@@ -21,4 +22,8 @@
4.0
+
+ 1
+ true
+
diff --git a/binaries/data/mods/internal/simulation/templates/other/temp_demetrius_the_ripper.xml b/binaries/data/mods/internal/simulation/templates/other/temp_demetrius_the_ripper.xml
index 09fd52bf42..d30ecef4d9 100644
--- a/binaries/data/mods/internal/simulation/templates/other/temp_demetrius_the_ripper.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/temp_demetrius_the_ripper.xml
@@ -3,6 +3,7 @@
heleDemetrius
+ One of the Diadochi, king of Macedonia (294 BC - 288 BC), Demetrius was renowned as one of the bravest and most able successors of Alexander. As the son of Antigonus I Monophtalmus, he fought and won many important battles early on and was proclaimed king, along with his father, in 306 BC. Losing his Asian possessions after the battle of Ipsus, he later won the Macedonian throne. Fearing lest they should be overpowered by Demetrius, the other Diadochi united against him and defeated him.temp/demetrius_the_ripper.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/temp_flora_tree_pine.xml b/binaries/data/mods/internal/simulation/templates/other/temp_flora_tree_pine.xml
index 1704b01784..0e194a8ed7 100644
--- a/binaries/data/mods/internal/simulation/templates/other/temp_flora_tree_pine.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/temp_flora_tree_pine.xml
@@ -2,6 +2,7 @@
Pine Tree
+ The pine is an evergreen conifer.flora/trees/pine_animated.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/temp_hele_isp_sword.xml b/binaries/data/mods/internal/simulation/templates/other/temp_hele_isp_sword.xml
index f674ba4cc9..84c33a3c79 100644
--- a/binaries/data/mods/internal/simulation/templates/other/temp_hele_isp_sword.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/temp_hele_isp_sword.xml
@@ -13,10 +13,19 @@
7.25
+
+ 14.0
+
- 17.0
- 8.5
+
+ 17.0
+ 8.5
+
+
+ 35.0
+ 17.0
+ temp/sword_hoplite_1.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/temp_hele_super_infantry_p.xml b/binaries/data/mods/internal/simulation/templates/other/temp_hele_super_infantry_p.xml
index a6feed809b..fca0f767cd 100644
--- a/binaries/data/mods/internal/simulation/templates/other/temp_hele_super_infantry_p.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/temp_hele_super_infantry_p.xml
@@ -3,6 +3,7 @@
heleSpartiate with Xiphos
+ The Spartans had a very peculiar form of government which enabled them to be professional soldiers. It not only enabled them, but actually forced them to be superior soldiers as a small group of Spartans had to dominate an enormous number of subjects and unwilling allies. The Spartan army was superior in Hellas, and in the rest of the known world. No other army was so well trained, and had such excellent equipment. They believed that traditional training was the key to success, and for centuries they were correct, as they never lost a battle in spite of their small numbers. Ironically enough, this concept ended the Spartan supremacy, as the Spartan phalanx could not resist the new sloped Theban phalanx and the invading integrated Macedonian forces. The end of the Spartan power marked the end of the domination of the phalanx.temp/hele_su1_sword.xml
diff --git a/binaries/data/mods/internal/simulation/templates/other/temp_themistocles_the_killer.xml b/binaries/data/mods/internal/simulation/templates/other/temp_themistocles_the_killer.xml
index 7412221583..5fa63f4e96 100644
--- a/binaries/data/mods/internal/simulation/templates/other/temp_themistocles_the_killer.xml
+++ b/binaries/data/mods/internal/simulation/templates/other/temp_themistocles_the_killer.xml
@@ -3,8 +3,15 @@
heleThemistocles the Killer
+ The general whom persuaded the Athenians to invest their income from silver mines in a war navy of 200 Triremes. A key figure during the Persian Wars, he commanded the victorious Athenian navy at the decisive battle of Salamis in 479 BC. Later, he pursued an active policy against the Persians in the Aegean, thereby laying the foundations of future Athenian power. Ostracised by the Athenians, he was forced to flee to the protection of the Persians.temp/themistocles_the_killer.xml
+
+
+ 20
+ 10
+
+
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_barracks.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_barracks.xml
index f74f29d091..d9975645f0 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_barracks.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_barracks.xml
@@ -3,6 +3,7 @@
cartMahaneh
+ The Carthaginians incorporated stables and barracks into their city walls.structures/carthaginians/barracks.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_civil_centre.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_civil_centre.xml
index 3bf07dbb50..6955e3b5a9 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_civil_centre.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_civil_centre.xml
@@ -3,6 +3,7 @@
cartMerkaz
+ Carthiginian's Historystructures/carthaginians/civil_centre.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_corral.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_corral.xml
index 2bd1ca769c..f05dab3423 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_corral.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_corral.xml
@@ -3,6 +3,7 @@
cartRéfet
+ A place for a farmer to pen his animals. Garrison a sheep, goat, or cow here to gain a trickle of the food resource. Garrisoning an animal here also "fattens" them so that they may be slaughtered and gathered for a quick burst of food. Horses or elephants can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse and Elephant functions similarly to a relic as in AoK. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) or War Elephant Super Units is reduced by a fixed amount of 5% per animal corralled appropriate to kind.structures/plot_corral.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_dock.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_dock.xml
index 7f2c876f83..111e752d92 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_dock.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_dock.xml
@@ -3,6 +3,7 @@
cartNamel
+ The structure is based upon the centre ?island? of skidways and sheds (including shops and admiral?s headquarters) of the inner harbour constructed to house the war fleet of the Carthaginian navy at Carthage.structures/carthaginians/dock.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_farmstead.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_farmstead.xml
index 4a2a440e8d..a14ed46817 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_farmstead.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_farmstead.xml
@@ -3,6 +3,7 @@
cartAhuzah
+ Although there must have been many small farms as well, when the Carthaginians expanded into the hinterland, most farms and orchardist establishments were created by the wealthy segment of society that became known as the landowners, and the resulting estates were mostly worked by ?almost enslaved? Liby-Phoenicians, Numidians, and whomever they could get.structures/carthaginians/farmstead.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_field.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_field.xml
index d4f54cc061..36760b1308 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_field.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_field.xml
@@ -3,6 +3,7 @@
cartSadéh
+ A farmer's field.2000
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_fortress.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_fortress.xml
index 4843b15580..3170e0031b 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_fortress.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_fortress.xml
@@ -3,6 +3,7 @@
cartMecudah
+ The Carthaginians built a number of rather 'monolithic' blockhouse forts sited at critical locations in North Africa, sometimes also in conjunction with long lengths of wall intended to keep the wilder people of the desert to the south from freely ranging into the ?civilised? territories under their direct control.structures/carthaginians/fortress.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_house.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_house.xml
index 3f32ec2fda..c70c7e67c8 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_house.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_house.xml
@@ -3,6 +3,7 @@
cartBayit
+ Housing was generally built of adobe or sandstone then plastered with stucco. Flat roofs predominate, few windows, arched doorways in evidence, kind of a blend of Achaemenian and Mediterranean styles with some tiled roofs. In the biggest cities, especially Carthage and such as Utica, housing was in flat-roofed structures rising as high as 6 and 7 stories.structures/carthaginians/house.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_market.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_market.xml
index 5ff000bfe6..c6b3d87071 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_market.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_market.xml
@@ -3,6 +3,7 @@
cartuq
+ Carthaginian markets were probably just big sheds or structures surrounding a ?market? area or in a wharf area of a port.structures/carthaginians/market.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_mill.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_mill.xml
index b284bf48d1..71161fdd22 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_mill.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_mill.xml
@@ -3,6 +3,7 @@
cartMehcabah
+ Resources and building materials were kept in warehouses.structures/carthaginians/mill.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_scout_tower.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_scout_tower.xml
index 29acbfbf21..3058b85c50 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_scout_tower.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_scout_tower.xml
@@ -3,6 +3,7 @@
cartMigdal
+ Sturdy stone outposts used to keep an eye on desert nomad tribes along the Carthaginian North African frontier.structures/carthaginians/scout_tower.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_temple.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_temple.xml
index 00e1e00ca1..4f9336a0e1 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_temple.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_temple.xml
@@ -3,6 +3,7 @@
cartMiqdá
+ What little we know of the Carthaginian religion has be pieced together from scattered sources. Tanit, a fertility goddess, was one of two principle gods in the Carthaginian pantheon, the other being her consort Ba'al, a deity of Phoenician origin.
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_wall.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_wall.xml
index fb8fe1970c..9c8b23c3c1 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_wall.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_wall.xml
@@ -3,6 +3,7 @@
cartHomah
+ The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.structures/carthaginians/wall_long.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_gate.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_gate.xml
index 8e46aaead7..1ab254e693 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_gate.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_gate.xml
@@ -3,6 +3,7 @@
cartMigdal-shacar
+ The tower sections constituted a 4th level where they rose up to provide even higher firing level platform than that of the top of the wall run.structures/carthaginians/wall_gate.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_long.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_long.xml
index fb8fe1970c..9c8b23c3c1 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_long.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_long.xml
@@ -3,6 +3,7 @@
cartHomah
+ The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.structures/carthaginians/wall_long.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_med.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_med.xml
index 0d4571cb86..62bb9eb9a6 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_med.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_med.xml
@@ -3,6 +3,7 @@
cartHomah
+ The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.structures/carthaginians/wall_med.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_short.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_short.xml
index bc5d5ed1ce..a4dc07d194 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_short.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_short.xml
@@ -3,6 +3,7 @@
cartHomah
+ The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.structures/carthaginians/wall_short.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_end_left.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_end_left.xml
index 121e270981..437e2c4fdf 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_end_left.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_end_left.xml
@@ -3,6 +3,7 @@
cartMigdál
+ The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.structures/carthaginians/wall_tower_end_left.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_end_right.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_end_right.xml
index c2eb210c3f..7605034004 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_end_right.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_end_right.xml
@@ -3,6 +3,7 @@
cartMigdál
+ The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.structures/carthaginians/wall_tower_end_right.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_mid.xml b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_mid.xml
index 3ed3118ea7..112b94a61f 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_mid.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/cart_wall_tower_mid.xml
@@ -3,6 +3,7 @@
cartMigdál
+ The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.structures/carthaginians/wall_tower_middle.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_barracks.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_barracks.xml
index 49e68b975b..ff9f735efb 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_barracks.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_barracks.xml
@@ -3,6 +3,7 @@
iberCuartel
+ To the best of our knowledge, the Iberians did not have standing armies in the sense that we know of them elsewhere or of today, it is doubtful that they had specific structures designated as military centres; however as a game construct we show a modest structure wherein military related activities take place.structures/iberians/barracks.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_civil_centre.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_civil_centre.xml
index 212b5242f0..eafc45dd57 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_civil_centre.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_civil_centre.xml
@@ -3,6 +3,7 @@
iberOppidum
+ The Oppidum, plural Oppida (oh-PEE-dah), has a long history in the Iberian Peninsula. They were walled towns, dating back to even before the time period of the game and expanding greatly during it. They were usually built upon heights for better defensive purposes but sometimes right out on the plains, especially in the east where there may not have been heights at desirable locations near meandering rivers. This concept drawing is derived from an actual archeological site that has been excavated in the northeast of Spain having belonged to the Ilergete (ee-layer-HAY-tay) tribe as shown in the figure below and from the virtual reconstruction of the site at the museum located adjacent to it.structures/iberians/civil_centre.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_corral.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_corral.xml
index 6e42337b59..9f55c17617 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_corral.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_corral.xml
@@ -3,6 +3,7 @@
iberCorral
+ A place for a farmer to pen his animals. Garrison a sheep, goat, or cow here to gain a trickle of the food resource. Garrisoning an animal here also "fattens" them so that they may be slaughtered and gathered for a quick burst of food. Horses can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse functions similarly to a relic as in AoK.. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) is reduced by a fixed amount of -5% per animal corralled.structures/plot_corral.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_dock.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_dock.xml
index 04ed2e1464..8f86cc879b 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_dock.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_dock.xml
@@ -3,6 +3,7 @@
iberPuerto
+ No one really knows how ancient 1st millennium Iberian Peninsular docks or ports looked, though they were probably pretty simple affairs having but a short pier, if even that. However, for the purposes of creating a structure in the game and because the Phoenicians / Carthaginians had such broad influence on the peninsula for a half millennium before the timeframe of the game, we have chosen to model something similar to the inner port centre at Carthage, with typical Iberians architectural applications applied to it. The largest port that was strictly Iberian, though said to have been founded by the Greeks (defaulting to the resident Iberians when Greek merchants were blocked by Carthage from further trading into the western Mediterranean), was probably only that of Saguntum (and possibly Emporion) on the eastern coast of Spain referred to as the Spanish Levant.structures/iberians/dock.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_farmstead.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_farmstead.xml
index b05a09025e..37e72e847e 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_farmstead.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_farmstead.xml
@@ -3,6 +3,7 @@
iberHacienda
+ The Hacienda is adopted as being a farm centre that would typically house more than a single family, or an extended family, involved in all manner of agricultural pursuit required of the times.structures/iberians/farmstead.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_fortress.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_fortress.xml
index 41c6c71b6d..a0d2956689 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_fortress.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_fortress.xml
@@ -3,6 +3,7 @@
iberCastro
+ The Castro can be likened to a more strongly fortified town centre than that of the common Oppidum which were also fortified places of habitation. As such it was widely and normally constructed upon a height, and almost always had some sort of an acropolis built at the highest point within its towered walls. In the archeological record of the Iberian Peninsula, the remnants of as many as a thousand fortified places identifiable as Castros can be found in modern day Portugal alone.structures/iberians/fortress.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_house.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_house.xml
index 87f95a897b..ab2dbaf4ea 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_house.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_house.xml
@@ -3,6 +3,7 @@
iberCasa
+ Iberian structures of the time were typically built either entirely of stone or with stone stub walls with 'adobe' up to the roof lines above them. Roofs were then, depending on the economic status of individuals, covered with a composite of mud and binding vegetable and waterproofing asphaltic materials, or slate stone, or in many cases in the region, with so-called Spanish roofing tiles.structures/iberians/house.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_market.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_market.xml
index cd906b1e67..016c7e1ff5 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_market.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_market.xml
@@ -3,6 +3,7 @@
iberMercado
+ The trade centres or marketplaces of the Iberians may have in fact been no more than folks gathering about in a plaza during certain days of the week or month in order to exchange goods. As a game construct we show a modest building where trading and purchasing goods for sale may take place.structures/iberians/market.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_mill.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_mill.xml
index d86d0a6d54..47322a8199 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_mill.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_mill.xml
@@ -3,6 +3,7 @@
iberCentro de Recursos
+ There was no such thing as an Iberians resource centre during the time frame although there may have been camps. However as a game construct we show one to serve purpose of supporting lumbering and mining operations.structures/iberians/mill.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_sb1.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_sb1.xml
index c27dd766c8..60bbb6ddfe 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_sb1.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_sb1.xml
@@ -3,6 +3,8 @@
iberMonumento Venerado
+ All units within LOS of this monument will fight harder. Build limit: 1 per map.
+ The Iberians were a religious people who built small monuments to their various gods. These monuments could also serve as family tombs.structures/iberians/sb_1.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_scout_tower.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_scout_tower.xml
index 1e7c3b52e2..3f65fb6b66 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_scout_tower.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_scout_tower.xml
@@ -3,6 +3,7 @@
iberTorre Iberica
+ These towers were quite large, high and monolithic stonework; being cylindrical lent them added strength. They were initially built at mountain passes to control access through them or on high places to provide overview and defense of surrounding terrain. They may have also been used as 'toll stations' along trading routes. Sometimes they were even built 'right out in the middle of nowhere' on the flatlands, but always with the idea of defensively controlling terrain.structures/iberians/scout_tower.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_temple.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_temple.xml
index e2036c982e..c2c0bb801c 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_temple.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_temple.xml
@@ -3,6 +3,7 @@
iberTemplo
+ The Iberian tribes did not typically worship their gods at temples, but there has been a single instance in which the remains of an ancient Tartessian temple has been unearthed in Andalusia in southern Spain. The Iberians for the most part worshipped their gods at small household votive altars in their homes or sometimes at smallish monuments to them in the outdoors. Their two principal gods (though they are also known to have had many others) were Endovelico, as the male represented by a boar, and Ataecina, the female counterpart as represented by a goat.structures/iberians/temple.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_wall.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_wall.xml
index af8f95adf1..db671e98f0 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_wall.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_wall.xml
@@ -3,6 +3,7 @@
iberMuro Ancho
+ High and strongly built defensive stone walls were a common structure of the Iberian Peninsula during the period, and for long thereafter.structures/iberians/wall.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/iber_wall_gate.xml b/binaries/data/mods/internal/simulation/templates/structures/iber_wall_gate.xml
index 78f8f59c71..2644ade91e 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/iber_wall_gate.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/iber_wall_gate.xml
@@ -3,6 +3,7 @@
iberPuerta Mortal
+ One of the central attributes of the Iberians civ is that it was a highly defensive one that constantly gave the Carthaginians trouble in their bid to conquer the peninsula (which they never really did) and took the Romans another 200 years to subdue, along with incredibly large cumulative loss of Roman soldier's lives. This doubled gate has been found incorporated into walls surrounding Iberian villages, Oppidum, and fortresses, Castros. It presents rather formidable aspects with its 4 towers, 2 gates, and a courtyard-like interior wherein enemy forces could become entrapped between the two gates, combined with a monolithically strong stone structure. The concept comes from archeologist and paleontologist descriptions of the remains of such gates at various locations scattered about the Iberian Peninsula.structures/iberians/wall_gate.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_barracks.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_barracks.xml
index 93a56702c4..2a1366a6d3 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_barracks.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_barracks.xml
@@ -3,6 +3,7 @@
persApadana
+ The vassal and subject peoples sent representatives to deliver annual tribute to the Great King in Persepolis; the King accepted them in the Apadana ('Audience Hall').structures/persians/barracks.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_civil_centre.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_civil_centre.xml
index 1f6ce4c6fe..011957408c 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_civil_centre.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_civil_centre.xml
@@ -3,6 +3,7 @@
persSatrapy
+ Possibly of Median origin, the word 'satrapy' means province. Soon after coming to the throne, Darius the Great carried out a vast administrative reform, dividing the huge empire into 20 satrapies governed by satraps.structures/persians/civil_centre.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_corral.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_corral.xml
index e833afa4de..5f2c6365fe 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_corral.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_corral.xml
@@ -3,6 +3,7 @@
persJanvargah
+ A place for a farmer to pen his animals. Garrison a sheep, goat, or cow here to gain a trickle of the food resource. Garrisoning an animal here also "fattens" them so that they may be slaughtered and gathered for a quick burst of food. Camels and horses can be captured in the wild and placed in the Corral. Unlike normal corraled animals, which generate food, the Corraled Camel/Horse functions similarly to a relic. As long as it remains in the Corral, the resource cost of training camel-mounted units or horse-mounted units (as appropriate) is reduced by a fixed amount.structures/plot_corral.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_dock.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_dock.xml
index 33113b0eea..2416353ca4 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_dock.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_dock.xml
@@ -3,6 +3,7 @@
persLangargah
+ Situated on the Mediterranean coast, all Phoenician cities had excellent docks and harbours, the oustanding example being Tyre, which was situated on an island close to the shore.structures/persians/dock.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_farmstead.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_farmstead.xml
index c4bc47f033..8dc7c67ca6 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_farmstead.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_farmstead.xml
@@ -3,6 +3,7 @@
persJowgah
+ Farming probably originated in the lands of Mesopotamia circa 8000 BC. The arable lands of Sumer and Akkad, well irrigated by the Tigris and Euphrates, accounted for food surpluses, which were in turn stored in granaries present in every town. The Persians, who were originally shepherds and hunters, probably began farming under the influence of the nearby Elamites.structures/persians/farmstead.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_field.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_field.xml
index a48ffc2864..f2a9192366 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_field.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_field.xml
@@ -3,6 +3,7 @@
persAgros
+ A farmer's field.2000
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_fortress.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_fortress.xml
index 4661e1fb2f..1068dd3988 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_fortress.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_fortress.xml
@@ -3,6 +3,7 @@
persDura
+ The Susa Chateau was a fortress in the administrative capital of Susa, which was reconstructed by a French archaeologist in 1890 with the use of original building material.structures/persians/fortress.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_house.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_house.xml
index 4c6cace393..00645037ff 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_house.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_house.xml
@@ -3,6 +3,7 @@
persPairidaeza
+ Apart from the Great King and his close relatives, the satraps resided in splendid spacious residences, which included palaces, pavilions and gardens.structures/persians/house.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_market.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_market.xml
index 2a49b3d562..ac7df07b79 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_market.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_market.xml
@@ -3,6 +3,7 @@
persBazaar
+ Traders from all distant parts of the huge empire met, exchanged and sold goods in the huge bazaars present in almost every big city. Babylon and Susa were the largest and most frequented trade centres.structures/persians/market.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_mill.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_mill.xml
index 6fae3e1b91..5c44dace2d 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_mill.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_mill.xml
@@ -3,6 +3,7 @@
persAsiyah
+ The Persian kings kept the huge annual tribute received by their subject nations in specific buildings in Persepolis and Susa. In the provinces, the satraps were responsible for the establishment of similar foundations, where local taxes and public funds were kept.structures/persians/mill.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_sb1.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_sb1.xml
index 0c8da8462b..6c78b7f0cf 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_sb1.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_sb1.xml
@@ -3,6 +3,7 @@
persKakh
+ The annual tribute that the Persians received from their satrapies and vassal states, as regularised by Darius the Great, accounted for incredible annual revenue.structures/persians/sb1_new.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_scout_tower.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_scout_tower.xml
index 9d33f1005e..87be5267e8 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_scout_tower.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_scout_tower.xml
@@ -3,6 +3,7 @@
persPadgan
+ The narrow entrance into mountainous Cilicia was protected by wooden fortifications which made any foreign intrusions extremely difficult.structures/persians/scout_tower.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_temple.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_temple.xml
index 6bf95a1433..e3442576d1 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_temple.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_temple.xml
@@ -3,6 +3,7 @@
pers(Insert Name)
+ (Insert History)structures/persians/temple.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_wall.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_wall.xml
index fd0af67076..03b9fcae27 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_wall.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_wall.xml
@@ -3,6 +3,7 @@
persDivar
+ These were the massive walls that Nebuchadnezzar built to protect the city. It is said that two four-horse chariots could easily pass by each other. Babylon, although not an official royal residence (there were 4 of them all together), was a preferred place for holidays.structures/persians/wall.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_wall_gate.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_wall_gate.xml
index 807b108649..d50e7f365a 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_wall_gate.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_wall_gate.xml
@@ -3,6 +3,7 @@
persDarvaze
+ The several ceremonial entrances to the great city of Babylon were furnished with magnificent gates, the gate of Ishtar being the most splendid of all.structures/persians/wall_gate.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/pers_wall_tower.xml b/binaries/data/mods/internal/simulation/templates/structures/pers_wall_tower.xml
index 0218285700..fae20e2c3d 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/pers_wall_tower.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/pers_wall_tower.xml
@@ -3,6 +3,7 @@
persBorj
+ When Cyrus the Great campaigned in the north and chose to establish the river Jaxartes as a boundary, he constructed a mighty fortress to protect his territories from Scythian raids. It was called Cyropolis and was situated close to the place where Alexander the Great later built his Alexandria Eschatae.structures/persians/wall_tower.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_barracks.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_barracks.xml
index 4e731f3bd3..739fbe60cb 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_barracks.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_barracks.xml
@@ -3,6 +3,7 @@
romeCastra
+ Romans specialised in the building of military camps and forts. A few of them still survive.structures/romans/barracks.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_civil_centre.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_civil_centre.xml
index b04388fc3c..af2e043049 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_civil_centre.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_civil_centre.xml
@@ -3,6 +3,7 @@
romeMunicipium
+ (Roman History goes here)structures/romans/civic_centre.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_corral.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_corral.xml
index 9539233903..37fc066569 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_corral.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_corral.xml
@@ -3,6 +3,7 @@
romeSaeptum
+ A place for a farmer to pen his animals. Garrison a sheep, goat, or cow here to gain a trickle of the food resource. Garrisoning an animal here also "fattens" them so that they may be slaughtered and gathered for a quick burst of food.structures/plot_corral.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_dock.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_dock.xml
index 17eec57b15..121f3e4195 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_dock.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_dock.xml
@@ -3,6 +3,7 @@
romePortus
+ Being an inland city, Rome was still connected to the port of Ostia through means of the Tiber. Merchant ships from all over the Mediterranean arrived at Ostia, bringing all kinds of luxurious goods. The construction of a reliable harbour was planned by Julius Caesar and carried out by Claudius.structures/romans/dock.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_farmstead.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_farmstead.xml
index a58deca2a1..7ee5ac6aef 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_farmstead.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_farmstead.xml
@@ -3,6 +3,7 @@
romeVilla
+ As Rome grew more and more affluent, many of the rich senators built lavish villas throughout Italy. Most of them emulated earlier Hellenistic examples; remains can be seen even today at Pompeii.structures/romans/farmstead.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_fortress.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_fortress.xml
index 8830737355..4feabe74fd 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_fortress.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_fortress.xml
@@ -3,6 +3,7 @@
romeFortis
+ Fortified city.structures/romans/fortress.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_house.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_house.xml
index 095e5561f7..aa07c17a62 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_house.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_house.xml
@@ -3,6 +3,7 @@
romeAtrium
+ The early Atrium initially included one big room with a fireplace in the middle. A garden by the house was later included under Hellenistic influence.structures/romans/house.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_market.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_market.xml
index fc71fd15d7..4e54889641 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_market.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_market.xml
@@ -3,6 +3,7 @@
romeForum
+ The Forum was the most important place in Rome, for it was there that important speeches were held and decisions taken. Starting with Julius Caesar, the great emperors Vespasian, Nerva and Trajan built their magnificent forums.structures/romans/market.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_mill.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_mill.xml
index b72c3c3b48..8e06391601 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_mill.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_mill.xml
@@ -3,6 +3,7 @@
romeReceptaculum
+ Resources and building materials were kept in warehouses.structures/romans/mill.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_sb1.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_sb1.xml
index 2022659fd2..22b9365e0a 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_sb1.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_sb1.xml
@@ -3,6 +3,7 @@
romeCamp
+ Sometimes it was a temporary camp built facing the route by which the army is to march, other times a defensive or offensive (for sieges) structure. Within this gate the tents of the first centuries or cohorts are pitched, and the dragons (ensigns of cohorts) and other ensigns planted. The Decumane gate is directly opposite to the Praetorian in the rear of the camp, and through this the soldiers are conducted to the place appointed for punishment or execution.structures/romans/camp.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_sb2.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_sb2.xml
index f94e55c669..2ee075f8c7 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_sb2.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_sb2.xml
@@ -3,6 +3,7 @@
romeMurus Latericius
+ It has a turf wall, and it's surrounded by a canal filled with water whenever possible for extra defence. Many towns started up as bigger military camps to evolve to more complicated cities.structures/romans/murus_latericius.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_scout_tower.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_scout_tower.xml
index 3acc955c0d..0aa48ae2d2 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_scout_tower.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_scout_tower.xml
@@ -3,6 +3,7 @@
romeTurris Lignea
+ For use by the Romans to keep an eye over surrounding hostile territory.structures/romans/scout_tower.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall.xml
index 1f257efa80..be68db726e 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall.xml
@@ -3,6 +3,7 @@
romeCircummunitio
+ Quick building, but expensive wooden and earthen walls used to surround and siege an enemy town or fortified position. The most famous examples are the Roman sieges of the Iberian stronghold of Numantia and the Gallic stronghold of Alesia.
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall_gate.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall_gate.xml
index 775415616f..184c8523e4 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall_gate.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall_gate.xml
@@ -3,6 +3,7 @@
romePorta Circummunitio
+ (Insert History Here)
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall_tower.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall_tower.xml
index 06f93ca6a3..83c00f2c85 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall_tower.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_siege_wall_tower.xml
@@ -3,6 +3,7 @@
romeTurris Circummunitio
+ (Insert history here)
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_temple.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_temple.xml
index 17ac089b34..8de709bcc5 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_temple.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_temple.xml
@@ -3,6 +3,7 @@
romeNosocomium
+ The Roman pantheon consisted of Latinized Etruscan and Hellenic deities. Cheif among them were Jupiter, king of the gods, Minerva, goddess of wisdom, and Mars, the Roman god of war.structures/romans/temple_new.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_temple_vesta.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_temple_vesta.xml
index fd1447a6ab..0296a74738 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_temple_vesta.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_temple_vesta.xml
@@ -3,6 +3,7 @@
romeNosocomium
+ (Insert History)structures/romans/temple_vesta.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_wall.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_wall.xml
index d70bb062d2..81bd7fa85f 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_wall.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_wall.xml
@@ -3,6 +3,7 @@
romeMoenia
+ Quick building, but expensive wooden and earthen walls used to surround and siege an enemy town or fortified position. The most famous examples are the Roman sieges of the Iberian stronghold of Numantia and the Gallic stronghold of Alesia.structures/romans/siege_wall.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_wall_gate.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_wall_gate.xml
index 3cb06d7114..d56b0778d7 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_wall_gate.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_wall_gate.xml
@@ -3,6 +3,7 @@
romePorta
+ (Insert History Here)structures/romans/wall_gate.xml
diff --git a/binaries/data/mods/internal/simulation/templates/structures/rome_wall_tower.xml b/binaries/data/mods/internal/simulation/templates/structures/rome_wall_tower.xml
index 1bfc6fe586..affdfa0a54 100644
--- a/binaries/data/mods/internal/simulation/templates/structures/rome_wall_tower.xml
+++ b/binaries/data/mods/internal/simulation/templates/structures/rome_wall_tower.xml
@@ -3,6 +3,7 @@
romeTurris Lapidea
+ (Insert history here)structures/romans/wall_tower.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_javelinist_a.xml b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_javelinist_a.xml
index debeb4329e..5229bb4d6b 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_javelinist_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_javelinist_a.xml
@@ -1,5 +1,8 @@
+
+ cart_cavalry_javelinist_e
+ units/carthaginians/cavalry_javelinist_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_javelinist_b.xml b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_javelinist_b.xml
index 63cf26b88c..cbb25e5f84 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_javelinist_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_javelinist_b.xml
@@ -3,7 +3,11 @@
cartI Kidón Rakhúv
+ The Carthaginians possessed the greatest light cavalry of the ancient world in the Numidians. Tough and hardy like their mounts, the Numidians were famous for their ability to ride bareback and without bridles. Riders controlled their horses through a combination of voice commands, knee pressure, and a rope around the animals necks. Used mostly for pursuing defeated opponents, the Numidians favored weapon was a javelin that could be used for close combat if necessary.
+
+ cart_cavalry_javelinist_a
+ units/carthaginians/cavalry_javelinist_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_spearman_a.xml b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_spearman_a.xml
index 796c5d63a3..10a3c0a719 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_spearman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_spearman_a.xml
@@ -1,5 +1,8 @@
+
+ cart_cavalry_spearman_e
+ units/carthaginians/cavalry_spearman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_spearman_b.xml b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_spearman_b.xml
index 91a6b92d79..58d5f3b4ca 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_spearman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_spearman_b.xml
@@ -3,7 +3,11 @@
cartI Rómah Rakhúv
+ The Samnites were one of the southern Italian tribes who defected to Hannibals army during the Second Punic War. While known for their light infantry, the Samnites produced the greatest horsemen in Italy, armed with light spears that could be thrown or used over arm. Swords were plentiful near the coast, but were not often worn in central Samnium. Armor was plentiful, if light, including the peculiar bronze anklets worn by some Samnite horsemen.
+
+ cart_cavalry_spearman_a
+ units/carthaginians/cavalry_spearman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_swordsman_a.xml b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_swordsman_a.xml
index 4f0a18aa10..3759cfe5d3 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_swordsman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_swordsman_a.xml
@@ -1,5 +1,8 @@
+
+ cart_cavalry_swordsman_e
+ units/carthaginians/cavalry_swordsman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_swordsman_b.xml b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_swordsman_b.xml
index ae9c8c7465..a6660d27e5 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_swordsman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_cavalry_swordsman_b.xml
@@ -3,7 +3,11 @@
cartI Hérev Rakhúv Meguyás
+ Along with the Gauls, Iberians formed the Carthaginian heavy cavalry, closing with their opponents at every opportunity. Armed with long-bladed spears and short curved sabers known as falcata, the Iberians were no strangers to fighting on horseback. On many occasions they routed opposing cavalry but usually did not pursue them, preferring to remain close to the main army.
+
+ cart_cavalry_swordsman_a
+ units/carthaginians/cavalry_swordsman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_hero_hamilcar.xml b/binaries/data/mods/internal/simulation/templates/units/cart_hero_hamilcar.xml
index b6833a5e50..d5aa8fe48b 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_hero_hamilcar.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_hero_hamilcar.xml
@@ -3,6 +3,7 @@
cartHamilcar Barca
+ Hamilcar Barca, father of Hannibal, and conqueror of Iberia.units/carthaginians/hero_hamilcar_horse.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_hero_hannibal.xml b/binaries/data/mods/internal/simulation/templates/units/cart_hero_hannibal.xml
index 1c398a0889..aca0999b44 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_hero_hannibal.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_hero_hannibal.xml
@@ -3,6 +3,7 @@
cartHannibal Barca
+ TBA3
@@ -21,10 +22,19 @@
8.0
+
+ 13.0
+
- 27.0
- 30.0
+
+ 27.0
+ 30.0
+
+
+ 75.0
+ 90.0
+ units/carthaginians/hero_hannibal_mount.xml
@@ -33,4 +43,7 @@
9.0
+
+ 25
+
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_hero_maharbal.xml b/binaries/data/mods/internal/simulation/templates/units/cart_hero_maharbal.xml
index 2e73d4ddf1..93bf1ccc7c 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_hero_maharbal.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_hero_maharbal.xml
@@ -3,6 +3,7 @@
cartMaharbal
+ Maharbal was Hannibal Barca's "brash young cavalry commander" during the 2nd Punic War. He is credited with turning the wing of the legions at Cannae resulting in defeat in which 30,000 of 50,000 Romans were lost, as well as significant contributions to the winning of many other battles during the 2nd Punic War. He is known for having said, after the battle of Cannae, "Hannibal, you know how to win the victory; just not what to do with it."units/carthaginians/hero_maharbal_horse.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_javelinist_a.xml b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_javelinist_a.xml
index 9902699c7b..80bec0950b 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_javelinist_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_javelinist_a.xml
@@ -1,5 +1,8 @@
+
+ cart_infantry_javelinist_e
+ units/carthaginians/infantry_javelinist_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_javelinist_b.xml b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_javelinist_b.xml
index 9869c94eaf..13d360bdc2 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_javelinist_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_javelinist_b.xml
@@ -3,7 +3,11 @@
cartIs Kidon Meguyas
+ While Iberians had often served as mercenaries in earlier times, after Carthages conquest of Spain they were often called up as levies. After the Celts they were considered the most expendable of all the troops in the Carthaginian army, used to dull the force of a charging formation. Armed with a javelin that could have a bundle of burning grass attached at the end for torching buildings, the Iberians could also wear light breastplates called pectorals in addition to their distinctive sinew caps.
+
+ cart_infantry_javelinist_a
+ units/carthaginians/infantry_javelinist_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_slinger_a.xml b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_slinger_a.xml
index a4a60f8747..c58bd1fd3b 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_slinger_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_slinger_a.xml
@@ -1,5 +1,8 @@
+
+ cart_infantry_slinger_e
+ units/carthaginians/infantry_slinger_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_slinger_b.xml b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_slinger_b.xml
index db45d02695..72fc986812 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_slinger_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_slinger_b.xml
@@ -3,7 +3,11 @@
cartQalac
+ Levied from the Balearic Islands off Spain, these slingers proved to be the greatest the world ever produced, capable of hurling jagged rocks over distances that archers could not match. It was a Balearic slinger that heavily wounded the Roman consul Paullus at the beginning of the bloody battle at Cannae. Stones flung from slings were able to crush and puncture through armor at long ranges, be it iron or bronze.
+
+ cart_infantry_slinger_a
+ units/carthaginians/infantry_slinger_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_spearman_a.xml b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_spearman_a.xml
index 2204dc9c59..917f70fd05 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_spearman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_spearman_a.xml
@@ -1,5 +1,8 @@
+
+ cart_infantry_spearman_e
+ units/carthaginians/infantry_spearman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_spearman_b.xml b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_spearman_b.xml
index 707ecf3400..450db789ab 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_spearman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_spearman_b.xml
@@ -3,7 +3,11 @@
cartI Hanít Arukáh Meguyás
+ The core of the Carthaginian army was made up of Liby-Phoenicians, Africans with Phoenician ancestors. The wealthy residents of Carthage recruited the non-citizen Liby-Phoenicians as heavy infantry, fighting in the Macedonian phalanx armed with the long sarissa. Armor could range from chain mail hauberks to bronze cuirasses and helmets often included the latest Hellenistic types. Although armed with a shield and a sword, Carthaginian swordsmen were woefully ill-trained compared to their Roman or Iberian counterparts in fencing.
+
+ cart_infantry_spearman_a
+ units/carthaginians/infantry_spearman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_swordsman_a.xml b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_swordsman_a.xml
index 7beff31e49..64c9c5f37e 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_swordsman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_swordsman_a.xml
@@ -1,5 +1,8 @@
+
+ cart_infantry_swordsman_e
+ units/carthaginians/infantry_swordsman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_swordsman_b.xml b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_swordsman_b.xml
index 27d76fda7e..84febf1492 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_infantry_swordsman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_infantry_swordsman_b.xml
@@ -3,7 +3,11 @@
cartIs Herev Sakhir
+ Hannibal hired Celtic mercenaries when he invaded Italy in 218 BC, recruited from the Gallic tribesmen in the northern third of the country. Fierce and physically imposing thanks to their height the Celtic soldiers attacked their opponents with swords and spears in a solid wave. They were capable of changing formations and despite their usual lack of body armor they were quite capable of hacking down their opponents.
+
+ cart_infantry_swordsman_a
+ units/carthaginians/infantry_swordsman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_super_cavalry.xml b/binaries/data/mods/internal/simulation/templates/units/cart_super_cavalry.xml
index 82bde975e9..3b2b9be983 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_super_cavalry.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_super_cavalry.xml
@@ -3,6 +3,7 @@
cartPil Qrav
+ By far the most famous of Carthaginian weapons was the small, ugly, and now extinct, North African forest elephants. Going into battle without a war tower carrying only a driver, Carthaginian war elephants were used as terror weapons: horses could not stand their smell, inexperienced troops were frightened, and the havoc they could cause was immense. Yet by the time of the Second Punic War elephants were at the end of their time. Armies had learned the weaknesses of the giant beasts, specifically how to hamstring and confuse them. More often than not a war elephant could be just as dangerous to its own side as the enemy.
@@ -20,10 +21,19 @@
7.0
+
+ 14.0
+
- 20.0
- 40.0
+
+ 20.0
+ 40.0
+
+
+ 60.0
+ 120.0
+ units/carthaginians/super_unit_2.xml
@@ -32,4 +42,7 @@
6.0
+
+ 23
+
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_super_infantry.xml b/binaries/data/mods/internal/simulation/templates/units/cart_super_infantry.xml
index 261d8b48ce..e7ae3b0091 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_super_infantry.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_super_infantry.xml
@@ -3,6 +3,7 @@
cartQacin
+ The Sacred Band was a group of elite troops dedicated to the service of Tanit, patron goddess of Carthage. In addition to providing crack troops, the unit trained Carthaginians aspiring to command Punic mercenary armies. Specially picked troops carried the unit standard emblazoned with the goddess symbols into battle.
@@ -14,6 +15,9 @@
130
+
+ 100
+ 8.57.0
@@ -21,11 +25,17 @@
6.5
+
+ 8.0
+ 100
+
- 10.0
- 30.0
- 6.0
+
+ 10.0
+ 30.0
+ 6.0
+ units/carthaginians/super_unit_1.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_support_female_citizen.xml b/binaries/data/mods/internal/simulation/templates/units/cart_support_female_citizen.xml
index c404e35eee..ab4af4df54 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_support_female_citizen.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_support_female_citizen.xml
@@ -3,6 +3,7 @@
cartEzrahit
+ Unlike many ancient cities Carthage was found by a woman; Queen Dido, hailing originally from Tyre. Carthaginian women were famous for their beauty and were capable of extremely hard physical work. The records written about the Third Punic War mentioned that all citizens of Carthage, including the women, worked incessantly to manufacture weapons and prepare the city for siege. The women even cut their own hair for use in the springs of artillery pieces.units/carthaginians/female_citizen.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/cart_support_trader.xml b/binaries/data/mods/internal/simulation/templates/units/cart_support_trader.xml
index b6e96defb8..ad89cd6343 100644
--- a/binaries/data/mods/internal/simulation/templates/units/cart_support_trader.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/cart_support_trader.xml
@@ -3,6 +3,7 @@
cartSoher
+ Of all the merchants of the ancient world, the Carthaginians were the most traveled. Their vast fleet of trading ships went as far as Britain and down the coast of West Africa. Culturally sensitive, the Carthaginians would make allowances for the particular customs of their trading partners, some transactions taking place without direct contact or negotiation. Thanks to the long voyages of Carthaginian merchants much territory was explored and even colonized.units/carthaginians/trader.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_cavalry_spearman_a.xml b/binaries/data/mods/internal/simulation/templates/units/iber_cavalry_spearman_a.xml
index e2b90afac0..9e968d9491 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_cavalry_spearman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_cavalry_spearman_a.xml
@@ -1,5 +1,8 @@
+
+ iber_cavalry_spearman_e
+ units/iberians/cavalry_spearman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_cavalry_spearman_b.xml b/binaries/data/mods/internal/simulation/templates/units/iber_cavalry_spearman_b.xml
index 0a93769dcf..75f754b4ac 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_cavalry_spearman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_cavalry_spearman_b.xml
@@ -3,7 +3,11 @@
iberCaballero Ilergete
+ Armed like the light infantry, Iberian cavalry were often pursued as mercenaries, especially by the Carthaginians. Mounted on excellent horses and wielding high-grade swords they were capable of taking on heavy or light cavalry. As with all Iberians armor was scarce, but they wore the ubiquitous sinew caps made famous by the peoples of the peninsula.
+
+ iber_cavalry_spearman_a
+ units/iberians/cavalry_spearman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_hero_caros.xml b/binaries/data/mods/internal/simulation/templates/units/iber_hero_caros.xml
index d655ac00be..87aef98b19 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_hero_caros.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_hero_caros.xml
@@ -3,6 +3,7 @@
iberCaros
+ Caros was a chief of the Belli tribe located just east of the Celtiberi (Numantines at the centre). Leading the confederated tribes of the meseta central (central upland plain) he concealed 20,000 foot and 5,000 mounted troops along a densely wooded track. Q. Fulvius Nobilior neglected proper reconnaissance and lead his army into the trap strung out in a long column. Some 10,000 of 15,000 Roman legionaries fell in the massive ambush that was sprung upon them. The date was 23 August of 153 BCE, the day when Rome celebrated the feast of Vulcan. By later Senatorial Decree it was ever thereafter known as dies ater, a 'sinister day', from whence our word disaster comes, and Rome never again fought a battle on the 23rd of August. Caros was wounded in an after battle small cavalry action the same evening and soon died thereafter, but he had carried off one of the most humiliating defeats that Rome ever suffered.500
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_hero_indibil.xml b/binaries/data/mods/internal/simulation/templates/units/iber_hero_indibil.xml
index 05e2d58ff7..a7cb4ff995 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_hero_indibil.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_hero_indibil.xml
@@ -3,6 +3,7 @@
iberIndibil
+ Indibil was king of the Ilegetes, a large federation ranged principally along the Ebro River in the northwest of the Iberian Peninsula. During the Barcid expansion, from 212 BCE he had initially been talked into allying himself with the Carthaginians who hade taken control of a lot of territory to the south and west, however after loss and his capture in a major battle he was convinced, some say tricked, to switch to the Roman side by Scipio Africanus. But that alliance didn't last long, as Roman promises were hollow and the Romans acted more like conquerors than allies. So, while the Romans and their allies had ended Carthaginian presence in 'Hispania' in 206 BCE, Indibil and another tribal prince by the name of Mandonio, who may have been his brother, rose up in repbellion against the Romans. They were defeated in battle, but rose up in a 2nd even larger rebellion that had unified all the Ilergetes again in 205 BCE. Outnumbered and outarmed they were again defeated, Indibil losing his life in the final battle and Mandonio being captured then later put to death. From that date onward the Ilergetes remained a pacified tribe under Roman rule.units/iberians/hero_indibil_infantry.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_hero_variato.xml b/binaries/data/mods/internal/simulation/templates/units/iber_hero_variato.xml
index fe2ac04a52..f7b6cb0808 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_hero_variato.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_hero_variato.xml
@@ -3,6 +3,7 @@
iberVariato
+ Viriato, like Vercingentorix amongst the Gauls, was the most famous of the Iberian tribal war leaders, having conducted at least 7 campaigns against the Romans in the southern half of the peninsula during the 'Lusitani Wars' from 147 to 139 BCE. He surfaced as a survivor of the treacherous massacre of 9,000 men and the selling into slavery of 21,000 elderly, women, and children of the Lusitani. They had signed a treaty of peace with the Romans, conducted by Servius Sulpicius Galba, governor of Hispania Ulterior, as the 'final solution' to the Lusitani problem. He emerged from humble beginnings in 151 BCE to become war chief of the Lusitani. He was intelligent and a superior tactician, never really defeated in any encounter (though suffered losses in some requiring retreat). He succumbed instead to another treachery arranged by a later Roman commander, Q. Servilius Cepio, to have him assassinated by three comrades that were close to him.units/iberians/hero_variato.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_slinger_a.xml b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_slinger_a.xml
index 1f719830ff..03db0ee879 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_slinger_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_slinger_a.xml
@@ -1,5 +1,8 @@
+
+ iber_infantry_slinger_e
+ units/iberians/infantry_slinger_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_slinger_b.xml b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_slinger_b.xml
index f3082602be..7939edd84d 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_slinger_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_slinger_b.xml
@@ -3,7 +3,11 @@
iberInfante Hondero
+ Iberian slingers were the undisputed masters of the weapon and extracted a high toll of the enemy. Going into combat scantily clad at best, the slinger carried three slings tied around his waist, each of a different length allowing him to attack opponents from all ranges. Unlike other cultures, the Iberian slingers threw rocks instead of specially made lead shot.
+
+ iber_infantry_slinger_a
+ units/iberians/infantry_slinger_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_spearman_a.xml b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_spearman_a.xml
index 8458358156..a62ff46b91 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_spearman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_spearman_a.xml
@@ -1,5 +1,8 @@
+
+ iber_infantry_spearman_e
+ units/iberians/infantry_spearman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_spearman_b.xml b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_spearman_b.xml
index f2e8fb01d4..e378aebc7c 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_spearman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_spearman_b.xml
@@ -3,7 +3,11 @@
iberInfante Carpetano
+ A long-bladed spear was a chief melee weapon of the Iberian infantry, often used after the javelins had been thrown. Typically carried by infantry know as scutarii for their long oval body shields, the spearmen would close in formation to attack their opponents. Usually lightly armored, they were quick and had a ferocious reputation.
+
+ iber_infantry_spearman_a
+ units/iberians/infantry_spearman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_swordsman_a.xml b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_swordsman_a.xml
index d2e1f96f67..70f9639be8 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_swordsman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_swordsman_a.xml
@@ -1,5 +1,8 @@
+
+ iber_infantry_swordsman_e
+ units/iberians/infantry_swordsman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_swordsman_b.xml b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_swordsman_b.xml
index cabd9602a7..d799ca3daa 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_infantry_swordsman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_infantry_swordsman_b.xml
@@ -3,7 +3,11 @@
iberInfante Numantino
+ The Iberians were master sword-smiths and the falcata was their greatest creation. Wielded by superb swordsmen equipped with light armor and a buckler known as a caetra, they caused untold carnage. Thanks to this Iberian infantry were fast and agile unlike many of their opponents and could bite hard when they attacked. Their skill with sword and buckler were legendary, allowing them to go toe-to-toe with heavy infantry.
+
+ iber_infantry_swordsman_a
+ units/iberians/infantry_swordsman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_super_cavalry.xml b/binaries/data/mods/internal/simulation/templates/units/iber_super_cavalry.xml
index 2e03e84a93..0e357aecec 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_super_cavalry.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_super_cavalry.xml
@@ -3,6 +3,7 @@
iberCaballero Devotio
+ Elite warriors known as The Devoted were adept warriors who could be either infantry or cavalry. Adding to their already considerable skill, The Devoted were renowned for the experience in foreign wars, often in the service of the Carthaginians. Considering that Iberian troops were commonly used as cannon fodder gives some idea of just how good these fierce warriors had to be in order to survive.units/iberians/super_unit_2.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_super_infantry.xml b/binaries/data/mods/internal/simulation/templates/units/iber_super_infantry.xml
index 50003079f8..7fd8ae9ad5 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_super_infantry.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_super_infantry.xml
@@ -3,6 +3,7 @@
iberInfante Devotio
+ The Devoted were war-hardened veterans of Iberian mercenaries hired out by foreign powers to fight in far-off conflicts. Fighting with and against diverse types of opponents, these men were deeply knowledgeable about various fighting styles and tactics. Once they had returned home from combat they were lavishly taken care of, rising to important positions in society.units/iberians/super_unit_1.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_support_female_citizen.xml b/binaries/data/mods/internal/simulation/templates/units/iber_support_female_citizen.xml
index ba72cde9c0..e325e8e20a 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_support_female_citizen.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_support_female_citizen.xml
@@ -3,6 +3,7 @@
iberCiudadana
+ Iberian women were privileged members of society, equal in rank to men and superior in some areas. For instance a woman would inherit her fathers wealth and then distribute it among male family members, in addition to finding wives for her brothers. Manual labor was a common activity, including farming and ditch digging, for which women received pay. Marriage and other commitments to individuals were fervently embraced by both genders. Iberian women were also capable of slaying their own children to prevent them from being captured.units/iberians/female_citizen.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/iber_support_trader.xml b/binaries/data/mods/internal/simulation/templates/units/iber_support_trader.xml
index e06ed8a612..9bc9e22272 100644
--- a/binaries/data/mods/internal/simulation/templates/units/iber_support_trader.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/iber_support_trader.xml
@@ -3,6 +3,7 @@
iberComerciante
+ Iberian merchants traded among themselves and had access to larger markets through Carthaginian ports such a Cartegena. Using wagons and carts, the traders also plied wares to Carthaginians, Greeks, and Romans who came to the Iberian Peninsula. Oil, wine, slaves, wool, and wheat were all exported by the Iberians, but most prized of all were its fine horses and remarkably pure iron, which made the finest swords of the ancient world.units/iberians/trader.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_archer_a.xml b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_archer_a.xml
index ca379c4558..6392c7bbf2 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_archer_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_archer_a.xml
@@ -1,5 +1,8 @@
+
+ pers_cavalry_archer_e
+ units/persians/cavalry_archer_a_r.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_archer_b.xml b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_archer_b.xml
index 2b9b698901..b9fef43235 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_archer_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_archer_b.xml
@@ -3,7 +3,11 @@
persChaharcharkhe
+ Chariots were obsolete by the 5th and 4th centuries BC, but they were viewed as symbols of rank and class, hence their continued deployment on the battlefield in extremely limited roles well after their obsolescence. The crew was made up of an archer and a driver who rode in an armored car equipped with scythe-like blades underneath the chassis and the axels themselves sported a pair of the deadly knives.
+
+ pers_cavalry_archer_a
+ units/persians/cavalry_archer_b_r.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_javelinist_a.xml b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_javelinist_a.xml
index 439da3ae61..e4302b223b 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_javelinist_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_javelinist_a.xml
@@ -1,5 +1,8 @@
+
+ pers_cavalry_javelinist_e
+ units/persians/cavalry_javelinist_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_javelinist_b.xml b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_javelinist_b.xml
index e39052a228..d3eff8203f 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_javelinist_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_javelinist_b.xml
@@ -3,7 +3,11 @@
persAsabari Madi
+ Just as the archers were the rock of the Persian infantry, the Persian cavalry was formed around the light cavalryman, or Asabari. Armed with javelins for long-ranged combat or close-quarter fighting, Asabari were also equipped with swords and axes. Since they were recruited from the upper classes many wore armor and helmets and their horses could also be fitted with light armor.
+
+ pers_cavalry_javelinist_a
+ units/persians/cavalry_javelinist_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_spearman_a.xml b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_spearman_a.xml
index c89017d30d..e1b1ce625c 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_spearman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_spearman_a.xml
@@ -1,5 +1,8 @@
+
+ pers_cavalry_spearman_e
+ units/persians/cavalry_spearman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_spearman_b.xml b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_spearman_b.xml
index 449ebd15ea..ca828e4e3c 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_spearman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_spearman_b.xml
@@ -3,7 +3,11 @@
persAspe Zerehdar Balkhi
+ Heavily armed lancers later known as cataphracts were first developed by the Sarmatians from Central Asia. The Persians picked up the technique from other eastern peoples like the Massagetae and the Bactrians. Featuring a heavily armored rider armed with a long lance and even an armored horse, the Cataphracts were the first cavalry to physically crash into their opponents, a considerable feat when one knows that they rode without stirrups.
+
+ pers_cavalry_spearman_a
+ units/persians/cavalry_spearman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_swordsman_a.xml b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_swordsman_a.xml
index b1b464eed9..6d8cce1200 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_swordsman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_swordsman_a.xml
@@ -1,5 +1,8 @@
+
+ pers_cavalry_swordsman_e
+ units/persians/cavalry_swordsman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_swordsman_b.xml b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_swordsman_b.xml
index ff995e9579..92f057e746 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_swordsman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_cavalry_swordsman_b.xml
@@ -3,7 +3,11 @@
persUsubari Tazi
+ Camel mounted cavalry were widespread among the Arabs levied into the Persian army, armed with swords and axes to bows and spears. They could move very quickly across all terrain and they were quite effective against traditional horse-mounted cavalry as the horses themselves could not stand the smell of camels. Camels were also seen in Persian armies deployed by the Bactrians from Central Asia, who used them as platforms for archers.
+
+ pers_cavalry_swordsman_a
+ units/persians/cavalry_swordsman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_archer_a.xml b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_archer_a.xml
index e17790b97c..61e67351cb 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_archer_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_archer_a.xml
@@ -1,5 +1,8 @@
+
+ pers_infantry_archer_e
+ units/persians/infantry_archer_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_archer_b.xml b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_archer_b.xml
index e874a4035b..91e9605dda 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_archer_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_archer_b.xml
@@ -3,7 +3,11 @@
persKamandar Kappadoki
+ Archers were the core of the Persian infantry, often going into battle with spearmen equipped with spara, whom they heavily outnumbered. Although powerful, the Persian recurved bow was cursed with light arrows that had trouble piercing the armor of heavily armed opponents. But the huge numbers loosed in each volley were more than enough to alarm even the most armored enemy.
+
+ pers_infantry_archer_a
+ units/persians/infantry_archer_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_javelinist_a.xml b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_javelinist_a.xml
index c2ce4930dc..2f2d21065d 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_javelinist_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_javelinist_a.xml
@@ -1,5 +1,8 @@
+
+ pers_infantry_javelinist_e
+ units/persians/infantry_javelinist_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_javelinist_b.xml b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_javelinist_b.xml
index 549c771bed..58de0dfe63 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_javelinist_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_javelinist_b.xml
@@ -3,7 +3,11 @@
persZhupinandaz Frighi
+ Javelin throwers were an important arm of the Persian infantry, giving added close range punch to the archers and able to close with the enemy if necessary. Many javelinists were recruited from the peoples of Asia Minor, including the Phrygians, who fought with hide shields and what armor they could find. In their day they were rivaled in skill by only the Thracian peltasts.
+
+ pers_infantry_javelinist_a
+ units/persians/infantry_javelinist_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_spearman_a.xml b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_spearman_a.xml
index f91a0e67e7..899430e98d 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_spearman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_spearman_a.xml
@@ -1,5 +1,8 @@
+
+ pers_infantry_spearman_e
+ units/persians/infantry_spearman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_spearman_b.xml b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_spearman_b.xml
index 93d18848e1..64413123dc 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_infantry_spearman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_infantry_spearman_b.xml
@@ -3,7 +3,11 @@
persNeyzedar Madi
+ The Medes were renowned soldiers, creating an empire that predated that of the Achaemenid Persians. In combat they fought with short spears counterweighted with bronze and used large wicker shields known as spara. Secondary weapons ranged from axes known as sagaris to daggers and short swords, but armor was rare, limited to scale or linen when procured.
+
+ pers_infantry_spearman_a
+ units/persians/infantry_spearman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_ship_trireme.xml b/binaries/data/mods/internal/simulation/templates/units/pers_ship_trireme.xml
index f7d4862250..87ec3fdfdd 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_ship_trireme.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_ship_trireme.xml
@@ -3,9 +3,15 @@
persTrireme
+ The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Persian Empire. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.18.0
+
+ 35.0
+ 1200.0
+ 20.0
+ structures/persians/trireme.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_super_cavalry.xml b/binaries/data/mods/internal/simulation/templates/units/pers_super_cavalry.xml
index 249c506a0f..ca2bdd6b83 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_super_cavalry.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_super_cavalry.xml
@@ -3,6 +3,7 @@
persPil Jangi Hendi
+ Elephants were rare sights in Persian armies but they were used and their effect on the battlefield could not be ignored. As their tusks and feet physically attacked the enemy, archers and javelin throwers launched projectiles from atop the animals back. While huge, they could be just as much a threat to their own side and could be easily hamstrung. But their ability to stop a full-blown cavalry charge when in a line made up for any questions of effectiveness.3
@@ -21,10 +22,19 @@
7.0
+
+ 14.0
+
- 25.0
- 30.0
+
+ 25.0
+ 30.0
+
+
+ 75.0
+ 90.0
+ units/persians/super_unit_2.xml
@@ -33,4 +43,7 @@
9.0
+
+ 25
+
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_super_infantry.xml b/binaries/data/mods/internal/simulation/templates/units/pers_super_infantry.xml
index 21b4e82e30..4cff6317d6 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_super_infantry.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_super_infantry.xml
@@ -3,6 +3,7 @@
persAnusiya
+ The Anusiya (or, as they are more commonly known, Immortals) were the elite of the Persian army, handsomely equipped with armor and weapons, including swords which were rare weapons in the normal ranks. A unit of 10,000 men, their number was always kept to full strength whenever a man was killed or wounded, resulting in their nickname. They were ferocious fighters and well respected.units/persians/super_unit_1.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_support_female_citizen.xml b/binaries/data/mods/internal/simulation/templates/units/pers_support_female_citizen.xml
index 67f01b17e2..a41e1574ff 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_support_female_citizen.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_support_female_citizen.xml
@@ -3,6 +3,7 @@
persBanu Miyanrudani
+ Persian women were fairly powerful during the reign of the Achaemenids, having substantial control over their future. A husband was not able to pawn his wife off to cover debts, nor was did he have control of her possessions. Persian women owned property and were quite active in their management of it, which could include female-induced divorce. Veiling had a long tradition in ancient Persia although it was only a sign of modesty and wealth among well-to-do women with none of the modern implications.units/persians/female_citizen.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/pers_support_trader.xml b/binaries/data/mods/internal/simulation/templates/units/pers_support_trader.xml
index 2fc3ef9e6f..5504b6ccd9 100644
--- a/binaries/data/mods/internal/simulation/templates/units/pers_support_trader.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/pers_support_trader.xml
@@ -3,6 +3,7 @@
persTamkarum Arami
+ Merchants were the working corps of the Persian economy, moving goods from one end of the vast empire to the other. Commodities included linen, carpets, perfume, cotton, salt, fruit, and even pearls. Thanks to the Aramaeans, the main language of Mesopotamia and in all directions from it was Aramaic, making trade simple. The language was eventually taken on as the official language of the Empire.units/persians/trader.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_cavalry_spearman_a.xml b/binaries/data/mods/internal/simulation/templates/units/rome_cavalry_spearman_a.xml
index 535975a8bb..d7a4c913d2 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_cavalry_spearman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_cavalry_spearman_a.xml
@@ -1,5 +1,8 @@
+
+ rome_cavalry_spearman_e
+ units/romans/cavalry_spearman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_cavalry_spearman_b.xml b/binaries/data/mods/internal/simulation/templates/units/rome_cavalry_spearman_b.xml
index b4397f921e..9f2c7de072 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_cavalry_spearman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_cavalry_spearman_b.xml
@@ -3,7 +3,11 @@
romeEquite
+ Equites were the elite of Roman society, the added wealth stemming from that position enabling them to obtain horses and therefore serve as cavalry. They were formed into units of 30, known as turmae, armored in chain mail and often wearing fashionable Hellenistic helmets. They used a spear for throwing or over arm stabbing as well as a shield and sword for close combat.
+
+ rome_cavalry_spearman_a
+ 1000
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_hero_marcellus.xml b/binaries/data/mods/internal/simulation/templates/units/rome_hero_marcellus.xml
index 798a632b49..ea6ac20132 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_hero_marcellus.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_hero_marcellus.xml
@@ -4,6 +4,8 @@
romeMarcus Claudius Marcellus22
+ Marcus Claudius Marcellus, 268 - 208 BC, a soldier of the first war with Carthage, a hero of the Second Punic War, and victor over the Gauls at Clastidium. Plutarch describes him as a man of war, strong in body and constitution, with an iron will to fight on. As a general he was immensely capable, standing alongside Scipio Africanus and Claudius Nero as the most effective Roman generals of the entire Second Punic War. In addition to his military achievements Marcellus was a fan of Greek culture and arts, which he enthusiastically promoted in Rome. He met his demise when his men were ambushed near Venusia. In honor of the respect the people held for him, Marcellus was granted the title of "Sword of Rome".
+ units/romans/hero_marcellus_horse.xml
@@ -12,4 +14,10 @@
7.5
+
+
+ 20
+ 10
+
+
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_hero_maximus.xml b/binaries/data/mods/internal/simulation/templates/units/rome_hero_maximus.xml
index a7e6a9959c..671227a712 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_hero_maximus.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_hero_maximus.xml
@@ -4,6 +4,8 @@
romeQuinctus Fabius Maximus22
+ Maximus was dictator of Rome for six months during the Second Punic War. Instead of attacking the most powerful Hannibal, he started a very effective war of attrition against him, securing the nickname "Cunctator" or Delayer.
+ units/romans/hero_maximus_horse.xml
@@ -12,4 +14,10 @@
7.5
+
+
+ 20
+ 10
+
+
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_hero_scipio.xml b/binaries/data/mods/internal/simulation/templates/units/rome_hero_scipio.xml
index 65e377a696..bce441ea73 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_hero_scipio.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_hero_scipio.xml
@@ -4,6 +4,8 @@
romeScipio Africanus22
+ He was the first really successful Roman general. His campaigns in Spain and Africa helped to bring Carthage to its knees during the Second Punic War. He defeated Hannibal at the Battle of Zama in 202 BC
+ units/romans/hero_scipio_horse.xml
@@ -12,4 +14,10 @@
7.5
+
+
+ 20
+ 10
+
+
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_a.xml b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_a.xml
index 47bc443f91..7ebc269a12 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_a.xml
@@ -1,8 +1,14 @@
+
+ rome_infantry_javelinist_e
+ 90
+
+ 550
+ 2.54.0
@@ -10,13 +16,18 @@
8.5
+
+ 16.5
+
- 0.0
- 25.0
- 0.0
- 34
- 26.0
+
+ 0.0
+ 25.0
+ 0.0
+ 34
+ 26.0
+ units/romans/infantry_javelinist_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_b.xml b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_b.xml
index d8d1863699..c081839261 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_b.xml
@@ -3,23 +3,32 @@
romePrincipe
+ The principi were the second line of heavy infantry in the Republican Roman army. Exactly identical in equipment and fighting methods to the hastati, they differed only in age, being slightly older. As a result they could often afford slightly better arms, including chain mail hauberks known as lorica hamata. Like all Roman heavy infantry they decorated their helmets with feathers and horsehair crests in the Italian fashion.
+
+ rome_infantry_javelinist_a
+ 80
+
+ 550
+ 1.53.53.0
- 0.0
- 22.0
- 0.0
- 34
- 25.0
- 900
- 1500
+
+ 0.0
+ 22.0
+ 0.0
+ 34
+ 25.0
+ 900
+ 1500
+ units/romans/infantry_javelinist_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_e.xml b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_e.xml
index 8ee1d88049..952d9aabb3 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_e.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_javelinist_e.xml
@@ -3,6 +3,9 @@
105
+
+ 550
+ 3.54.5
@@ -10,13 +13,18 @@
8.25
+
+ 15.5
+
- 0.0
- 30.0
- 0.0
- 38
- 27.0
+
+ 0.0
+ 30.0
+ 0.0
+ 38
+ 27.0
+ units/romans/infantry_javelinist_e.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_spearman_a.xml b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_spearman_a.xml
index 8b0fe464d5..6fdb2f7d13 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_spearman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_spearman_a.xml
@@ -1,5 +1,8 @@
+
+ rome_infantry_spearman_e
+ units/romans/infantry_spearman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_spearman_b.xml b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_spearman_b.xml
index 5f30cab9ae..ed6b04cf0a 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_spearman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_spearman_b.xml
@@ -3,7 +3,11 @@
romeTriarus
+ The Triarii were the third line of heavy infantry in the Republican Roman army. Made up of the veterans from previous campaigns, they often possessed the most fashionable arms and armor. Armed with a spear and gladius, the Triarii usually did not fight unless the battle was going poorly or enemy forces required the use of a spear to fend them off. In many cases the Tirarii were left at the camp instead of marching out with the rest of the army.
+
+ rome_infantry_spearman_a
+ units/romans/infantry_spearman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_a.xml b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_a.xml
index c26b5c52c6..b53ae88b47 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_a.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_a.xml
@@ -1,5 +1,8 @@
+
+ rome_infantry_swordsman_e
+ 105
@@ -9,9 +12,11 @@
10.0
- 17.0
- 0.0
- 0.0
+
+ 17.0
+ 0.0
+ 0.0
+ units/romans/infantry_swordsman_a.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_b.xml b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_b.xml
index 3f13e0d330..dae05af240 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_b.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_b.xml
@@ -3,7 +3,11 @@
romeHastatus
+ The hastati were the first line of heavy infantry in the early Republican Roman army. They used pila and gladii as their main weapons, throwing the former into the enemy formation and then closing with the sword. For defence they used a large shield called a scutum and wore the best armor they could afford. Hastati were recruited from the young men of Rome, a small part of the 700,000 troops Rome could bring to bear against its opponents.
+
+ rome_infantry_swordsman_a
+ 95
@@ -13,9 +17,11 @@
10.0
- 15.0
- 0.0
- 0.0
+
+ 15.0
+ 0.0
+ 0.0
+ units/romans/infantry_swordsman_b.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_e.xml b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_e.xml
index a99a5420ee..02a6f61eb0 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_e.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_infantry_swordsman_e.xml
@@ -9,9 +9,11 @@
11.0
- 19.0
- 0.0
- 0.0
+
+ 19.0
+ 0.0
+ 0.0
+ units/romans/infantry_swordsman_e.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_mechanical_siege_scorpio.xml b/binaries/data/mods/internal/simulation/templates/units/rome_mechanical_siege_scorpio.xml
index ce14d697c5..1f79a4c798 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_mechanical_siege_scorpio.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_mechanical_siege_scorpio.xml
@@ -16,6 +16,9 @@
6.0
+
+ 7.0
+ units/romans/siege_scorpio.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_ship_quinquereme.xml b/binaries/data/mods/internal/simulation/templates/units/rome_ship_quinquereme.xml
index 1222336f7f..c8907a3fd1 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_ship_quinquereme.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_ship_quinquereme.xml
@@ -6,6 +6,11 @@
18.0
+
+ 35.0
+ 1200.0
+ 20.0
+ structures/romans/quinquereme.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_super_cavalry.xml b/binaries/data/mods/internal/simulation/templates/units/rome_super_cavalry.xml
index da2f01d5da..e1f7517279 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_super_cavalry.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_super_cavalry.xml
@@ -3,6 +3,7 @@
romeDecurio
+ Decurions each commanded a cavalry squad of ten Equites, three of which made up a turmae. They wore either Greek-style armor or Roman chain mail hauberks split at the thigh to allow for riding. Armed with a spear for throwing or stabbing, they would use a gladius for close combat. A round shield called a parma was a major source of protection once the heavy Roman horseman had closed with their opponents.units/romans/super_unit_2.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_super_infantry.xml b/binaries/data/mods/internal/simulation/templates/units/rome_super_infantry.xml
index 7f1ff87557..006ec75120 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_super_infantry.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_super_infantry.xml
@@ -3,6 +3,7 @@
romeCenturio
+ The Centurio was the commander of a century of 80 men, 10 squads or contubernium of 8 men. To attain the position a man would have had to show great personal bravery, initiative, and authority. Republican centurions were armed just as their men, although their armor could be substantially more flamboyant due to their increased social position. Unlike later centurions, in the pre-Marian army they were elected by their fellow soldiers, who considered their past actions.units/romans/super_unit_1.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_support_female_citizen.xml b/binaries/data/mods/internal/simulation/templates/units/rome_support_female_citizen.xml
index cdffabcd20..199a64eb88 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_support_female_citizen.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_support_female_citizen.xml
@@ -3,6 +3,7 @@
romeMatrona Romana
+ Roman women in the Republic were in a similar state as their Greek counterparts. When a Roman woman married their dowry and property passed to their father-in-law, while she herself became the property of her husband. Their job was to raise the children and helping in farm work or running the family business. It was a sign of affluence when a mans wife did not have to work.units/romans/female_citizen.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/rome_support_trader.xml b/binaries/data/mods/internal/simulation/templates/units/rome_support_trader.xml
index 3bd243cb2b..f49bc705b3 100644
--- a/binaries/data/mods/internal/simulation/templates/units/rome_support_trader.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/rome_support_trader.xml
@@ -3,6 +3,7 @@
romePlebean
+ Plebians were the poor class in Roman society, underneath the patricians, often carrying out much local trading and business. While patricians financed large business ventures plebian merchants did the actual work. They traded far and wide, from Iberia to Syria, buying and selling everything from salt to wool to horses to metals to glass to slaves. Romes extensive network of roads within Italy, many ports, and central location within the Mediterranean made it an ideal place to do business.units/romans/trader.xml
diff --git a/binaries/data/mods/internal/simulation/templates/units/skeleton.xml b/binaries/data/mods/internal/simulation/templates/units/skeleton.xml
index f414519d48..40bd7e98d1 100644
--- a/binaries/data/mods/internal/simulation/templates/units/skeleton.xml
+++ b/binaries/data/mods/internal/simulation/templates/units/skeleton.xml
@@ -3,6 +3,7 @@
romeSkeleton
+ He lived, and obviously he died, or he wouldn't be a skeleton.units/skeleton_live.xml
diff --git a/binaries/data/mods/public/simulation/components/Attack.js b/binaries/data/mods/public/simulation/components/Attack.js
index 6676b91ef3..a86d531d4e 100644
--- a/binaries/data/mods/public/simulation/components/Attack.js
+++ b/binaries/data/mods/public/simulation/components/Attack.js
@@ -3,78 +3,114 @@ function Attack() {}
Attack.prototype.Schema =
"Controls the attack abilities and strengths of the unit." +
"" +
- "10.0" +
- "0.0" +
- "5.0" +
- "10.0" +
- "0.0" +
- "800" +
- "1600" +
- "50.0" +
+ "" +
+ "10.0" +
+ "0.0" +
+ "5.0" +
+ "4.0" +
+ "1000" +
+ "" +
+ "" +
+ "0.0" +
+ "10.0" +
+ "0.0" +
+ "44.0" +
+ "20.0" +
+ "800" +
+ "1600" +
+ "50.0" +
+ "" +
+ "" +
+ "10.0" +
+ "0.0" +
+ "50.0" +
+ "24.0" +
+ "20.0" +
+ "" +
"" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
"" +
- "" +
- "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" + // TODO: it shouldn't be stretched
+ "" +
+ "" +
+ "" +
"" +
"" +
"" +
- "" +
- "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
"" +
"" +
"" +
- "" +
- "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" + // TODO: how do these work?
+ "" +
+ "" +
"" +
"";
-Attack.prototype.Init = function()
+/**
+ * Return the type of the best attack.
+ * TODO: this should probably depend on range, target, etc,
+ * so we can automatically switch between ranged and melee
+ */
+Attack.prototype.GetBestAttack = function()
{
+ if (this.template.Ranged)
+ return "Ranged";
+ else if (this.template.Melee)
+ return "Melee";
+ else if (this.template.Charge)
+ return "Charge";
+ else
+ return undefined;
};
-/*
- * TODO: to handle secondary attacks in the future, what we might do is
- * add a 'mode' parameter to most of these functions, to indicate which
- * attack mode we're trying to use, and some other function that allows
- * UnitAI to pick the best attack mode (based on range, damage, etc)
- */
-
-Attack.prototype.GetTimers = function()
+Attack.prototype.GetTimers = function(type)
{
- var prepare = +(this.template.PrepareTime || 0);
- var repeat = +(this.template.RepeatTime || 1000);
+ var prepare = +(this.template[type].PrepareTime || 0);
+ var repeat = +(this.template[type].RepeatTime || 1000);
return { "prepare": prepare, "repeat": repeat, "recharge": repeat - prepare };
};
-Attack.prototype.GetAttackStrengths = function()
+Attack.prototype.GetAttackStrengths = function(type)
{
// Convert attack values to numbers, default 0 if unspecified
return {
- hack: +(this.template.Hack || 0),
- pierce: +(this.template.Pierce || 0),
- crush: +(this.template.Crush || 0)
+ hack: +(this.template[type].Hack || 0),
+ pierce: +(this.template[type].Pierce || 0),
+ crush: +(this.template[type].Crush || 0)
};
};
-Attack.prototype.GetRange = function()
+Attack.prototype.GetRange = function(type)
{
- var max = +this.template.MaxRange;
- var min = +this.template.MinRange;
+ var max = +this.template[type].MaxRange;
+ var min = +(this.template[type].MinRange || 0);
return { "max": max, "min": min };
}
@@ -83,10 +119,10 @@ Attack.prototype.GetRange = function()
* and should only be called after GetTimers().repeat msec has passed since the last
* call to PerformAttack.
*/
-Attack.prototype.PerformAttack = function(target)
+Attack.prototype.PerformAttack = function(type, target)
{
// If this is a ranged attack, then launch a projectile
- if (this.template.ProjectileSpeed)
+ if (type == "Ranged")
{
// To implement (in)accuracy, for arrows and javelins, we want to do the following:
// * Compute an accuracy rating, based on the entity's characteristics and the distance to the target
@@ -107,7 +143,7 @@ Attack.prototype.PerformAttack = function(target)
// hurt anybody near their landing point
// Get some data about the entity
- var horizSpeed = +this.template.ProjectileSpeed;
+ var horizSpeed = +this.template[type].ProjectileSpeed;
var gravity = 9.81; // this affects the shape of the curve; assume it's constant for now
var accuracy = 6; // TODO: get from entity template
@@ -149,7 +185,7 @@ Attack.prototype.PerformAttack = function(target)
var realHorizDistance = Math.sqrt(Math.pow(realTargetPosition.x - selfPosition.x, 2) + Math.pow(realTargetPosition.z - selfPosition.z, 2));
var timeToTarget = realHorizDistance / horizSpeed;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
- cmpTimer.SetTimeout(this.entity, IID_Attack, "CauseDamage", timeToTarget*1000, target);
+ cmpTimer.SetTimeout(this.entity, IID_Attack, "CauseDamage", timeToTarget*1000, {"type": type, "target": target});
}
// Launch the graphical projectile
@@ -162,17 +198,18 @@ Attack.prototype.PerformAttack = function(target)
else
{
// Melee attack - hurt the target immediately
- this.CauseDamage(target);
+ this.CauseDamage({"type": type, "target": target});
}
+ // TODO: charge attacks (need to design how they work)
};
// Inflict damage on the target
-Attack.prototype.CauseDamage = function(target)
+Attack.prototype.CauseDamage = function(data)
{
- var strengths = this.GetAttackStrengths();
+ var strengths = this.GetAttackStrengths(data.type);
- var cmpDamageReceiver = Engine.QueryInterface(target, IID_DamageReceiver);
+ var cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
if (!cmpDamageReceiver)
return;
cmpDamageReceiver.TakeDamage(strengths.hack, strengths.pierce, strengths.crush);
diff --git a/binaries/data/mods/public/simulation/components/Auras.js b/binaries/data/mods/public/simulation/components/Auras.js
new file mode 100644
index 0000000000..25c901ab2f
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/Auras.js
@@ -0,0 +1,40 @@
+function Auras() {}
+
+Auras.prototype.Schema =
+ "" +
+ "" +
+ "" +
+ "Allure" +
+ "Infidelity" +
+ "Heal" +
+ "Courage" +
+ "Fear" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
+
+/*
+ * TODO: this all needs to be designed and implemented
+ */
+
+Engine.RegisterComponentType(IID_Auras, "Auras", Auras);
diff --git a/binaries/data/mods/public/simulation/components/BuildRestrictions.js b/binaries/data/mods/public/simulation/components/BuildRestrictions.js
new file mode 100644
index 0000000000..33ddbdbff5
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/BuildRestrictions.js
@@ -0,0 +1,47 @@
+function BuildRestrictions() {}
+
+BuildRestrictions.prototype.Schema =
+ "" +
+ "" +
+ "standard" +
+ "settlement" +
+ "" + // TODO: add special types for fields, docks, walls
+ "" +
+ "" +
+ "" +
+ "all" +
+ "allied" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "CivilCentre" +
+ "House" +
+ "ScoutTower" +
+ "Farmstead" +
+ "Market" +
+ "Barracks" +
+ "Dock" +
+ "Fortress" +
+ "Field" +
+ "Special" +
+ "" +
+ "" +
+ "";
+ // TODO: add phases, prerequisites, etc
+
+/*
+ * TODO: the vague plan for Category is to add some BuildLimitManager which
+ * specifies the limit per category, and which can determine whether you're
+ * allowed to build more (based on the number in total / per territory / per
+ * civ center as appropriate)
+ */
+
+/*
+ * TODO: the vague plan for PlacementType is that it may restrict the locations
+ * and orientations of new construction work (e.g. civ centers must be on settlements,
+ * docks must be on shores), which affects the UI and the build permissions
+ */
+
+Engine.RegisterComponentType(IID_BuildRestrictions, "BuildRestrictions", BuildRestrictions);
diff --git a/binaries/data/mods/public/simulation/components/GarrisonHolder.js b/binaries/data/mods/public/simulation/components/GarrisonHolder.js
new file mode 100644
index 0000000000..1adb128940
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/GarrisonHolder.js
@@ -0,0 +1,12 @@
+function GarrisonHolder() {}
+
+GarrisonHolder.prototype.Schema =
+ "" +
+ "" +
+ "";
+
+/*
+ * TODO: this all needs to be designed and implemented
+ */
+
+Engine.RegisterComponentType(IID_GarrisonHolder, "GarrisonHolder", GarrisonHolder);
diff --git a/binaries/data/mods/public/simulation/components/GuiInterface.js b/binaries/data/mods/public/simulation/components/GuiInterface.js
index f84ad2e48b..16b10f49d7 100644
--- a/binaries/data/mods/public/simulation/components/GuiInterface.js
+++ b/binaries/data/mods/public/simulation/components/GuiInterface.js
@@ -62,7 +62,8 @@ GuiInterface.prototype.GetEntityState = function(player, ent)
var cmpAttack = Engine.QueryInterface(ent, IID_Attack);
if (cmpAttack)
{
- ret.attack = cmpAttack.GetAttackStrengths();
+ var type = cmpAttack.GetBestAttack(); // TODO: how should we decide which attack to show?
+ ret.attack = cmpAttack.GetAttackStrengths(type);
}
var cmpArmour = Engine.QueryInterface(ent, IID_DamageReceiver);
diff --git a/binaries/data/mods/public/simulation/components/Health.js b/binaries/data/mods/public/simulation/components/Health.js
index 4a6d919491..6de4344dfb 100644
--- a/binaries/data/mods/public/simulation/components/Health.js
+++ b/binaries/data/mods/public/simulation/components/Health.js
@@ -25,7 +25,17 @@ Health.prototype.Schema =
"vanish" +
"corpse" +
"" +
- "";
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
Health.prototype.Init = function()
{
diff --git a/binaries/data/mods/public/simulation/components/Identity.js b/binaries/data/mods/public/simulation/components/Identity.js
index 2475297bf2..a47b02cedb 100644
--- a/binaries/data/mods/public/simulation/components/Identity.js
+++ b/binaries/data/mods/public/simulation/components/Identity.js
@@ -28,6 +28,48 @@ Identity.prototype.Schema =
"" +
"" +
"" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "tokens" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "Foot" +
+ "Mounted" +
+ "Mechanical" +
+ "Organic" +
+ "Civic" +
+ "Economic" +
+ "City" +
+ "Village" +
+ "Town" +
+ "Bow" + // TODO: what are these used for?
+ "Javelin" +
+ "Spear" +
+ "Sword" +
+ "Hero" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
"" +
"" +
"" +
diff --git a/binaries/data/mods/public/simulation/components/Loot.js b/binaries/data/mods/public/simulation/components/Loot.js
new file mode 100644
index 0000000000..c397afaae0
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/Loot.js
@@ -0,0 +1,24 @@
+function Loot() {}
+
+Loot.prototype.Schema =
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
+
+/*
+ * TODO: this all needs to be designed and implemented
+ */
+
+Engine.RegisterComponentType(IID_Loot, "Loot", Loot);
diff --git a/binaries/data/mods/public/simulation/components/Looter.js b/binaries/data/mods/public/simulation/components/Looter.js
new file mode 100644
index 0000000000..87d6f3ea99
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/Looter.js
@@ -0,0 +1,11 @@
+function Looter() {}
+
+Looter.prototype.Schema =
+ "";
+
+/*
+ * TODO: this all needs to be designed and implemented
+ */
+
+Engine.RegisterComponentType(IID_Looter, "Looter", Looter);
+
diff --git a/binaries/data/mods/public/simulation/components/Promotion.js b/binaries/data/mods/public/simulation/components/Promotion.js
new file mode 100644
index 0000000000..afc85d4495
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/Promotion.js
@@ -0,0 +1,15 @@
+function Promotion() {}
+
+Promotion.prototype.Schema =
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
+
+/*
+ * TODO: this all needs to be designed and implemented
+ */
+
+Engine.RegisterComponentType(IID_Promotion, "Promotion", Promotion);
diff --git a/binaries/data/mods/public/simulation/components/ResourceDropsite.js b/binaries/data/mods/public/simulation/components/ResourceDropsite.js
new file mode 100644
index 0000000000..741b11561d
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/ResourceDropsite.js
@@ -0,0 +1,24 @@
+function ResourceDropsite() {}
+
+ResourceDropsite.prototype.Schema =
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "food" +
+ "wood" +
+ "stone" +
+ "metal" +
+ "" +
+ "" +
+ "" +
+ "";
+
+/*
+ * TODO: this all needs to be designed and implemented
+ */
+
+Engine.RegisterComponentType(IID_ResourceDropsite, "ResourceDropsite", ResourceDropsite);
diff --git a/binaries/data/mods/public/simulation/components/Settlement.js b/binaries/data/mods/public/simulation/components/Settlement.js
new file mode 100644
index 0000000000..87c2bd6ecd
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/Settlement.js
@@ -0,0 +1,15 @@
+function Settlement() {}
+
+Settlement.prototype.Schema =
+ "";
+
+Engine.RegisterComponentType(IID_Settlement, "Settlement", Settlement);
+
+/*
+ * TODO: the vague plan is that this should keep track of who currently owns the settlement,
+ * and some other code can detect this (or get notified of changes) when it needs to.
+ * A civcenter's BuildRestrictions component will see that it's being built on this settlement,
+ * call MoveOutOfWorld on us (so we're invisible and only the building is visible/selectable),
+ * tell us that its player owns us, and move us back into our original position when the building
+ * is destroyed. Don't know if that's a sensible plan, though.
+ */
diff --git a/binaries/data/mods/public/simulation/components/Stamina.js b/binaries/data/mods/public/simulation/components/Stamina.js
new file mode 100644
index 0000000000..1216600e6c
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/Stamina.js
@@ -0,0 +1,12 @@
+function Stamina() {}
+
+Stamina.prototype.Schema =
+ "" +
+ "" +
+ "";
+
+/*
+ * TODO: this all needs to be designed and implemented
+ */
+
+Engine.RegisterComponentType(IID_Stamina, "Stamina", Stamina);
diff --git a/binaries/data/mods/public/simulation/components/UnitAI.js b/binaries/data/mods/public/simulation/components/UnitAI.js
index 2ecb698933..4e530e42d5 100644
--- a/binaries/data/mods/public/simulation/components/UnitAI.js
+++ b/binaries/data/mods/public/simulation/components/UnitAI.js
@@ -37,7 +37,15 @@ function UnitAI() {}
UnitAI.prototype.Schema =
"Controls the unit's movement, attacks, etc, in response to commands from the player." +
"" +
- "";
+ "" + // TODO: implement this
+ "" +
+ "violent" +
+ "aggressive" +
+ "defensive" +
+ "passive" +
+ "skittish" +
+ "" +
+ "";
UnitAI.prototype.Init = function()
{
@@ -48,6 +56,8 @@ UnitAI.prototype.Init = function()
this.attackRechargeTime = 0;
// Timer for AttackTimeout
this.attackTimer = undefined;
+ // Current attack type
+ this.attackType = undefined;
// Current target entity ID
this.attackTarget = undefined;
@@ -90,13 +100,18 @@ UnitAI.prototype.Attack = function(target)
// TODO: verify that this is a valid target
+ var type = cmpAttack.GetBestAttack();
+ if (!type)
+ return;
+
// Stop any previous action timers
this.CancelTimers();
// Remember the target, and start moving towards it
+ this.attackType = type;
this.attackTarget = target;
this.state = STATE_ATTACKING;
- if (!this.MoveToTarget(target, cmpAttack.GetRange()))
+ if (!this.MoveToTarget(target, cmpAttack.GetRange(type)))
{
// We're in range already, do the attack
// (TODO: this could also happen if we couldn't move anywhere)
@@ -182,7 +197,7 @@ UnitAI.prototype.OnMotionChanged = function(msg)
// We were attacking, and have stopped moving
// => check if we can still reach the target now
- if (this.MoveIntoRange(IID_Attack, this.attackTarget))
+ if (this.MoveIntoRange(IID_Attack, this.attackTarget, this.attackType))
return;
// In range, so perform the attack
@@ -221,7 +236,7 @@ UnitAI.prototype.StartAttack = function()
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
- var timers = cmpAttack.GetTimers();
+ var timers = cmpAttack.GetTimers(this.attackType);
var time = Math.max(timers.prepare, this.attackRechargeTime - cmpTimer.GetTime());
this.attackTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "AttackTimeout", time, {});
@@ -284,10 +299,10 @@ UnitAI.prototype.CancelTimers = function()
* Tries to move into range of the target.
* Returns true if the unit has started walking or on pathing failure, false if already in range.
*/
-UnitAI.prototype.MoveIntoRange = function(iid, target)
+UnitAI.prototype.MoveIntoRange = function(iid, target, type)
{
var cmpRanged = Engine.QueryInterface(this.entity, iid);
- var range = cmpRanged.GetRange();
+ var range = cmpRanged.GetRange(type);
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpMotion.IsInAttackRange(target, range.min, range.max))
@@ -357,19 +372,19 @@ UnitAI.prototype.AttackTimeout = function(data)
return;
// Check if we can still reach the target
- if (this.MoveIntoRange(IID_Attack, this.attackTarget))
+ if (this.MoveIntoRange(IID_Attack, this.attackTarget, this.attackType))
return;
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
// Hit the target
- cmpAttack.PerformAttack(this.attackTarget);
+ cmpAttack.PerformAttack(this.attackType, this.attackTarget);
// Set a timer to hit the target again
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
- var timers = cmpAttack.GetTimers();
+ var timers = cmpAttack.GetTimers(this.attackType);
this.attackRechargeTime = cmpTimer.GetTime() + timers.recharge;
this.attackTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "AttackTimeout", timers.repeat, data);
};
diff --git a/binaries/data/mods/public/simulation/components/Vision.js b/binaries/data/mods/public/simulation/components/Vision.js
new file mode 100644
index 0000000000..c650f2bc6a
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/Vision.js
@@ -0,0 +1,17 @@
+function Vision() {}
+
+Vision.prototype.Schema =
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
+
+/*
+ * TODO: this all needs to be designed and implemented
+ */
+
+Engine.RegisterComponentType(IID_Vision, "Vision", Vision);
diff --git a/binaries/data/mods/public/simulation/components/interfaces/Auras.js b/binaries/data/mods/public/simulation/components/interfaces/Auras.js
new file mode 100644
index 0000000000..924e5c7e4f
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/Auras.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("Auras");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/BuildRestrictions.js b/binaries/data/mods/public/simulation/components/interfaces/BuildRestrictions.js
new file mode 100644
index 0000000000..1aed55a9cd
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/BuildRestrictions.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("BuildRestrictions");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/GarrisonHolder.js b/binaries/data/mods/public/simulation/components/interfaces/GarrisonHolder.js
new file mode 100644
index 0000000000..4d2a60a9cc
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/GarrisonHolder.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("GarrisonHolder");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/Loot.js b/binaries/data/mods/public/simulation/components/interfaces/Loot.js
new file mode 100644
index 0000000000..125f0214d7
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/Loot.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("Loot");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/Looter.js b/binaries/data/mods/public/simulation/components/interfaces/Looter.js
new file mode 100644
index 0000000000..e94870dac5
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/Looter.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("Looter");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/Promotion.js b/binaries/data/mods/public/simulation/components/interfaces/Promotion.js
new file mode 100644
index 0000000000..616677082d
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/Promotion.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("Promotion");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/ResourceDropsite.js b/binaries/data/mods/public/simulation/components/interfaces/ResourceDropsite.js
new file mode 100644
index 0000000000..c1e2fb1240
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/ResourceDropsite.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("ResourceDropsite");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/Settlement.js b/binaries/data/mods/public/simulation/components/interfaces/Settlement.js
new file mode 100644
index 0000000000..c16ebf4bdf
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/Settlement.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("Settlement");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/Stamina.js b/binaries/data/mods/public/simulation/components/interfaces/Stamina.js
new file mode 100644
index 0000000000..a373f4e74c
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/Stamina.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("Stamina");
diff --git a/binaries/data/mods/public/simulation/components/interfaces/Vision.js b/binaries/data/mods/public/simulation/components/interfaces/Vision.js
new file mode 100644
index 0000000000..9477507015
--- /dev/null
+++ b/binaries/data/mods/public/simulation/components/interfaces/Vision.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("Vision");
diff --git a/binaries/data/mods/public/simulation/templates/gaia/fauna_deer.xml b/binaries/data/mods/public/simulation/templates/gaia/fauna_deer.xml
index da4cef400b..61a0f06206 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/fauna_deer.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/fauna_deer.xml
@@ -6,6 +6,11 @@
5.0
+
+ 12.0
+ 600.0
+ 5.0
+ fauna/deer.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/fauna_gazelle.xml b/binaries/data/mods/public/simulation/templates/gaia/fauna_gazelle.xml
index e05ad20e24..a4cdb65c0d 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/fauna_gazelle.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/fauna_gazelle.xml
@@ -6,6 +6,11 @@
5.0
+
+ 15.0
+ 600.0
+ 5.0
+ fauna/gazelle.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/fauna_wildebeest.xml b/binaries/data/mods/public/simulation/templates/gaia/fauna_wildebeest.xml
index 38289b8215..403f08e0e6 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/fauna_wildebeest.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/fauna_wildebeest.xml
@@ -3,6 +3,7 @@
gaiaWildebeest
+ The wildebeest (plural wildebeest, wildebeests or wildebai), also called the gnu, is an antelope of the genus Connochaetes. It is a hooved (ungulate) mammal. Wildebeest are well known for their annual migration to new pastures in which vast numbers of wildebeest can be seen crossing rivers, such as the Mara River and dying in large numbers as they attempt to reach the other side. Many of them are eaten by crocodiles while others simply drown. Herds of wildebeest possesses what is known as "swarm intelligence", whereby the animals systematically explore and overcome obstacles as one when, for instance, crossing a river or defending against predator attacks.150
@@ -10,6 +11,11 @@
6.0
+
+ 15.0
+ 600.0
+ 5.0
+ fauna/wildebeest.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/fauna_zebra.xml b/binaries/data/mods/public/simulation/templates/gaia/fauna_zebra.xml
index f9c1ba9b75..66483ccf34 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/fauna_zebra.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/fauna_zebra.xml
@@ -10,6 +10,11 @@
6.0
+
+ 15.0
+ 600.0
+ 5.0
+ fauna/zebra.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_bush_temperate.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_bush_temperate.xml
index 45bad38685..b227f3323a 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_bush_temperate.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_bush_temperate.xml
@@ -2,6 +2,7 @@
Deciduous Bush
+ A deciduous bush commonly found in temperate forests and wild fields.50
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_aleppo_pine.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_aleppo_pine.xml
index edab8505c9..f0d1392fba 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_aleppo_pine.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_aleppo_pine.xml
@@ -2,6 +2,7 @@
Aleppo Pine Tree
+ This pine has an irregular shap and can be found in the highlands of the Mediterranean area.flora/trees/aleppo_pine.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_baobab.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_baobab.xml
index 611cb4b4c2..bbf0739555 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_baobab.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_baobab.xml
@@ -3,6 +3,7 @@
Baobab3
+ The baobab is the giant African tree that dots the landscape of the African savannah.300
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_carob.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_carob.xml
index 46320ef2df..988bec288b 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_carob.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_carob.xml
@@ -3,6 +3,7 @@
Carob Tree3
+ The carob is a leafed evergreen common in the Aegean Sea region.flora/trees/carob.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_date_palm.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_date_palm.xml
index ff6da8a208..bcbc5ab0ba 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_date_palm.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_date_palm.xml
@@ -3,6 +3,7 @@
Date Palm1
+ The Date Palm is found all over the Southern and Eastern Mediterranean. Their fruit, the date, is an important food crop in ancient and modern times.flora/trees/palm_date.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_euro_beech.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_euro_beech.xml
index d9f6f640f9..ebea4f5b16 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_euro_beech.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_euro_beech.xml
@@ -2,6 +2,7 @@
European Beech Tree
+ The European Beech is common throughout Europe.flora/trees/european_beech.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_medit_fan_palm.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_medit_fan_palm.xml
index 4caa595c50..c38bb390f4 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_medit_fan_palm.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_medit_fan_palm.xml
@@ -3,6 +3,7 @@
Mediterranean Fan Palm4
+ The Mediterranean Fan Palm is common throughout low-lying areas around the Mediterranean Sea.flora/trees/palm_medit_fan_palm.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_oak.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_oak.xml
index 1b9a7b7b5d..cea0c1b219 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_oak.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_oak.xml
@@ -2,6 +2,7 @@
Oak Tree
+ A deciduous tree of the genus Quercus; has acorns and lobed leaves.flora/trees/oak.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_oak_large.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_oak_large.xml
index 3cbdcc6810..6294b73f58 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_oak_large.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_oak_large.xml
@@ -2,6 +2,7 @@
Large Oak Tree
+ A deciduous tree of the genus Quercus; has acorns and lobed leaves. This one has grown large due to copious amounts of sun, water, and soil nutrients.200
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_pine.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_pine.xml
index 8825e89a6c..303b9b9a75 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_pine.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_pine.xml
@@ -2,6 +2,7 @@
Pine Tree
+ The pine is an evergreen conifer.flora/trees/pine.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_pine_w.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_pine_w.xml
index 00c4902261..73a9e9fca9 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_pine_w.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_pine_w.xml
@@ -2,6 +2,7 @@
Pine Tree
+ The pine is an evergreen conifer.flora/trees/pine_w.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_poplar.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_poplar.xml
index b60bd6ef1b..343bcb2198 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_poplar.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_poplar.xml
@@ -2,6 +2,7 @@
Poplar Tree
+ The poplar is a leafed deciduous.flora/trees/poplar.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_poplar_lombardy.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_poplar_lombardy.xml
index 41ba62408a..1f4619d0d1 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_poplar_lombardy.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_poplar_lombardy.xml
@@ -3,6 +3,7 @@
Lombardy Poplar Tree5
+ The lombardy poplar is an leafed deciduous.flora/trees/lumbardypoplar.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_senegal_date_palm.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_senegal_date_palm.xml
index cd59d72646..2154763fb2 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/flora_tree_senegal_date_palm.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/flora_tree_senegal_date_palm.xml
@@ -3,6 +3,7 @@
Senegal Date Palm2
+ The Senegal Date Palm is an evergreen palm tree generally found on the continent of Africa. Their fruit, the date, is an important food crop in ancient and modern times.flora/trees/palm_senegal_date.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_alpine.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_alpine.xml
index ee9271950f..57d44e9664 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_alpine.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_alpine.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/metalmine_alpine.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_desert_small.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_desert_small.xml
index d39885b053..0e6d5d0b33 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_desert_small.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_desert_small.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/metalmine_desert_small.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_greek.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_greek.xml
index b9a3a8b7a1..6cb81ec65f 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_greek.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_greek.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/metalmine_granite_greek.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_mediterranean.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_mediterranean.xml
index 47af0942d4..9f6276dd0e 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_mediterranean.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_mediterranean.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/metalmine_mediterranean.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_temperate.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_temperate.xml
index 739ff0c635..ab4949c0d1 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_temperate.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_temperate.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/metalmine_granite_temperate.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_tropic.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_tropic.xml
index 3c518b468c..44a36780d2 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_metal_tropic.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_metal_tropic.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/metalmine_tropic.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_alpine_a.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_alpine_a.xml
index ab28f8f3ad..d1ed9d87ba 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_alpine_a.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_alpine_a.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/stonemine_alpine_a.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_desert_small.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_desert_small.xml
index 6f2dfaddbf..d0fbf8f746 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_desert_small.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_desert_small.xml
@@ -3,6 +3,9 @@
1
+
+ pitch-roll
+ geology/stonemine_desert_small.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_greek.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_greek.xml
index d2e1126b71..f3939b08bb 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_greek.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_greek.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/stonemine_granite_greek.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_light.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_light.xml
index e70b7bd359..1447a2a21a 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_light.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_light.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/light.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_mediterranean.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_mediterranean.xml
index a403b27112..8cc448527a 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_mediterranean.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_mediterranean.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/stonemine_mediterranean.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_savanna_small.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_savanna_small.xml
index 7956d56c6c..dff2cb78fe 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_savanna_small.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_savanna_small.xml
@@ -3,6 +3,9 @@
1
+
+ pitch-roll
+ geology/stonemine_savanna_small.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_temperate.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_temperate.xml
index 9dac9f7d0f..d389a330db 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_temperate.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_temperate.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/stonemine_granite.xml
diff --git a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_tropic_a.xml b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_tropic_a.xml
index 8675c7859a..df6fe61b5c 100644
--- a/binaries/data/mods/public/simulation/templates/gaia/geology_stone_tropic_a.xml
+++ b/binaries/data/mods/public/simulation/templates/gaia/geology_stone_tropic_a.xml
@@ -1,5 +1,8 @@
+
+ pitch-roll
+ geology/stonemine_tropic.xml
diff --git a/binaries/data/mods/public/simulation/templates/other/camp_mace_hypaspist.xml b/binaries/data/mods/public/simulation/templates/other/camp_mace_hypaspist.xml
index ca2b2b5344..e2e4f463d2 100644
--- a/binaries/data/mods/public/simulation/templates/other/camp_mace_hypaspist.xml
+++ b/binaries/data/mods/public/simulation/templates/other/camp_mace_hypaspist.xml
@@ -4,7 +4,12 @@
heleHypaspistai12
+ The Hypaspistai, or "shield bearers", were the flower of the Macedonian infantry. They were the most battle hardened veterans within the army and followed Philip II and Alexander the Great into over a dozen full scale engagements. These heavily armed and opulently armoured units acted as an intermediary between the phalanx and the cavalry arm, many times charging headlong with Alexander into a breech in the enemy lines. Sometimes they fought as slow pikemen, like the Pezhetairoi with 6 meter "sarissas", and other times they fought as Hoplites with large aspides and 2.5 meter-long spears, or "dorata". In later times they became known as the Argyraspidai, or "Silver Shields" when Alexander bestowed upon them armor and shields plated in pure silver, and played a decisive role in the early Diadochoi Wars of Alexander's "Successors."
+
+ camp_mace_hypaspist_argyraspidai
+ 500
+ 75
@@ -21,13 +26,23 @@
5.5
+
+ 15.0
+
- 18.0
- 22.0
- 0.0
- 900
- 1500
+
+ 18.0
+ 22.0
+ 0.0
+ 1500
+
+
+ 36.0
+ 40.0
+ 0.0
+ 3.0
+ temp/mace_su1_hypaspist.xml
diff --git a/binaries/data/mods/public/simulation/templates/other/camp_mace_hypaspist_argyraspidai.xml b/binaries/data/mods/public/simulation/templates/other/camp_mace_hypaspist_argyraspidai.xml
index d60e4421e0..1c39553a79 100644
--- a/binaries/data/mods/public/simulation/templates/other/camp_mace_hypaspist_argyraspidai.xml
+++ b/binaries/data/mods/public/simulation/templates/other/camp_mace_hypaspist_argyraspidai.xml
@@ -14,10 +14,19 @@
5.0
+
+ 15.0
+
- 20.0
- 24.0
+
+ 20.0
+ 24.0
+
+
+ 40.0
+ 48.0
+ temp/mace_su1_argyraspis.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_barracks.xml b/binaries/data/mods/public/simulation/templates/structures/celt_barracks.xml
index 6b7cd88f76..14394376a6 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_barracks.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_barracks.xml
@@ -3,6 +3,7 @@
celtGwersyllty
+ I could not find any evidence of a central military structure, but I?m giving them one for gameplay reasons. Their training would have been performed in an open area, and on the battle field. They would have been housed in their home. The blacksmith would probably have been a part of the blacksmith?s home. The men were responsible for making or scavengering their own weapons.7
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_civil_centre.xml b/binaries/data/mods/public/simulation/templates/structures/celt_civil_centre.xml
index 668a8d1d3f..a4700debb4 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_civil_centre.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_civil_centre.xml
@@ -3,6 +3,7 @@
celtCaer
+ This was be the centre of the town, a great hall where the clan leader resided. All political matters were probably performed inside such a structure.structures/celts/civil_centre.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_corral.xml b/binaries/data/mods/public/simulation/templates/structures/celt_corral.xml
index 73cad2fbc6..c007e6829c 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_corral.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_corral.xml
@@ -3,6 +3,7 @@
celtCavalidos
+ A place for a farmer to pen his animals. Garrison a sheep, goat, or cow here to gain a trickle of the food resource. Garrisoning an animal here also "fattens" them so that they may be slaughtered and gathered for a quick burst of food.structures/plot_corral.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_dock.xml b/binaries/data/mods/public/simulation/templates/structures/celt_dock.xml
index a163842b64..51a9cd8a12 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_dock.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_dock.xml
@@ -3,6 +3,7 @@
celtCrannog
+ A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.2
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_farmstead.xml b/binaries/data/mods/public/simulation/templates/structures/celt_farmstead.xml
index beb05e9f4c..c7ba516a29 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_farmstead.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_farmstead.xml
@@ -3,6 +3,7 @@
celtFfermdy
+ Farming typically revolved around small hamlets and farmsteads with enclosed rectilinear fields - each having areas of pasture, farmland and wood. Ploughing became more efficient with the arrival of the iron share (plough point ? courtesy of our Celts) and a two field rotation was introduced; crops one year followed by a fallow that was grazed by livestock. This lead to surprisingly high yields and fuelled population growth. The image of a farmstead would most likely be a house with some out-buildings. Storage of crops was either in pits or in raised stores and harvest was over several months - weeds, grain and then straw.2
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_field.xml b/binaries/data/mods/public/simulation/templates/structures/celt_field.xml
index e9fd2c44cd..82e30f49d5 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_field.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_field.xml
@@ -3,6 +3,7 @@
celtVarmo
+ A farmer's field. The Celts were good farmers.props/special/common/field_grain.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_fortress_b.xml b/binaries/data/mods/public/simulation/templates/structures/celt_fortress_b.xml
index a28378535b..0bb271f264 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_fortress_b.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_fortress_b.xml
@@ -4,6 +4,8 @@
celtBrythonic Broch62
+ Trains Brythonic Heroes, Super Units, and Siege Ram.
+ The Broch is an Iron Age round tower fortification type unique to Scotland. The origin of brochs remains a mystery. Some archaeologists believed the brochs were built by an influx of broch builders who had been displaced and pushed northward during the Roman invasion of Britain. However, this theory has been largely disproven and current thought is that they were built by itinerant (travelling) craftsmen since so many were built to almost the same exact design. 22
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_fortress_g.xml b/binaries/data/mods/public/simulation/templates/structures/celt_fortress_g.xml
index 35f243c9ee..5f64282e93 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_fortress_g.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_fortress_g.xml
@@ -3,6 +3,8 @@
celtGallic Dun
+ Trains Gallic Heroes, Super Units, and Siege Ram.
+ Dun comes from the Brythonic Din and Gaelic Dun, meaning fort, and is now used as a general term for small stone built strongholds. Duns appear to have arrived with the Brythonic Celts in about the 7th century BC, associated with their Iron age culture of warrior tribes and petty chieftains. Early Duns had near vertical ramparts constructed of stone laced with timber, and where this was set on fire (accidentally or on purpose) it forms the vitrified forts where stones have been partly melted, an effect that is still clearly visible. Use of Duns continued in some cases into the medieval period.22
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_house.xml b/binaries/data/mods/public/simulation/templates/structures/celt_house.xml
index 0b2cdfa5ff..da1f69cf6b 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_house.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_house.xml
@@ -3,6 +3,7 @@
celtAnnedd
+ Celts generally lived in round stone or wattle and daub walled structures with thatched roof.structures/celts/house.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_market.xml b/binaries/data/mods/public/simulation/templates/structures/celt_market.xml
index 9be5391128..3b810f15f7 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_market.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_market.xml
@@ -3,6 +3,7 @@
celtMarchnaty
+ Efficient farming led to food surpluses and a developing social hierarchy through the period with administration and power centred on the hill forts. Trade would have been buoyant with Europe; exported corn, cattle hides, tin, gold and iron in exchange for wine and olive oil. The first coins appeared although they were more items of wealth and status than trade. There is evidence too of standardised pottery and this suggests that weights and measures were controlled to provide consistency in trade.12
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_mill.xml b/binaries/data/mods/public/simulation/templates/structures/celt_mill.xml
index 6786e06315..620270e51c 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_mill.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_mill.xml
@@ -3,6 +3,7 @@
celtYstordy
+ In southern parts of the country, most of the wildwood had been cleared and given way to farming or coppice management. In northern parts, or where the ground was particularly unsuitable for agriculture, wildwood remained, but under constant threat. Land around the farmsteads was usually enclosed by hazel fencing or hedging.2
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_sb1.xml b/binaries/data/mods/public/simulation/templates/structures/celt_sb1.xml
index e224930a4e..bc46107170 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_sb1.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_sb1.xml
@@ -4,6 +4,8 @@
celtFfactri63
+ Increases Farm output +15% per Territory.
+ The Celts developed the first rotary flour mill.2
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_scout_tower.xml b/binaries/data/mods/public/simulation/templates/structures/celt_scout_tower.xml
index 595b567403..1b6cce1ad5 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_scout_tower.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_scout_tower.xml
@@ -3,6 +3,7 @@
celtTyrau
+ *I could not find any evidence of a celtic tower, but I'm giving them one for gameplay reasons.*structures/celts/scout_tower.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_temple.xml b/binaries/data/mods/public/simulation/templates/structures/celt_temple.xml
index 140bc364ce..51730d5c1b 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_temple.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_temple.xml
@@ -3,6 +3,7 @@
celtAddoldy
+ Classical Historians gave account to gruesome sacrifices done in dark forest groves. Trees were of great importance to the Celts. The word Druid is closely related to the word for oak.2
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_wall.xml b/binaries/data/mods/public/simulation/templates/structures/celt_wall.xml
index f08c668a39..5ac430fdcc 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_wall.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_wall.xml
@@ -3,6 +3,7 @@
celtGwarchglawdd
+ The Romans called this wall 'Murus Gallicus'. Translated, it means 'Gaulish wall'. It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack.structures/celts/wall.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_wall_gate.xml b/binaries/data/mods/public/simulation/templates/structures/celt_wall_gate.xml
index b0b5216865..cf44f1e445 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_wall_gate.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_wall_gate.xml
@@ -3,6 +3,7 @@
celt(Insert name here)
+ (Insert History Here)structures/celts/wall_gate.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_wall_long.xml b/binaries/data/mods/public/simulation/templates/structures/celt_wall_long.xml
index f08c668a39..5ac430fdcc 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_wall_long.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_wall_long.xml
@@ -3,6 +3,7 @@
celtGwarchglawdd
+ The Romans called this wall 'Murus Gallicus'. Translated, it means 'Gaulish wall'. It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack.structures/celts/wall.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/celt_wall_tower.xml b/binaries/data/mods/public/simulation/templates/structures/celt_wall_tower.xml
index 86df9f8096..f06766a86f 100644
--- a/binaries/data/mods/public/simulation/templates/structures/celt_wall_tower.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/celt_wall_tower.xml
@@ -3,6 +3,7 @@
celtTyrau
+ *I could not find any evidence of a celtic tower, but I'm giving them one for gameplay reasons.*structures/celts/wall_turret.xml
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_barracks.xml b/binaries/data/mods/public/simulation/templates/structures/hele_barracks.xml
index 4a67964b46..82f2c8f14c 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_barracks.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_barracks.xml
@@ -3,6 +3,7 @@
heleStrategion
+ The Strategion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".44
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_civil_centre.xml b/binaries/data/mods/public/simulation/templates/structures/hele_civil_centre.xml
index ceca238116..631e1b5ade 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_civil_centre.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_civil_centre.xml
@@ -3,6 +3,7 @@
heleAgora
+ 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.66
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_corral.xml b/binaries/data/mods/public/simulation/templates/structures/hele_corral.xml
index 148db916dc..94995286a8 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_corral.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_corral.xml
@@ -3,6 +3,7 @@
heleStavlos
+ A place for a farmer to pen his animals. Garrison a sheep, goat, or cow here to gain a trickle of the food resource. Garrisoning an animal here also "fattens" them so that they may be slaughtered and gathered for a quick burst of food.11
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_dock.xml b/binaries/data/mods/public/simulation/templates/structures/hele_dock.xml
index 4ba14eded0..659db5f568 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_dock.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_dock.xml
@@ -3,6 +3,7 @@
heleLimenos
+ Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.55
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_farmstead.xml b/binaries/data/mods/public/simulation/templates/structures/hele_farmstead.xml
index 684904d333..afd55da863 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_farmstead.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_farmstead.xml
@@ -3,6 +3,7 @@
heleSitobolion
+ Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.19.8
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_field.xml b/binaries/data/mods/public/simulation/templates/structures/hele_field.xml
index 7b15417c8d..095afc8667 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_field.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_field.xml
@@ -3,6 +3,7 @@
heleAgros
+ A farmer's field. The Hellenes were not reknowned as farmers and preferred to herd livestock instead.13.2
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_fortress.xml b/binaries/data/mods/public/simulation/templates/structures/hele_fortress.xml
index 9211a1e8a0..534bab6563 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_fortress.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_fortress.xml
@@ -3,6 +3,8 @@
heleEpiteichisma
+ Builds Siege Engines. Can garrison many soldiers inside for defense.
+ 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. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.92.4
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_gymnasion.xml b/binaries/data/mods/public/simulation/templates/structures/hele_gymnasion.xml
index 29fa2489a3..2c8b8eecf8 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_gymnasion.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_gymnasion.xml
@@ -4,6 +4,8 @@
heleGymnasion63
+ Train Super Units and research Osthimos technology.
+ The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established.44
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_house.xml b/binaries/data/mods/public/simulation/templates/structures/hele_house.xml
index 86a5c43ff5..0b39ad67e7 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_house.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_house.xml
@@ -3,6 +3,7 @@
heleMetathron
+ Hellenic houses from the Classical Age were generally humble yet stylish. During the Hellenistic Age, however, luxurious palaces and estates became commonplace in the rich Hellenistic metropolises like Antioch, Alexandria and Seleucia.17.6
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_market.xml b/binaries/data/mods/public/simulation/templates/structures/hele_market.xml
index 6b367db060..e3e66ddd58 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_market.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_market.xml
@@ -3,6 +3,7 @@
heleEmporion
+ Most Hellenic cities were centers of trade. The Emporion is the Hellenic marketplace, where commerce and trading occur. Economic technologies may be researched here as well.33
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_mill.xml b/binaries/data/mods/public/simulation/templates/structures/hele_mill.xml
index ad28fa9b75..dedb7f1cb5 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_mill.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_mill.xml
@@ -3,6 +3,7 @@
heleAnakeion
+ Resources and building materials were kept in warehouses.17.6
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_scout_tower.xml b/binaries/data/mods/public/simulation/templates/structures/hele_scout_tower.xml
index ae49a93397..80ee4511cf 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_scout_tower.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_scout_tower.xml
@@ -3,6 +3,7 @@
helePyrgion
+ Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants.26.4
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_temple.xml b/binaries/data/mods/public/simulation/templates/structures/hele_temple.xml
index d0f583b148..ab88c36259 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_temple.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_temple.xml
@@ -3,6 +3,7 @@
heleAnaktoron
+ The Hellenes built marvelous temples in order to honour their polytheistic pantheon. While all gods were venerated, a specific patron deity was supposed to watch over each polis.44
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_theatron.xml b/binaries/data/mods/public/simulation/templates/structures/hele_theatron.xml
index 8f9101e733..bc3776749a 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_theatron.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_theatron.xml
@@ -3,6 +3,8 @@
heleTheatron
+ Build one of these to take advantage of the Hellenisation civ bonus.
+ Greek theatres were places where the immortal tragedies of Aeschylus, Sophocles and many other talented dramatists were staged to the delight of the populace. They were instrumental in enriching Hellenic culture.110
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_tholos.xml b/binaries/data/mods/public/simulation/templates/structures/hele_tholos.xml
index f3c8a608e7..38428314bb 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_tholos.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_tholos.xml
@@ -4,6 +4,8 @@
heleTholos24
+ Special Building. Trains Heroes and Researches Special Technologies.
+ The Tholos was the meeting house of the city fathers and official dining hall of the state. Most Greeks cities had a Tholos somewhere within their walls.44
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_wall.xml b/binaries/data/mods/public/simulation/templates/structures/hele_wall.xml
index 0e336901f7..bc08722c2a 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_wall.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_wall.xml
@@ -3,6 +3,7 @@
heleTeichos
+ All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.11
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_wall_gate.xml b/binaries/data/mods/public/simulation/templates/structures/hele_wall_gate.xml
index 149f07f749..f49a81dd6d 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_wall_gate.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_wall_gate.xml
@@ -3,6 +3,7 @@
helePule
+ (Insert history)16.5
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_wall_long.xml b/binaries/data/mods/public/simulation/templates/structures/hele_wall_long.xml
index 0e336901f7..bc08722c2a 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_wall_long.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_wall_long.xml
@@ -3,6 +3,7 @@
heleTeichos
+ All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.11
diff --git a/binaries/data/mods/public/simulation/templates/structures/hele_wall_tower.xml b/binaries/data/mods/public/simulation/templates/structures/hele_wall_tower.xml
index 78c56913cb..1d7e9032a8 100644
--- a/binaries/data/mods/public/simulation/templates/structures/hele_wall_tower.xml
+++ b/binaries/data/mods/public/simulation/templates/structures/hele_wall_tower.xml
@@ -3,6 +3,7 @@
helePyrgos
+ Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants.13.75
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia.xml b/binaries/data/mods/public/simulation/templates/template_gaia.xml
index 023d263920..6b1eb349a0 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia.xml
@@ -4,4 +4,7 @@
gaiaGaia
+
+ true
+
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush.xml b/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush.xml
index 0ad513758b..8ba46ee11a 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush.xml
@@ -2,6 +2,7 @@
Bush
+ Bushes sometimes bear fruit.
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml b/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml
index cde482a068..cadfc451dc 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml
@@ -5,6 +5,8 @@
BerriesPortraitSheetTree2
+ Foragers can gather the fruit from these bushes to accumulate Food.
+ Berries are tasty, fruity, and scrunchiously crunchable.food
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml b/binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml
index 16bc2b236c..18fe8c89c3 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml
@@ -4,6 +4,7 @@
TreePortraitSheetTree0
+ Chop these down to accumulate Wood.wood
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml b/binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml
index 3010599442..b1b3523a6d 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml
@@ -4,6 +4,7 @@
MineralPortraitSheetRock1
+ A mineral deposit, providing access to rare forms of precious metal.metal
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml b/binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml
index b41cad314d..fcd8331acd 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml
@@ -5,6 +5,7 @@
RockPortraitSheetRock0
+ A lump of hard common mineral. It can be mined to provide stone building material.stone
diff --git a/binaries/data/mods/public/simulation/templates/template_structure.xml b/binaries/data/mods/public/simulation/templates/template_structure.xml
index 21ec25945e..d08cefa2b2 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure.xml
@@ -4,6 +4,10 @@
StructurePortraitSheet
+
+ standard
+ allied
+ structure
@@ -18,10 +22,18 @@
vanish
+ true10.042.010.0
+
+ 12.0
+
+
+ 9
+ true
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic.xml
index ac6244a96d..ff3b5a5544 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_civic.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_civic.xml
@@ -2,5 +2,6 @@
Civic Structure
+ Civic
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
index f911a52c91..c686897a5d 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
@@ -3,7 +3,14 @@
Civic Centre47
+ The heart of the player's empire. Trains Citizen-Soldiers and is used to capture territories by being built on settlements.
+ Village
+
+ settlement
+ all
+ CivilCentre
+ 1060
@@ -32,4 +39,14 @@
+
+ 20
+
+
+ 15
+
+
+ 60
+ food wood stone metal
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
index 11bbfff4c1..a2c00f6d91 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
@@ -3,7 +3,12 @@
House48
+ Adds +5 to population limit. Trains Female Citizens.
+ Village
+
+ House
+ 516
@@ -29,6 +34,9 @@
+
+ 7
+
units/{civ}_support_female_citizen
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
index 04cb41b416..c75b1839b6 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
@@ -3,6 +3,8 @@
Temple58
+ Trains physicians, researches medical technologies, and provides slow healing to nearby allied organic units. Garrison units inside for even quicker healing.
+ Town5
@@ -29,9 +31,21 @@
+
+ 15
+
units/{civ}_support_healer
+
+ 10
+
+
+
+ 40
+ 1000
+
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defense_scout_tower.xml b/binaries/data/mods/public/simulation/templates/template_structure_defense_scout_tower.xml
index ae594e71f0..cf21da94c1 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_defense_scout_tower.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_defense_scout_tower.xml
@@ -3,7 +3,12 @@
Outpost53
+ Provides reconnaissance and defense against attackers when garrisoned.
+ Village
+
+ ScoutTower
+ 24
@@ -29,4 +34,10 @@
+
+ 12
+
+
+ 5
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defense_wall.xml b/binaries/data/mods/public/simulation/templates/template_structure_defense_wall.xml
index 04f01f2b75..eab409a89e 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_defense_wall.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_defense_wall.xml
@@ -3,6 +3,8 @@
Wall54
+ Protects a town, closes off choke points, and defends resource sites.
+ Village
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_gate.xml b/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_gate.xml
index 23531bc2ee..e040e15f3a 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_gate.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_gate.xml
@@ -3,6 +3,8 @@
Gate56
+ Gates allow allied units access through a wall, but are also its most vulnerable point.
+ Village
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_tower.xml b/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_tower.xml
index a7a2eba6cb..278f0705d4 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_tower.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_tower.xml
@@ -3,6 +3,8 @@
Tower55
+ Towers can be garrisoned to defend a city wall against attackers.
+ Village
@@ -27,4 +29,7 @@
+
+ 4
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_economic.xml b/binaries/data/mods/public/simulation/templates/template_structure_economic.xml
index 687faf83f7..8137b248a1 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_economic.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_economic.xml
@@ -2,5 +2,6 @@
Economic Structure
+ Economic
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml b/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
index 7e4edc71b2..445eaf7aa9 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
@@ -3,7 +3,12 @@
Farmstead49
+ Gather food within this building's aura.
+ Village
+
+ Farmstead
+ 18
@@ -28,4 +33,14 @@
+
+ 15
+
+
+ 5
+
+
+ 56
+ food
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml b/binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml
index 737f007be6..11b3cc7f2a 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml
@@ -3,7 +3,12 @@
Market60
+ Creates Trade units and allows resources to be Bartered.
+ Town
+
+ Market
+ 30
@@ -28,9 +33,15 @@
+
+ 7
+
units/{civ}_support_trader
+
+ 10
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_economic_mill.xml b/binaries/data/mods/public/simulation/templates/template_structure_economic_mill.xml
index 98908618af..2f00e481d4 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_economic_mill.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_economic_mill.xml
@@ -3,7 +3,12 @@
Mill52
+ Gather Wood, Stone, and Metal within its aura. Researches economic improvements.
+ Village
+
+ all
+ 16
@@ -28,4 +33,14 @@
+
+ 15
+
+
+ 5
+
+
+ 56
+ wood stone metal
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_gaia_settlement.xml b/binaries/data/mods/public/simulation/templates/template_structure_gaia_settlement.xml
index 5df5f755ac..1b8b14df01 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_gaia_settlement.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_gaia_settlement.xml
@@ -6,7 +6,9 @@
SettlementPortraitSheetSpecial1
+ Build a Civic Centre at this location to expand your territory.
+ settlement
@@ -17,4 +19,7 @@
+
+ true
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml b/binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml
index 357080b504..db74111634 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml
@@ -3,7 +3,12 @@
Barracks59
+ Trains citizen-soldiers. Research military technology.
+ Town
+
+ Barracks
+ 540
@@ -30,4 +35,10 @@
+
+ 10
+
+
+ 10
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml b/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
index 8af529005f..17ebf73327 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
@@ -3,7 +3,12 @@
Dock57
+ Manufacture naval vessels here. Also allows for sea trade. Must be built on the shoreline only.
+ Town
+
+ Dock
+ 550
@@ -29,4 +34,10 @@
+
+ 15
+
+
+ 5
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml b/binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
index 646ca16441..6cbf527fce 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
@@ -3,7 +3,12 @@
Fortress61
+ Trains Heroes and Siege Units. Researches some Special Technologies.
+ City
+
+ Fortress
+ 1084
@@ -30,4 +35,10 @@
+
+ 10
+
+
+ 20
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_resource.xml b/binaries/data/mods/public/simulation/templates/template_structure_resource.xml
index 76943cfbc4..1646eac354 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_resource.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_resource.xml
@@ -3,4 +3,7 @@
Resource Structure
+
+ 1
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml b/binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml
index 5722170f36..a9ac219ddd 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml
@@ -3,6 +3,8 @@
Corral51
+ Herd domestic animals here and they will provide Food for your civilisation.
+ Village10
@@ -32,4 +34,10 @@
+
+ 7
+
+
+ 10
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml b/binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
index 2b68ac0395..dd2ab9a678 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
@@ -3,7 +3,12 @@
Field50
+ Assign an economic unit to a Field to harvest grain and generate Food.
+ Farming originated around 9500 BC in India and the Middle East. The history of agriculture is a central element of human history, as agricultural progress has been a crucial factor in worldwide socio-economic change. Wealth-building and militaristic specializations rarely seen in hunter-gatherer cultures are commonplace in agricultural and agro-industrial societieswhen farmers became capable of producing food beyond the needs of their own families, others in the tribe/nation/empire were freed to devote themselves to projects other than food acquisition.
+
+ Field
+ 12
@@ -29,4 +34,7 @@
8.0
+
+ 7
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_special.xml b/binaries/data/mods/public/simulation/templates/template_structure_special.xml
index 239503cacf..01ef5519f9 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_special.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_special.xml
@@ -3,7 +3,12 @@
Special Building62
+ This is a special building unique to a particular civilisation. (Later we should break this down into child elements with different special building templates.)
+ City
+
+ Special
+ 2000
diff --git a/binaries/data/mods/public/simulation/templates/template_unit.xml b/binaries/data/mods/public/simulation/templates/template_unit.xml
index 86b9460b91..a67bfa7ae9 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit.xml
@@ -7,7 +7,9 @@
unit
-
+
+ passive
+ 1
@@ -20,6 +22,7 @@
corpse100
+ true0.0
@@ -28,7 +31,17 @@
7.0
+
+ 15.0
+ 50.0
+ 0.0
+ 0.1
+ 0.2
+
+
+ 5.0
+ 2.5
@@ -36,4 +49,8 @@
+
+ 6
+ false
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml
index 24017ce17c..b152d36457 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml
@@ -2,7 +2,14 @@
Cavalry
+ Mounted Organic
+
+ 900
+
+
+ pitch
+ 230
@@ -10,6 +17,13 @@
100
+
+ 200
+ 10
+ 4
+ 1
+ 1
+ 1.0
@@ -20,6 +34,9 @@
1500.2
+
+ 1000
+ 0.00.0
@@ -27,13 +44,23 @@
8.5
+
+ 21.25
+ 600.0
+ 5.0
+ 7.5
+
+ 15
+
+ actor/mounted/movement/walk.xml
+ actor/mounted/movement/walk.xmlattack/weapon/sword.xmlactor/fauna/death/death_horse.xml
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee.xml
index 014ea46e14..4e93e5e8dd 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee.xml
@@ -4,12 +4,19 @@
Melee Cavalry
- 1.0
- 1.0
- 0.0
- 4.0
- 0.0
- 600
- 1000
+
+ 1.0
+ 1.0
+ 0.0
+ 4.0
+ 1000
+
+
+ 15.0
+ 10.0
+ 15.0
+ 4.0
+ 0.0
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_spearman.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_spearman.xml
index e1997e58ce..b2e7d1ac15 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_spearman.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_spearman.xml
@@ -3,5 +3,9 @@
Cavalry Spearman15
+ 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.
+
+ Spear
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_swordsman.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_swordsman.xml
index 3e9a00b484..7556cb54e6 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_swordsman.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_swordsman.xml
@@ -3,5 +3,9 @@
Cavalry Swordsman18
+ 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.
+
+ Sword
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged.xml
index 5eeb01ca07..bcc9aebd8b 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged.xml
@@ -4,13 +4,15 @@
Ranged Cavalry
- 0.0
- 10.0
- 0.0
- 16.0
- 10.0
- 25.0
- 900
- 1500
+
+ 0.0
+ 10.0
+ 0.0
+ 16.0
+ 10.0
+ 25.0
+ 900
+ 1500
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_archer.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_archer.xml
index b3588e8f93..bf6ee55f93 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_archer.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_archer.xml
@@ -3,6 +3,9 @@
Cavalry Archer24
+ 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.
+ Bow20
@@ -21,15 +24,20 @@
8.0
+
+ 22.0
+
- 0.0
- 40.0
- 0.0
- 56.0
- 20.0
- 40.0
- 1200
- 2000
+
+ 0.0
+ 40.0
+ 0.0
+ 56.0
+ 20.0
+ 40.0
+ 1200
+ 2000
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_javelinist.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_javelinist.xml
index 62df75dc16..be2c594351 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_javelinist.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_javelinist.xml
@@ -3,6 +3,9 @@
Cavalry Javelinist6
+ 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.
+ Javelin15
@@ -21,15 +24,20 @@
8.5
+
+ 23.0
+
- 0.0
- 30.0
- 0.0
- 40
- 16.0
- 30.0
- 1200
- 2000
+
+ 0.0
+ 30.0
+ 0.0
+ 40
+ 16.0
+ 30.0
+ 1200
+ 2000
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
index cbc8511ef9..3fddb2a55e 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
@@ -9,6 +9,9 @@
food
+
+ 10
+ 2.5
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_breed.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_breed.xml
index 0276c2de9d..113a3459b0 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_breed.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_breed.xml
@@ -2,4 +2,10 @@
+
+
+ 20
+
+
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_breed_passive.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_breed_passive.xml
index 9289c65438..9bedf79809 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_breed_passive.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_breed_passive.xml
@@ -2,4 +2,7 @@
+
+ passive
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_herd.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_herd.xml
index 0483f4407e..b86f9fcd7d 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_herd.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_herd.xml
@@ -6,4 +6,10 @@
100food.meat
+
+
+ 20
+
+
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_herd_passive.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_herd_passive.xml
index 20a36f095f..15d6927d22 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_herd_passive.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_herd_passive.xml
@@ -2,4 +2,7 @@
+
+ passive
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_aggressive.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_aggressive.xml
index 7eb7163533..1c9eb30ed3 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_aggressive.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_aggressive.xml
@@ -2,4 +2,7 @@
+
+ aggressive
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_defensive.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_defensive.xml
index 7eb7163533..e4969a8376 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_defensive.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_defensive.xml
@@ -2,4 +2,7 @@
+
+ defensive
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_passive.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_passive.xml
index 7eb7163533..f5aee67c91 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_passive.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_passive.xml
@@ -2,4 +2,7 @@
+
+ passive
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_skittish.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_skittish.xml
index 7eb7163533..4e6b672730 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_skittish.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_skittish.xml
@@ -2,4 +2,7 @@
+
+ skittish
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_violent.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_violent.xml
index 7eb7163533..899335b614 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_violent.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_hunt_violent.xml
@@ -2,4 +2,7 @@
+
+ violent
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_aggressive.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_aggressive.xml
index fd84530548..42dd3423a5 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_aggressive.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_aggressive.xml
@@ -2,4 +2,7 @@
+
+ violent
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_defensive.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_defensive.xml
index fd84530548..29d6320627 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_defensive.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_defensive.xml
@@ -2,4 +2,7 @@
+
+ defensive
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_passive.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_passive.xml
index fd84530548..5beb3c57d4 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_passive.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_passive.xml
@@ -2,4 +2,7 @@
+
+ passive
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_violent.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_violent.xml
index fd84530548..42dd3423a5 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_violent.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna_wild_violent.xml
@@ -2,4 +2,7 @@
+
+ violent
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_hero.xml b/binaries/data/mods/public/simulation/templates/template_unit_hero.xml
index bf136bbf6c..5a0c7687c0 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_hero.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_hero.xml
@@ -2,6 +2,7 @@
Hero
+ Hero Organichero
@@ -13,6 +14,13 @@
250
+
+ 1000
+ 10
+ 10
+ 10
+ 100
+ 3000.5
@@ -24,16 +32,29 @@
8.5
+
+ 16.5
+
- 40.0
- 0.0
- 0.0
- 5.0
- 0.0
- 900
- 1500
+
+ 40.0
+ 0.0
+ 0.0
+ 5.0
+ 1500
+
+
+ 120.0
+ 0.0
+ 0.0
+ 5.0
+ 0.0
+
+
+ 15
+ attack/weapon/sword.xml
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry.xml b/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry.xml
index 1a549be042..c98b65288c 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry.xml
@@ -2,6 +2,7 @@
Hero
+ Hero Organic Mountedhero
@@ -14,10 +15,20 @@
25
+
+ 1000
+ 15
+ 10
+ 10
+ 100
+ 4000.5
+
+ 1500
+ 0.00.0
@@ -25,15 +36,30 @@
9.0
+
+ 22.5
+ 600.0
+ 16.0
+
- 1.0
- 0.0
- 0.0
- 3.6
- 600
- 1000
+
+ 1.0
+ 0.0
+ 0.0
+ 3.6
+ 1000
+
+
+ 3.0
+ 0.0
+ 0.0
+ 3.6
+
+
+ 17
+ attack/weapon/sword.xml
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry.xml b/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry.xml
index fe7232837c..9eb48e1c1c 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry.xml
@@ -2,6 +2,7 @@
Hero
+ Hero Organic Foothero
@@ -13,10 +14,20 @@
25
+
+ 1000
+ 10
+ 10
+ 10
+ 100
+ 3000.5
+
+ 1200
+ 0.00.0
@@ -24,15 +35,30 @@
7.0
+
+ 17.5
+ 600.0
+ 8.0
+
- 10.0
- 0.0
- 0.0
- 4.8
- 600
- 1000
+
+ 10.0
+ 0.0
+ 0.0
+ 4.8
+ 1000
+
+
+ 30.0
+ 0.0
+ 0.0
+ 600.0
+
+
+ 15
+ attack/weapon/sword.xml
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_hero_ranged.xml b/binaries/data/mods/public/simulation/templates/template_unit_hero_ranged.xml
index 82c13d2e63..35ae60e7a4 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_hero_ranged.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_hero_ranged.xml
@@ -2,6 +2,7 @@
Hero
+ Hero Organichero
@@ -13,6 +14,13 @@
500
+
+ 1000
+ 10
+ 10
+ 10
+ 100
+ 2000.2
@@ -24,14 +32,19 @@
8.0
+
+ 16.0
+
- 0.0
- 50.0
- 0.0
- 56.0
- 25.0
- 1200
- 2000
+
+ 0.0
+ 50.0
+ 0.0
+ 56.0
+ 25.0
+ 1200
+ 2000
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml
index ecb5eb84c5..6d66be2a8f 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml
@@ -2,7 +2,11 @@
Infantry
+ Foot Organic
+
+ 600
+ 20
@@ -12,6 +16,14 @@
0
+
+ 100
+ 1
+ 1
+ 1
+ 1
+
+ 1.0
@@ -28,6 +40,9 @@
1000.2
+
+ 600
+ 1.01.0
@@ -35,7 +50,13 @@
7.0
+
+ 17.5
+
+
+ 12
+ 1.0
@@ -59,7 +80,7 @@
actor/human/movement/walk.xml
- actor/human/movement/walk.xml
+ actor/human/movement/run.xmlattack/weapon/sword.xmlactor/human/death/death.xmlresource/construction/con_wood.xml
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee.xml
index 66eef0307b..e22fc17f71 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee.xml
@@ -4,12 +4,19 @@
Melee Infantry
- 1.0
- 0.0
- 0.0
- 4.0
- 0.0
- 600
- 1000
+
+ 1.0
+ 0.0
+ 0.0
+ 4.0
+ 1000
+
+
+ 2.0
+ 0.0
+ 0.0
+ 4.0
+ 0.0
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_spearman.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_spearman.xml
index bca1212451..46c62f366d 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_spearman.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_spearman.xml
@@ -3,9 +3,18 @@
Infantry Spearman3
+ 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.
+ Spear
- 1.0
- 1.0
+
+ 1.0
+ 1.0
+
+
+ 2.0
+ 2.0
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml
index ee0e48efef..d5353dea07 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml
@@ -3,6 +3,9 @@
Infantry Swordsman0
+ 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.
+ Sword10
@@ -14,6 +17,9 @@
90
+
+ 400
+ 6.03.0
@@ -21,9 +27,20 @@
5.5
+
+ 15.0
+
- 17.0
- 0.0
+
+ 17.0
+ 0.0
+
+
+ 34.0
+
+
+ 12
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged.xml
index d68897cf59..f285cfc66e 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged.xml
@@ -5,14 +5,16 @@
43
- 0.0
- 1.0
- 0.0
- 1.0
- 1.0
- 28.0
- 1200
- 2000
+
+ 0.0
+ 1.0
+ 0.0
+ 1.0
+ 1.0
+ 28.0
+ 1200
+ 2000
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml
index a2e781c795..d234b86945 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml
@@ -3,15 +3,20 @@
Infantry Archer9
+ 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.
+ Bow
- 0.0
- 40.0
- 0.0
- 44.0
- 20.0
- 40.0
- 1200
- 2000
+
+ 0.0
+ 40.0
+ 0.0
+ 44.0
+ 20.0
+ 40.0
+ 1200
+ 2000
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml
index 6d55df2678..2299288fc0 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml
@@ -3,15 +3,20 @@
Infantry Javelinist21
+ 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 throw 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. The pilum was a weapon with a long steel shaft that would sink into a shield and was 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.
+ Javelin
- 0.0
- 45.0
- 0.0
- 32
- 8.0
- 30.0
- 1200
- 2000
+
+ 0.0
+ 45.0
+ 0.0
+ 32
+ 8.0
+ 30.0
+ 1200
+ 2000
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_slinger.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_slinger.xml
index 3f0656c6d6..9e4365f314 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_slinger.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_slinger.xml
@@ -3,6 +3,8 @@
Infantry Slinger12
+ 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.8
@@ -14,6 +16,9 @@
70
+
+ 550
+ 1.02.0
@@ -21,15 +26,20 @@
7.5
+
+ 18.0
+
- 0.0
- 20.0
- 0.0
- 28.0
- 16.0
- 50.0
- 900
- 1500
+
+ 0.0
+ 20.0
+ 0.0
+ 28.0
+ 16.0
+ 50.0
+ 900
+ 1500
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical.xml
index 10ebd3e8cf..d1d2ebedb1 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical.xml
@@ -2,5 +2,13 @@
Mechanical
+ Mechanical
+
+ 20
+
+
+ false
+ true
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship.xml
index 3567cfccdc..8cabf60513 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship.xml
@@ -3,10 +3,25 @@
Ship
+
+ true
+
+
+
+ 0.0
+ 10.0
+ 10.0
+ 2.0
+ 0.0
+
+ 8.0
+
+ 10
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_bireme.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_bireme.xml
index e4991fd30c..f95365af66 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_bireme.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_bireme.xml
@@ -3,6 +3,7 @@
Bireme39
+ Warship.
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_merchant.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_merchant.xml
index ca67f58b5d..adaf5860a7 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_merchant.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_merchant.xml
@@ -3,6 +3,7 @@
Merchantman38
+ Trades resources between allied docks. Garrison a Trader inside to increase trade profit.
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_quinquereme.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_quinquereme.xml
index 5e471fcace..fed0782bc8 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_quinquereme.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_quinquereme.xml
@@ -15,4 +15,7 @@
25.015.0
+
+ 14
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_trireme.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_trireme.xml
index f98e0a822c..11a1a753f5 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_trireme.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_ship_trireme.xml
@@ -15,4 +15,7 @@
20.015.0
+
+ 12
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege.xml
index 6a5e9d1d91..4d884df641 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege.xml
@@ -3,6 +3,9 @@
Siege
+
+ pitch-roll
+ 3
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ballista.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ballista.xml
index 8cb9e18c1d..95cd250a8c 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ballista.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ballista.xml
@@ -3,6 +3,8 @@
Siege Ballista37
+ Bonused vs. Infantry and Cavalry units.
+
@@ -20,15 +22,23 @@
5.75
+
+ 5.9
+
- 0.0
- 35.0
- 30.0
- 54
- 0.0
- 30.0
- 900
- 1500
+
+ 0.0
+ 35.0
+ 30.0
+ 54
+ 0.0
+ 30.0
+ 900
+ 1500
+
+
+ 15
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_onager.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_onager.xml
index 519ef620f9..b914175ddc 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_onager.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_onager.xml
@@ -3,6 +3,8 @@
Siege Onager35
+ Bonused vs. Structures and Massed Infantry.
+
@@ -20,15 +22,23 @@
4.75
+
+ 4.9
+
- 35.0
- 0.0
- 40.0
- 72
- 0.0
- 20.0
- 900
- 1500
+
+ 35.0
+ 0.0
+ 40.0
+ 72
+ 0.0
+ 20.0
+ 900
+ 1500
+
+
+ 20
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ram.xml b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ram.xml
index 05bbf33b4a..ef4b0a358f 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ram.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ram.xml
@@ -3,6 +3,7 @@
Siege Ram36
+ Bonused vs. Wall Gates.
@@ -20,14 +21,27 @@
3.0
+
+ 8.1
+
- 0.0
- 0.0
- 65.0
- 5.0
- 0.0
- 900
- 1500
+
+ 0.0
+ 0.0
+ 65.0
+ 5.0
+ 1500
+
+
+ 0.0
+ 0.0
+ 130.0
+ 5.0
+ 0.0
+
+
+ 12
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_super.xml b/binaries/data/mods/public/simulation/templates/template_unit_super.xml
index 1f941eca96..f8eb412289 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_super.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_super.xml
@@ -3,6 +3,13 @@
Super Unit
+
+ 150
+ 5
+ 5
+ 5
+ 10
+ 0.4
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_super_cavalry.xml b/binaries/data/mods/public/simulation/templates/template_unit_super_cavalry.xml
index bbae9b2202..24193e72a9 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_super_cavalry.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_super_cavalry.xml
@@ -3,6 +3,7 @@
Super Cavalry43
+ Organic Mounted2
@@ -16,6 +17,9 @@
200
+
+ 1200
+ 7.08.0
@@ -23,20 +27,35 @@
8.0
+
+ 23.0
+ 1000.0
+ 10.0
+
- 35.0
- 0.0
- 0.0
- 4.8
- 0.0
- 600
- 1000
+
+ 35.0
+ 0.0
+ 0.0
+ 4.8
+ 1000
+
+
+ 105.0
+ 0.0
+ 0.0
+ 4.8
+ 0.0
+ 5.0
+
+ 15
+ actor/fauna/death/death_horse.xml
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_super_infantry.xml b/binaries/data/mods/public/simulation/templates/template_unit_super_infantry.xml
index f86b025462..ecd08eb2e4 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_super_infantry.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_super_infantry.xml
@@ -3,6 +3,7 @@
Super Infantry43
+ Organic Foot30
@@ -16,6 +17,9 @@
150
+
+ 800
+ 0.00.0
@@ -23,20 +27,35 @@
7.0
+
+ 17.5
+ 600.0
+ 5.0
+
- 5.0
- 0.0
- 0.0
- 4.0
- 0.0
- 600
- 1000
+
+ 5.0
+ 0.0
+ 0.0
+ 4.0
+ 1000
+
+
+ 60.0
+ 0.0
+ 0.0
+ 4.0
+ 0.0
+ 2.5
+
+ 12
+ actor/human/movement/walk.xml
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_super_ranged.xml b/binaries/data/mods/public/simulation/templates/template_unit_super_ranged.xml
index 0f658cb89f..71ee187821 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_super_ranged.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_super_ranged.xml
@@ -2,6 +2,7 @@
Super Ranged
+ Organic Foot30
@@ -15,6 +16,9 @@
150
+
+ 800
+ 0.00.0
@@ -22,19 +26,27 @@
7.0
+
+ 17.5
+
- 0.0
- 55.0
- 0.0
- 28
- 8.0
- 25.0
- 1200
- 2000
+
+ 0.0
+ 55.0
+ 0.0
+ 28
+ 8.0
+ 25.0
+ 1200
+ 2000
+ 2.5
+
+ 12
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_super_siege.xml b/binaries/data/mods/public/simulation/templates/template_unit_super_siege.xml
index 6cf576d3ba..92d662dc14 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_super_siege.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_super_siege.xml
@@ -3,7 +3,11 @@
Super Siege44
+ Mechanical
+
+ pitch-roll
+ 500
@@ -15,4 +19,6 @@
600.0200.0
+
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_support.xml b/binaries/data/mods/public/simulation/templates/template_unit_support.xml
index 8ef25f71d3..e2946c3acd 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_support.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_support.xml
@@ -2,12 +2,20 @@
Support
+ Organicsupport
+
+ 10
+ 1
+ 1
+ 1
+ 1
+ 0.2
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml b/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml
index 43ff0f5a3a..4226aced5d 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml
@@ -3,6 +3,9 @@
Female Citizen32
+ Women in the ancient world took on a variety of roles - from leadership (Celts) to servant (Greeks). Women are hard workers, the economic backbone of any civilisation. In history, it was typical when all the males (capable of fighting) were killed for the females, children, and elderly to be sold as slaves.
+ Economic support unit that gathers resources, builds structures, and inspires nearby males to work faster.
+ Foot15
@@ -26,6 +29,9 @@
750.3
+
+ 500
+ 1.01.0
@@ -33,7 +39,15 @@
6.0
+
+ 8.0
+ 150.0
+ 0.0
+
+
+ 10
+ 1.0
@@ -47,6 +61,15 @@
structures/{civ}_temple
+
+
+ 25
+
+
+ 10
+
+
+ attack/weapon/sword.xml
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_support_healer.xml b/binaries/data/mods/public/simulation/templates/template_unit_support_healer.xml
index e6d14d7405..aa1ab3f846 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_support_healer.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_support_healer.xml
@@ -3,6 +3,8 @@
Healer33
+ Heals units within his Aura.
+ Foot
@@ -21,4 +23,13 @@
6.0
+
+ 12
+
+
+
+ 20
+ 2000
+
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml b/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml
index 4b3259ef2c..8297727c51 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml
@@ -3,6 +3,8 @@
Trader34
+ Trade was a very important part of ancient civilisation - effective trading and control of trade routes equaled wealth. Trade took place by many forms from foot to caravans to merchant ships. One of the most notorious examples of the power of trade was the Silk Road.
+ Trades resources between allied Markets.
@@ -21,4 +23,7 @@
8.0
+
+ 15
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_a.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_a.xml
index 1bcf3eda64..57743fca02 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_a.xml
@@ -3,6 +3,17 @@
7
+
+ celt_cavalry_javelinist_e
+
+
+ 10
+ 4
+ 2
+
+
+ 825
+ 2.24.2
@@ -10,14 +21,22 @@
11.2
+
+ 22.9
+
- 0.0
- 32.0
- 0.0
- 40.0
+
+ 0.0
+ 32.0
+ 0.0
+ 40.0
+ units/celts/cavalry_javelinist_a.xml
+
+ 14
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_b.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_b.xml
index 6f3f2812d0..6e787dd401 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_b.xml
@@ -3,7 +3,11 @@
celtBaguada
+ The Celts were extremely proficient horsemen and created excellent tack for their mounts. This included an early form of saddle with horns at each corner, giving them a huge edge in terms or control over their counterparts. Since the cavalry was made up of rich nobles armor and fine weapons were in great supply, making them formidable opponents.
+
+ celt_cavalry_javelinist_a
+ 15
@@ -13,9 +17,14 @@
15.0
+
+ 26.0
+
- 32.0
+
+ 32.0
+ units/celts/cavalry_javelinist_b.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_e.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_e.xml
index eba33db5ec..725f337075 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_javelinist_e.xml
@@ -3,6 +3,14 @@
8
+
+ 10
+ 4
+ 3
+
+
+ 850
+ 2.44.4
@@ -10,14 +18,22 @@
11.3
+
+ 23.1
+
- 0.0
- 34.0
- 0.0
- 40.0
+
+ 0.0
+ 34.0
+ 0.0
+ 40.0
+ units/celts/cavalry_javelinist_e.xml
+
+ 15
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_a.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_a.xml
index 72d896078b..158e23c906 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_a.xml
@@ -3,9 +3,20 @@
16
+
+ celt_cavalry_spearman_e
+
+
+ 14
+ 4
+ 2
+ 163
+
+ 825
+ 3.210.2
@@ -13,14 +24,27 @@
6.05
+
+ 28.9
+
- 16.0
- 6.0
- 0.0
- 3.6
+
+ 16.0
+ 6.0
+ 0.0
+ 3.6
+
+
+ 46.0
+ 16.0
+ 3.6
+ units/celts/cavalry_spearman_a.xml
+
+ 16
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_b.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_b.xml
index e031b3cb88..976daa5737 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_b.xml
@@ -3,7 +3,11 @@
celtCoun
+ The Celts used large dogs such as mastiffs or wolfhounds in combat, especially against enemy cavalry. The Romans were very impressed with the strength and ferocity of these dogs. Many were brought back to Rome for the gladiator arena or to serve as guard dogs.
+
+ celt_cavalry_spearman_a
+ 15
@@ -21,12 +25,22 @@
10.0
+
+ 25
+
- 20.0
- 0.0
- 0.0
- 0.5
+
+ 20.0
+ 0.0
+ 0.0
+ 0.5
+
+
+ 40.0
+ 0.0
+ 0.5
+ units/celts/cavalry_spearman_b.xml
@@ -35,4 +49,7 @@
3.0
+
+ 10
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_e.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_e.xml
index b01c8eec7e..a95ff9e740 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_spearman_e.xml
@@ -3,9 +3,17 @@
17
+
+ 14
+ 5
+ 3
+ 165
+
+ 850
+ 3.410.4
@@ -13,14 +21,27 @@
6.15
+
+ 29.1
+
- 17.0
- 7.0
- 0.0
- 3.6
+
+ 17.0
+ 7.0
+ 0.0
+ 3.6
+
+
+ 47.0
+ 17.0
+ 3.6
+ units/celts/cavalry_spearman_e.xml
+
+ 17
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_a.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_a.xml
index 136df06d37..10a2ef694b 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_a.xml
@@ -3,9 +3,20 @@
19
+
+ celt_cavalry_swordsman_e
+
+
+ 14
+ 4
+ 2
+ 163
+
+ 825
+ 3.210.2
@@ -13,11 +24,22 @@
10.2
+
+ 19.9
+
- 19.0
+
+ 19.0
+
+
+ 53.0
+ units/celts/cavalry_swordsman_a.xml
+
+ 16
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_b.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_b.xml
index 385d9b232f..5d5f56313e 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_b.xml
@@ -3,7 +3,11 @@
celtEpos
+ Like a sword, a horse was a sign of nobility and as a result the Celtic cavalry was often better equipped than the infantry. Armor and helmets were common, while weapons consisted of a large bladed spear and a long slashing sword for close combat. Shields could be round, hexagonal, or oval, but the most common was a regular oval body shield with the top and bottom shorn off. Unlike other horseman, the Celts were not afraid to leap off their mount to fight on foot then climb into the saddle again when possible.
+
+ celt_cavalry_swordsman_a
+ 15
@@ -14,11 +18,20 @@
14.0
+
+ 25.5
+
- 18.0
- 0.0
- 0.0
+
+ 18.0
+ 0.0
+ 0.0
+
+
+ 54.0
+ 0.0
+ units/celts/cavalry_swordsman_b.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_e.xml b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_e.xml
index 7fddb82dc1..879831dd68 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_cavalry_swordsman_e.xml
@@ -3,9 +3,17 @@
20
+
+ 14
+ 5
+ 2
+ 165
+
+ 850
+ 3.410.4
@@ -13,11 +21,22 @@
10.3
+
+ 20.1
+
- 21.0
+
+ 21.0
+
+
+ 55.0
+ units/celts/cavalry_swordsman_e.xml
+
+ 17
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_hero_boudicca.xml b/binaries/data/mods/public/simulation/templates/units/celt_hero_boudicca.xml
index c64ef184bd..1562711f1d 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_hero_boudicca.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_hero_boudicca.xml
@@ -4,6 +4,8 @@
celtBoudicca44
+ Hero Aura: Increased Attack and Speed for Super Units.
+ Ammianus Marcellinus described how difficult it would be for a band of foreigners to deal with a Celt if he called in the help of his wife. For she was stronger than he was and could rain blows and kicks upon the assailants equal in force to the shots of a catapult. Boudicca, queen of the Iceni, was said to be 'very tall and terrifying in appearance; her voice was very harsh and a great mass of red hair fell over her shoulders. She wore a tunic of many colours over which a thick cloak was fastened by a brooch.4
@@ -17,6 +19,9 @@
350
+
+ 1000
+ 7.012.0
@@ -24,16 +29,21 @@
14.0
+
+ 26.0
+
- 0.0
- 50.0
- 0.0
- 30
- 0.0
- 30.0
- 1200
- 2000
+
+ 0.0
+ 50.0
+ 0.0
+ 30
+ 0.0
+ 30.0
+ 1200
+ 2000
+ units/celts/boudicca_chariot.xml
@@ -42,4 +52,10 @@
5.0
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_hero_brennus.xml b/binaries/data/mods/public/simulation/templates/units/celt_hero_brennus.xml
index 275ffb3c67..62c8f98f70 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_hero_brennus.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_hero_brennus.xml
@@ -4,6 +4,8 @@
celtBrennus29
+ Hero Aura: +5 Metal loot for every enemey unit killed.
+ Brennus is the name which the Roman historians give to the famous leader of the Gauls who took Rome in the time of Camillus. According to Geoffrey, the brothers invaded Gaul and sacked Rome in 390 B.C., "proving" that Britons had conquered Rome, the greatest civilization in the world, long before Rome conquered the Britons. We know from many ancient sources which predate Geoffrey that Rome was indeed sacked in 390 B.C., and that the raid was led by a man named Brennus, but he and his invading horde were Gallic, not British. In this episode several features of Geoffrey's editing method can be seen: he modified the historical Brennus, created the brother Belinus, borrowed the Gallic invasion, but omitted the parts where the Gauls seemed weak or foolish. His technique is both additive and subtractive. Like the tale of Trojan origin, the story of the sack of Rome is not pure fabrication; it is a creative rearrangement of the available facts, with details added as necessary. By virtue of their historical association, Beli and Bran are often muddled with the earlier brothers Belinus and Brennus (the sons of Porrex) who contended for power in northern Britain in around 390 BC, and were regarded as gods in old Celtic tradition.45
@@ -16,6 +18,9 @@
220
+
+ 700
+ 5.08.0
@@ -23,15 +28,31 @@
10.0
+
+ 20.0
+
- 20.0
- 0.0
- 25.0
- 900
- 1500
+
+ 20.0
+ 0.0
+ 25.0
+ 1500
+
+
+ 60.0
+ 0.0
+ 50.0
+ 5.0
+ units/celts/brennus.xml
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_hero_britomartus.xml b/binaries/data/mods/public/simulation/templates/units/celt_hero_britomartus.xml
index 211080fdcf..5ae780f30d 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_hero_britomartus.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_hero_britomartus.xml
@@ -4,6 +4,8 @@
celtBritomartus30
+ Hero Aura: Gathering rates increased during his lifetime.
+ The story of how Marcus Claudius Marcellus killed a Gallic leader at Clastidium (222 BC) is typical of such encounters. Advancing with a smallish army, Marcellus met a combined force of Insubrian Gauls and Gaesatae at Clastidium. The Gallic army advanced with the usual rush and terrifying cries, and their king, Britomartus, picking out Marcellus by means of his badges of rank, made for him, shouting a challenge and brandishing his spear. Britomartus was an outstanding figure not only for his size but also for his adornments; for he was resplendent in bright colours and his armour shone with gold and silver. This armour, thought Marcellus, would be a fitting offering to the gods. He charged the Gaul, pierced his bright breastplate and cast him to the ground. It was an easy task to kill Britomartus and strip him of his armour.50
@@ -16,6 +18,9 @@
200
+
+ 500
+ 10.014.0
@@ -23,15 +28,31 @@
7.0
+
+ 14.0
+
- 0.0
- 50.0
- 0.0
- 900
- 1500
+
+ 0.0
+ 50.0
+ 0.0
+ 1500
+
+
+ 0.0
+ 150.0
+ 0.0
+ 5.0
+ units/celts/britomartus.xml
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_hero_caratacos.xml b/binaries/data/mods/public/simulation/templates/units/celt_hero_caratacos.xml
index a16c110c09..b3f8bbde44 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_hero_caratacos.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_hero_caratacos.xml
@@ -4,6 +4,8 @@
celtCaratacos45
+ Hero Aura: Increased Speed for all units during his lifetime.
+ Caratacos's name is better known in its Romanized form, Caratacus. Under this name he is remembered as a fierce defender of Britain against the Romans after their invasion in 43 AD. Son of King Cynvelin of the Catuvellauni tribe, Caratacos fought for nine years against the Romans with little success, eventually fleeing to the tribes in Wales, where he was defeated decisively. Finally he entered Northern Britain, where was handed over to the Romans. Taken to Rome, Caratacos was allowed to live by the Emperor Claudius and died in Italy.50
@@ -15,6 +17,9 @@
225
+
+ 700
+ 2.010.0
@@ -22,15 +27,31 @@
6.5
+
+ 17.0
+
- 50.0
- 0.0
- 0.0
- 900
- 1500
+
+ 50.0
+ 0.0
+ 0.0
+ 1500
+
+
+ 150.0
+ 0.0
+ 0.0
+ 5.0
+ units/celts/caradoc.xml
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_hero_cynvelin.xml b/binaries/data/mods/public/simulation/templates/units/celt_hero_cynvelin.xml
index b8e17354dc..3a87e0bd68 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_hero_cynvelin.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_hero_cynvelin.xml
@@ -4,6 +4,8 @@
celtCynvelin46
+ Hero Aura: Has a large and powerful Healing Aura, only useful when idle.
+ Cynvelin was a powerful ruler centered in the territory around modern day London. Ruling the Catuvellauni from Camulodunum, he was a warrior king who conquered a neighboring tribe and was referred to by the Romans as the King of the Britons. Eventually Cynvelin retired to become the arch-druid of Siluria, but was taken to Rome with his son upon Caratacoss capture. According to legend, the Apostle Paul baptized Cynvelin into Christianity before he died in Italy.2
@@ -16,6 +18,9 @@
250
+
+ 1000
+ 6.014.0
@@ -23,13 +28,23 @@
9.0
+
+ 22.0
+
- 40.0
- 0.0
- 0.0
- 900
- 1500
+
+ 40.0
+ 0.0
+ 0.0
+ 1500
+
+
+ 120.0
+ 0.0
+ 0.0
+ 5.0
+ units/celts/cynvelin_horse.xml
@@ -38,4 +53,13 @@
2.5
+
+ 17
+
+
+
+ 25
+ 1000
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_hero_vercingetorix.xml b/binaries/data/mods/public/simulation/templates/units/celt_hero_vercingetorix.xml
index 0733facdfb..c1275a1ccc 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_hero_vercingetorix.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_hero_vercingetorix.xml
@@ -4,6 +4,8 @@
celtVercingetorix31
+ Hero Aura: Increased attack for all units within his aura.
+ The most famous of all Celts, Vercingetorix lead the rebelling Gallic tribes against the might of Rome and Julius Caesars veteran army in 54 BC. Although successful in defeating several Roman forces, Vercingetorix was unable to defeat Caesar, who eventually surrounded the Celtic leaders in the town of Alesia along with 100,000 men. When a relief army arrived to lift the epic siege, the Romans were out numbered 7 to 1 but still defeated the Celts. Vercingetorix surrendered and was executed.50
@@ -15,6 +17,9 @@
300
+
+ 2000
+ 6.013.0
@@ -22,11 +27,26 @@
9.0
+
+ 22.0
+
- 50.0
+
+ 50.0
+
+
+ 150.0
+ 5.0
+ units/celts/vercingetorix_horse.xml
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_a.xml b/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_a.xml
index 59702a89c9..3fd1e75224 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_a.xml
@@ -3,9 +3,21 @@
22
+
+ celt_infantry_javelinist_e
+
+
+ 1
+ 13
+ 1
+ 2
+ 83
+
+ 525
+ 1.25.2
@@ -13,18 +25,26 @@
9.2
+
+ 17.9
+
- 0.0
- 47.0
- 0.0
- 32
- 16.0
- 32.0
- 900
- 1500
+
+ 0.0
+ 47.0
+ 0.0
+ 32
+ 16.0
+ 32.0
+ 900
+ 1500
+ units/celts/infantry_javelinist_a.xml
+
+ 13
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_b.xml b/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_b.xml
index fb29de6f95..5397b72583 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_b.xml
@@ -3,7 +3,11 @@
celtBaguada
+ Gesatae were young men who devoted themselves to war, often serving as mercenaries for other tribes. They were the last Celts to fight stark naked to show their courage, often carrying only a shield with several javelins and a regular Celtic spear. More often than not they were covered in geometric designs painted in woad, a blue dye.
+
+ celt_infantry_javelinist_a
+ 15
@@ -12,6 +16,9 @@
9.0
+
+ 17.8
+ units/celts/infantry_javelinist_b.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_e.xml b/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_e.xml
index 8af7037f41..2c5856279e 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_infantry_javelinist_e.xml
@@ -3,9 +3,18 @@
23
+
+ 1
+ 13
+ 1
+ 3
+ 85
+
+ 550
+ 1.45.4
@@ -13,18 +22,26 @@
9.3
+
+ 18.0
+
- 0.0
- 49.0
- 0.0
- 34
- 16.0
- 34.0
- 900
- 1500
+
+ 0.0
+ 49.0
+ 0.0
+ 34
+ 16.0
+ 34.0
+ 900
+ 1500
+ units/celts/infantry_javelinist_e.xml
+
+ 14
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_a.xml b/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_a.xml
index 85e3aaa31c..54223c7361 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_a.xml
@@ -3,9 +3,15 @@
4
+
+ celt_infantry_spearman_e
+ 93
+
+ 325
+ 5.23.2
@@ -13,12 +19,24 @@
7.2
+
+ 14.9
+
- 16.0
- 6.0
+
+ 16.0
+ 6.0
+
+
+ 33.0
+ 13.0
+ units/celts/infantry_spearman_a.xml
+
+ 14
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_b.xml b/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_b.xml
index f54efcbb2b..27fc2e7c52 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_b.xml
@@ -3,7 +3,11 @@
celtGaesata
+ The spear was the main weapon of the Celts, arming the bulk of their forces. The average Celt would only have to take up his long spear and body shield to be ready for battle. While armor was rare the rabid fighting spirit of the Celts more than made up for in vigor what was lost in protection.
+
+ celt_infantry_spearman_a
+ 15
@@ -13,6 +17,9 @@
90
+
+ 300
+ 5.03.0
@@ -20,10 +27,22 @@
7.0
+
+ 14.8
+
+
+
+ 32.0
+ 12.0
+
+ units/celts/infantry_spearman_b.xml
+
+ 13
+
structures/celt_fortress_b
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_e.xml b/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_e.xml
index 63b66aae34..276cba929c 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_infantry_spearman_e.xml
@@ -6,6 +6,9 @@
95
+
+ 350
+ 5.43.4
@@ -13,12 +16,24 @@
7.3
+
+ 15.1
+
- 17.0
- 7.0
+
+ 17.0
+ 7.0
+
+
+ 34.0
+ 14.0
+ units/celts/infantry_spearman_e.xml
+
+ 15
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_ship_merchant.xml b/binaries/data/mods/public/simulation/templates/units/celt_ship_merchant.xml
index a41c89d43d..49588c03d9 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_ship_merchant.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_ship_merchant.xml
@@ -3,6 +3,7 @@
celtCurrach
+ These very small boats were used mainly for fishing, but they were also used to transport goods and personnel. The shell is wickerwork, covered with animal hides. Now they are exclusive to Ireland. They do not have a keel, but are able to ride large ocean waves and navigate up shallow rivers. First written account was by Julius Caesar in 100 BC. There were rumours of larger hide boats, but they were not documented with any solid proof.structures/celts/merchant.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_ship_trireme.xml b/binaries/data/mods/public/simulation/templates/units/celt_ship_trireme.xml
index e19b5390f1..78ae6f4dff 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_ship_trireme.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_ship_trireme.xml
@@ -4,6 +4,8 @@
celtVenetic Ponti39
+ A massive ship that can transport soldiers far across the sea.
+ The ships of Gaul were described by Julias Caesar as: flat bottoms to ride the shallows, exceptionally high bows and sterns, hulls were made entirely of oak, the foot wide cross-timbers were fastened with iron bolts as thick as a mans thumb, sails of raw hides or thin leather, adapted for sailing treacherous and stormy waters of the north atlantic. Caesar could not injure them by ramming because they were so solidly built, and their height made it difficult to reach them with missiles or board them with grappling irons.structures/celts/trireme.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_super_cavalry_brit.xml b/binaries/data/mods/public/simulation/templates/units/celt_super_cavalry_brit.xml
index a9ef65364c..d3be6d71d0 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_super_cavalry_brit.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_super_cavalry_brit.xml
@@ -4,6 +4,8 @@
celtBrythonic Carbanto41
+ Bonus vs. Infantry. High trample damage.
+ The Britons were one of the last European peoples to use two-horse chariots in combat. They had two iron-rimmed wheels and a flat riding platform that typically carried a driver and a warrior. Useless as shock weapons against tightly packed troops, they were useful for running down individual soldiers and as a stable mount to launch javelins from. The heads of defeated opponents often adorned the chassis to show the warriors prowess.4
@@ -17,6 +19,9 @@
200
+
+ 500
+ 5.07.0
@@ -24,16 +29,21 @@
9.0
+
+ 20.0
+
- 0.0
- 45.0
- 0.0
- 30
- 12.0
- 30.0
- 1200
- 2000
+
+ 0.0
+ 45.0
+ 0.0
+ 30
+ 12.0
+ 30.0
+ 1200
+ 2000
+ units/celts/super_unit_4.xml
@@ -42,4 +52,7 @@
5.0
+
+ 17
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_super_cavalry_gaul.xml b/binaries/data/mods/public/simulation/templates/units/celt_super_cavalry_gaul.xml
index 8e55aa1156..71c3f9b8c1 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_super_cavalry_gaul.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_super_cavalry_gaul.xml
@@ -3,6 +3,8 @@
celtGallic Brihent
+ Bonus vs. Ranged Units.
+ In Gaul we know of heavy cavalry, possibly predecessors to later knights. They used a Celtic lance overhand, a good shield, and wore good armor. Vercingetorix was famous for having a number of them, but their use long precedes him. Heavy Celtic horsemen are found in graves as early as the 600s, with scale coats. Later, with the advent of mail, their armor would largely change to this. They would be experienced, aristocratic or noblemen, or their retainers equipped in kind. Each man would probably have several personal attendants. Some would be powerful noblemen, such as chiefs and kings. In battle, they would be on par with much of the best heavy cavalry in western Europe, due to superior armor, such as mail armor with additional layers of mail over the vital organs, weapons such as high-quality iron spearheads, swords, and a thong of javelins, giving them versatility, and years of experience and training. Their historical use saw them capable of breaking even well-defended positions, or acting to great effect in flanking manuevers.35
@@ -12,6 +14,9 @@
9.0
+
+ 25.5
+ units/celts/super_unit_2.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_super_infantry_brit.xml b/binaries/data/mods/public/simulation/templates/units/celt_super_infantry_brit.xml
index 2bacf2bde8..523a34d2b4 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_super_infantry_brit.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_super_infantry_brit.xml
@@ -4,6 +4,8 @@
celtBrythonic Delamokludda40
+ Bonus vs. All Spear Units (infantry and cavalry).
+ Two-handed swordsmen from Briton. These men are veteran soldiers who offer their lives in service to their Brythonic lords.35
@@ -22,16 +24,27 @@
7.0
+
+ 16.5
+
- 35.0
- 0.0
- 0.0
- 5.0
- 900
- 1500
+
+ 35.0
+ 0.0
+ 0.0
+ 5.0
+ 1500
+
+
+ 85.0
+ 3.0
+ units/celts/super_unit_3.xml
+
+ 10
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_super_infantry_gaul.xml b/binaries/data/mods/public/simulation/templates/units/celt_super_infantry_gaul.xml
index cad3dae6dd..6846a34f34 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_super_infantry_gaul.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_super_infantry_gaul.xml
@@ -3,6 +3,8 @@
celtGallic Solduri
+ Bonus vs. Spearmen and Cavalry.
+ The sword among Celts varies in reputation and commonality. Shortswords, essentially truly just long, broad-bladed daggers, were common, but cheaply made, and most likely the swords refered to as bending after a hard strike, and needing bent back into place. The iron construction of longswords, such as used here, was greatly superior, but also much more expensive. The longsword was primarily a weapon of aristocracy and experienced professional soldiers, who could either afford the weapon, have it made for them by their lord as a reward for service, passed down to them by family, or looted from the field.30
@@ -20,8 +22,14 @@
6.5
+
+ 18.0
+ units/celts/super_unit_1.xml
+
+ 15
+
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_support_female_citizen.xml b/binaries/data/mods/public/simulation/templates/units/celt_support_female_citizen.xml
index d4eea3ab08..16d8bb99d1 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_support_female_citizen.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_support_female_citizen.xml
@@ -3,19 +3,20 @@
celtBodu
+ Celtic women enjoyed many freedoms, especially compared to their Greek and Roman counterparts. Although they did not fight in battle as some believe Gallic women were quite large and very strong compared to most men. They were able to own property and were capable of gaining considerable wealth. Some noblewomen took over power when their husbands died, such as Boudicca of the Iceni. In addition, family trees were drawn up along female lines, men claiming their ancestry through female ancestors.750.5
- 10.0
- 0.0
- 0.0
- 4.0
- 0.0
- 600
- 1000
+
+ 10.0
+ 0.0
+ 0.0
+ 4.0
+ 1000
+ units/celts/female_citizen.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_support_healer.xml b/binaries/data/mods/public/simulation/templates/units/celt_support_healer.xml
index 94c2f57b1f..5281311929 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_support_healer.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_support_healer.xml
@@ -3,6 +3,7 @@
celtDruides
+ A druid may be one of many different professions; priest, historian, lawyer, judges, teachers, philosophers, poets, composers, musicians, astronomers, prophets, councillors, high craftsmen like a blacksmith, the classes of the 'men of art', and sometimes kings, chieftains, or other politicians. Druids were very hierarchal, with classes and ranks based on the length of their education and what fields they practiced. They learned their trades through mnemonics by way of poetry and songs, as writing was rarely used by Celts outside of prayers on votive objects, or lists of names for migratory records.units/celts/healer.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/celt_support_trader.xml b/binaries/data/mods/public/simulation/templates/units/celt_support_trader.xml
index 2f893abe99..f5cbb06b24 100644
--- a/binaries/data/mods/public/simulation/templates/units/celt_support_trader.xml
+++ b/binaries/data/mods/public/simulation/templates/units/celt_support_trader.xml
@@ -3,6 +3,7 @@
celtCyfnewidiwr
+ Celtic traders were known for trafficking in many different goods. These could range from metal work and iron objects to slaves. Indeed, Britain proved to be a steady supply of slaves for the Romans. In trade the Celts often received Roman weapons, armor, and tools. Celtic traders were usually land bound, traveling on foot or by animal.units/celts/trader.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_a.xml b/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_a.xml
index 4981d01ef5..7e7fdfd23e 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_a.xml
@@ -3,6 +3,9 @@
19
+
+ hele_cavalry_swordsman_e
+ 1.5
@@ -10,6 +13,9 @@
1500.3
+
+ 1060
+ 6.01.0
@@ -17,11 +23,21 @@
8.0
+
+ 20
+
- 19.0
- 4.0
- 2.0
+
+ 19.0
+ 4.0
+ 2.0
+
+
+ 57.0
+ 12.0
+ 4.0
+ units/hellenes/cavalry_swordsman_a.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_b.xml b/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_b.xml
index 7dffe02439..9502ace83e 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_b.xml
@@ -4,7 +4,11 @@
heleHyppikon18
+ Cavalry were made up of the upper class since they were the only ones who could afford the breeding and caring for horses. Initially they were missile troops who avoided close combat, throwing javelins and spears at enemy troops. Later on thanks to developments by the Macedonians they began to close with enemy troops to use their swords. As with all ancient horsemen the hyppikon did not have stirrups or a saddle.
+
+ hele_cavalry_swordsman_a
+ 28
@@ -22,13 +26,26 @@
8.4
+
+ 21
+
- 17.0
- 3.0
- 2.4
+
+ 17.0
+ 3.0
+ 2.4
+
+
+ 51.0
+ 9.0
+ 3.4
+ units/hellenes/cavalry_swordsman_b.xml
+
+ 16
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_e.xml b/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_e.xml
index 2b220bbb29..ec233b1257 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_cavalry_swordsman_e.xml
@@ -17,13 +17,26 @@
7.5
+
+ 18.75
+
- 19.0
- 7.0
- 2.0
+
+ 19.0
+ 7.0
+ 2.0
+
+
+ 57.0
+ 21.0
+ 4.0
+ units/hellenes/cavalry_swordsman_e.xml
+
+ 13
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_hero_alexander.xml b/binaries/data/mods/public/simulation/templates/units/hele_hero_alexander.xml
index e0520639b8..b4c1b226d7 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_hero_alexander.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_hero_alexander.xml
@@ -4,6 +4,8 @@
heleAlexander30
+ Hero Aura: Increased Cavalry and Super Cavalry Attack and Speed. "Herocide" attack bonus vs. enemy Heroes.
+ The most powerful hero of them all - son of Philip II, king of Macedonia (336 BC - 323 BC). After conquering the rest of the Thracians and quelling the unrest of the Greeks, Alexander embarked on a world-conquest march. Defeating the Persian forces at Granicus (334 BC), Issus (333 BC) and Gaugamela (331 BC), he became master of the Persian Empire. Entering India, he defeated king Porus at Hydaspes (326 BC), but his weary troops made him halt. Died in Babylon at the age of 33 while planning a campaign against Arabia.80
@@ -15,6 +17,9 @@
400
+
+ 1385
+ 10.07.0
@@ -22,11 +27,28 @@
7.4
+
+ 18.5
+
- 45.0
+
+ 45.0
+
+
+ 157.5
+ units/hellenes/alexander.xml
+
+ 16
+
+
+
+ 20
+ 15
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_hero_demetrius.xml b/binaries/data/mods/public/simulation/templates/units/hele_hero_demetrius.xml
index 8f04ef9b72..5d944569ad 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_hero_demetrius.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_hero_demetrius.xml
@@ -4,6 +4,8 @@
heleDemetrius29
+ Hero Aura: Increased Range and Attack for Siege Engines.
+ One of the Diadochi, king of Macedonia (294 BC - 288 BC), Demetrius was renowned as one of the bravest and most able successors of Alexander. As the son of Antigonus I Monophtalmus, he fought and won many important battles early on and was proclaimed king, along with his father, in 306 BC. Losing his Asian possessions after the battle of Ipsus, he later won the Macedonian throne. Fearing lest they should be overpowered by Demetrius, the other Diadochi united against him and defeated him.55
@@ -15,6 +17,9 @@
275
+
+ 920
+ 13.010.0
@@ -22,14 +27,32 @@
4.7
+
+ 11.75
+
- 20.0
- 24.0
- 0.0
- 7.0
+
+ 20.0
+ 24.0
+ 0.0
+ 7.0
+
+
+ 40.5
+ 48.0
+ units/hellenes/demetrius.xml
+
+ 9
+
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_hero_leonidas.xml b/binaries/data/mods/public/simulation/templates/units/hele_hero_leonidas.xml
index 9b1320380f..7ad084f05c 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_hero_leonidas.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_hero_leonidas.xml
@@ -4,6 +4,8 @@
heleLeonidas21
+ Hero Aura: Increased Spartiate and Hoplite Attack.
+ The king of Sparta, who fought and died at the battle of Thermopylae in 480 BC. He successfully blocked the way of the huge Persian army through the narrow passage with his 7000 men, until Xerxes was made aware of a secret unobstructed path. Finding the enemy at his rear, Leonidas sent home most of his troops, choosing to stay behind with 300 hand-picked hoplites and win time for the others to withdraw.
@@ -11,6 +13,9 @@
150
+
+ 990
+ 16.014.0
@@ -18,13 +23,32 @@
5.0
+
+ 12.5
+
- 20.0
- 20.0
- 0.0
+
+ 20.0
+ 20.0
+ 0.0
+
+
+ 60.0
+ 60.0
+ 0.0
+ units/hellenes/leonidas.xml
+
+ 8
+
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_hero_philip.xml b/binaries/data/mods/public/simulation/templates/units/hele_hero_philip.xml
index ea2c6a703e..c543a0b960 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_hero_philip.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_hero_philip.xml
@@ -4,6 +4,8 @@
helePhilip II31
+ Hero Aura: Increased Attack for Super Units.
+ The king of Macedonia (359 BC - 336 BC), he carried out vast monetary and military reforms in order to make his kingdom the most powerful force in the Greek world. Greatly enlarged the size of Macedonia by conquering much of Thrace and subduing the Greeks. Murdered in Aegae while planning a campaign against Persia.76
@@ -14,6 +16,9 @@
380
+
+ 1340
+ 14.011.0
@@ -21,12 +26,30 @@
6.9
+
+ 17.25
+
- 32.0
- 3.0
+
+ 32.0
+ 3.0
+
+
+ 112
+ 9.0
+ units/hellenes/philip_horse.xml
+
+ 16
+
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_hero_themistocles.xml b/binaries/data/mods/public/simulation/templates/units/hele_hero_themistocles.xml
index b7dd090cd7..1d7b24fcff 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_hero_themistocles.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_hero_themistocles.xml
@@ -4,6 +4,8 @@
heleThemistocles22
+ Hero Aura: Increased Move Speed and decreased Build Time for Warships.
+ The general whom persuaded the Athenians to invest their income from silver mines in a war navy of 200 Triremes. A key figure during the Persian Wars, he commanded the victorious Athenian navy at the decisive battle of Salamis in 479 BC. Later, he pursued an active policy against the Persians in the Aegean, thereby laying the foundations of future Athenian power. Ostracised by the Athenians, he was forced to flee to the protection of the Persians.56
@@ -14,6 +16,9 @@
280
+
+ 990
+ 16.014.0
@@ -21,12 +26,30 @@
6.0
+
+ 15.0
+
- 27.0
- 3.0
+
+ 27.0
+ 3.0
+
+
+ 67.5
+ 7.5
+ units/hellenes/themistocles.xml
+
+ 8
+
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_hero_xenophon.xml b/binaries/data/mods/public/simulation/templates/units/hele_hero_xenophon.xml
index bafa7fd585..aac84dd1fc 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_hero_xenophon.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_hero_xenophon.xml
@@ -4,6 +4,8 @@
heleXenophon23
+ Hero Aura: Increased Armour and Speed to units within his Formation. Increased Speed to Thracian Peltasts during his lifetime.
+ Xenophon (c. 430 B. C. to c. 355 B. C.) was a Greek soldier and (later) historian who was born in Athens of an oligarch family and was a student of Socrates during his youth. He was elected one of the new Greek leaders chosen to lead the army in its retreat out of Persia. Xenophon went on to fight and lead troops in numerous battles then later write numerous books on military tactics, organization and command throughout the remainder of his lifetime.56
@@ -15,6 +17,9 @@
280
+
+ 1005
+ 12.010.0
@@ -22,15 +27,29 @@
9.0
+
+ 16.0
+
- 0.0
- 60.0
- 5.0
- 28.0
- 8.0
+
+ 0.0
+ 60.0
+ 5.0
+ 28.0
+ 8.0
+ units/hellenes/xenophon.xml
+
+ 12
+
+
+
+ 20
+ 5
+
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_a.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_a.xml
index c7f574cbd9..703617f1f2 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_a.xml
@@ -3,6 +3,9 @@
10
+
+ hele_infantry_archer_e
+ 1.5
@@ -10,15 +13,23 @@
950.3
+
+ 700
+ 3.01.03.0
- 40.0
+
+ 40.0
+ units/hellenes/infantry_archer_a.xml
+
+ 13
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_b.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_b.xml
index 60b06c6db2..4bf48fb177 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_b.xml
@@ -4,7 +4,11 @@
heleToxotes9
+ 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
+ 17
@@ -22,11 +26,16 @@
6.8
+
+ 17.0
+
- 35.0
- 36.0
- 12.0
+
+ 35.0
+ 36.0
+ 12.0
+ units/hellenes/infantry_archer_b.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_e.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_e.xml
index b7fe35271d..d47d40ac9b 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_archer_e.xml
@@ -10,6 +10,9 @@
1050.4
+
+ 690
+ 4.02.0
@@ -17,11 +20,19 @@
6.7
+
+ 16.75
+
- 45.0
+
+ 45.0
+ units/hellenes/infantry_archer_e.xml
+
+ 12
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_a.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_a.xml
index 8d98c9d721..9a9b1e50ef 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_a.xml
@@ -3,6 +3,9 @@
7
+
+ hele_infantry_javelinist_e
+ 1.5
@@ -10,6 +13,9 @@
1100.3
+
+ 740
+ 3.02.0
@@ -17,11 +23,19 @@
7.2
+
+ 18.0
+
- 50.0
+
+ 50.0
+ units/hellenes/infantry_javelinist_a.xml
+
+ 13
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_b.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_b.xml
index e7346285bf..21cf18d941 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_b.xml
@@ -4,7 +4,11 @@
heleThracian Peltast6
+ Peltasts were javelinists originating in Thrace but their form of combat was widely copied by the Hellenes, 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 and skill for survival. Thracians sold their services to Hellene cities as mercenaries and added a much needed ranged and skirmishing ability to Hellenic armies.
+
+ hele_infantry_javelinist_a
+ 0
@@ -12,6 +16,9 @@
75
+
+ 590
+ 2.02.0
@@ -19,9 +26,14 @@
6.7
+
+ 16.75
+
- 36.0
+
+ 36.0
+ units/hellenes/infantry_javelinist_b.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_e.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_e.xml
index 1492c00bdb..5a024768cd 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_javelinist_e.xml
@@ -10,8 +10,13 @@
1200.4
+
+ 840
+
- 55.0
+
+ 55.0
+ units/hellenes/infantry_javelinist_e.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_a.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_a.xml
index dfc9983b51..a6abe49275 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_a.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_a.xml
@@ -3,6 +3,9 @@
4
+
+ hele_infantry_spearman_e
+ 1.5
@@ -10,6 +13,9 @@
1100.3
+
+ 520
+ 15.017.0
@@ -17,12 +23,24 @@
5.0
+
+ 12.5
+
- 6.0
- 16.0
+
+ 6.0
+ 16.0
+
+
+ 12.0
+ 32.0
+ units/hellenes/infantry_spearman_a.xml
+
+ 10
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_b.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_b.xml
index 42ee6e50d4..6c45da76bb 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_b.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_b.xml
@@ -4,13 +4,20 @@
heleHoplite3
+ Hoplites were the very symbol of Hellenistic prestige and citizenship, armed with a spear and a large round, bronze-coated shield known as an aspis. Armor was heavy, with bronze helmets and a cuirass of either bronze or linen, in addition to greaves. Hoplites fought in a tight formation called a phalanx, guarding each other with their shields while they attacked the enemy with their 2.5 meter spear or short iron sword.
+
+ hele_infantry_spearman_a
+ 755
+
+ 540
+ 5.08.0
@@ -18,11 +25,20 @@
6.1
+
+ 15.25
+
- 5.0
- 15.0
- 4.8
+
+ 5.0
+ 15.0
+ 4.8
+
+
+ 10.0
+ 30.0
+ units/hellenes/infantry_spearman_b.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_e.xml b/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_e.xml
index badf587f59..f30a86d0fc 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_e.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_infantry_spearman_e.xml
@@ -10,6 +10,9 @@
1200.4
+
+ 670
+ 13.016.0
@@ -17,10 +20,19 @@
5.4
+
+ 13.5
+
- 7.0
- 17.0
+
+ 7.0
+ 17.0
+
+
+ 14.0
+ 34.0
+ units/hellenes/infantry_spearman_e.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_helepolis.xml b/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_helepolis.xml
index 8a1caf11d7..a6b2e45413 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_helepolis.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_helepolis.xml
@@ -21,14 +21,18 @@
3.0
+
+ 3.2
+
- 0.0
- 0.0
- 200.0
- 5.0
- 900
- 1500
+
+ 0.0
+ 0.0
+ 200.0
+ 5.0
+ 1500
+ units/hellenes/mechanical_siege_ram.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_lithobolos.xml b/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_lithobolos.xml
index 894b5cb9bd..5be1989c83 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_lithobolos.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_lithobolos.xml
@@ -16,6 +16,9 @@
5.0
+
+ 5.9
+ units/hellenes/siege_rock.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_oxybeles.xml b/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_oxybeles.xml
index 2e51489c07..872ec83c44 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_oxybeles.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_mechanical_siege_oxybeles.xml
@@ -16,6 +16,9 @@
6.0
+
+ 7.0
+ units/hellenes/siege_spear.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_ship_bireme.xml b/binaries/data/mods/public/simulation/templates/units/hele_ship_bireme.xml
index ae0d7f361d..f6b2237f19 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_ship_bireme.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_ship_bireme.xml
@@ -3,9 +3,15 @@
helePentekontor
+ Pentekontors were employed from 800 BC, mostly as a light support unit in the Greek navy. After 600 BC, they were only seen in battle in very limited numbers. They were still in use by small states which could not afford a sufficient number of triremes for their navy.20.0
+
+ 30.0
+ 1200.0
+ 20.0
+ structures/hellenes/bireme.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_ship_merchant.xml b/binaries/data/mods/public/simulation/templates/units/hele_ship_merchant.xml
index 6ea9614a75..aac991fd06 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_ship_merchant.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_ship_merchant.xml
@@ -3,6 +3,7 @@
heleEmporiko Plio
+ Need Historystructures/hellenes/merchant.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_ship_trireme.xml b/binaries/data/mods/public/simulation/templates/units/hele_ship_trireme.xml
index 7200b71123..dd98c361f6 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_ship_trireme.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_ship_trireme.xml
@@ -3,9 +3,15 @@
heleTrireme
+ The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Greek city-states. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen, plus twenty sailors and fourteen marines in Greek navies. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. A Trireme travelling from Athens to Mitylene in 427BC made the 350 kilometre trip in only 24 hours, averaging eight knots (14.6 km/h). The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.14.0
+
+ 21.0
+ 1200.0
+ 20.0
+ structures/hellenes/trireme.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_ship_trireme_corinthian.xml b/binaries/data/mods/public/simulation/templates/units/hele_ship_trireme_corinthian.xml
index b8c9256ad8..0dec624997 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_ship_trireme_corinthian.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_ship_trireme_corinthian.xml
@@ -3,9 +3,15 @@
heleTrireme
+ The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Persian Empire. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.14.0
+
+ 21.0
+ 1200.0
+ 20.0
+ structures/hellenes/trireme_cor.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_super_cavalry_mace.xml b/binaries/data/mods/public/simulation/templates/units/hele_super_cavalry_mace.xml
index 3835b4d8ce..3d259d80f6 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_super_cavalry_mace.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_super_cavalry_mace.xml
@@ -4,6 +4,8 @@
heleHetairoi15
+ Bonused vs. Cavalry and Archers. Weak vs. Super Units.
+ The Heyairoi, or Companion cavalry, were a preferred general stand in Macedonian armies. Macedonian noblemen made up this elite cavalry unit, which was key to victory for Macedonian kings starting with Philip II, who increased their number from 600 to several thousand.40
@@ -12,6 +14,9 @@
45
+
+ 1135
+ 9.04.0
@@ -19,13 +24,26 @@
8.3
+
+ 20.75
+
- 11.0
- 15.0
- 0.0
+
+ 11.0
+ 15.0
+ 0.0
+
+
+ 38.5
+ 52.5
+ 0.0
+ units/hellenes/super_unit_4.xml
+
+ 14
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_super_infantry_mace.xml b/binaries/data/mods/public/simulation/templates/units/hele_super_infantry_mace.xml
index b5f57c5038..19acd56f4d 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_super_infantry_mace.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_super_infantry_mace.xml
@@ -4,6 +4,8 @@
helePezhetairoi13
+ Bonused vs. Cavalry and Infantry. Weak vs. Ranged Units. Uses the Syntagma Formation.
+ 'Foot Companions', these were the elite troops from the Macedonian phalanx, whom carried their Sarissas with both hands, the white shields being attached to their armour. The Sarissa and the new tactics they used were developed by Philip II under Theban influence. If properly protected by cavalry on both sides, the Pezhetairoi were virtually invincible to any kind of enemy unit. They were always deployed in deep formations of 16+.29
@@ -15,6 +17,9 @@
145
+
+ 580
+ 10.07.0
@@ -22,13 +27,26 @@
5.2
+
+ 13.0
+
- 15.0
- 25.0
- 7.0
+
+ 15.0
+ 25.0
+ 7.0
+
+
+ 30.5
+ 50.0
+ 7.0
+ units/hellenes/super_unit_3.xml
+
+ 10
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_super_infantry_polis.xml b/binaries/data/mods/public/simulation/templates/units/hele_super_infantry_polis.xml
index c1322598c0..2c258b17c6 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_super_infantry_polis.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_super_infantry_polis.xml
@@ -4,6 +4,8 @@
heleSpartiate12
+ Bonused vs. Melee Cavalry and Melee Infantry. Weak vs. Ranged Infantry and Ranged Cavalry. Long Train Time. Small Bonus vs. All Persian Units.
+ The Spartans had a very peculiar form of government which enabled them to be professional soldiers. It not only enabled them, but actually forced them to be superior soldiers as a small group of Spartans had to dominate an enormous number of subjects and unwilling allies. The Spartan army was superior in Hellas, and in the rest of the known world. No other army was so well trained, and had such excellent equipment. They believed that traditional training was the key to success, and for centuries they were correct, as they rarely lost a battle in spite of their small numbers. Ironic enough, this concept ended the Spartan supremacy, as the Spartan phalanx could not resist the new sloped Theban phalanx and the invading integrated Macedonian forces. The end of the Spartan power marked the decline of the domination of traditional phalanx warfare.30
@@ -15,6 +17,9 @@
150
+
+ 590
+ 16.014.0
@@ -22,13 +27,26 @@
5.0
+
+ 12.5
+
- 15.0
- 20.0
- 4.8
+
+ 15.0
+ 20.0
+ 4.8
+
+
+ 37.5
+ 50.0
+ 4.8
+ units/hellenes/super_unit_1.xml
+
+ 8
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_super_ranged_polis.xml b/binaries/data/mods/public/simulation/templates/units/hele_super_ranged_polis.xml
index b10d1369df..0cdbab4de3 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_super_ranged_polis.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_super_ranged_polis.xml
@@ -4,6 +4,8 @@
heleEkdromos14
+ Bonused vs. Support Units and Ranged Units. Weak vs. Melee Units. Fast Move Speed.
+ Ekdromos (literally: out runner) was a development of the Hoplite. Development of the Hoplite took many twists and turns based on the changing dynamics on the field of battle. Once armies began using Peltasts imported from Thrace something had to be done to counter this barrage of javelins thrown into the midst of a phalanx. The Thebans began to increase the armor of their hoplites, but the Athenians took a completely different approach and lightened the load for their infantry. The Ekdromoi would dash out from the phalanx, close with the enemy ranged units at speed, and cut them down at will. This approach also worked to harass more heavily armed troops as well, the enemy carrying too much weight to catch the vexatious Ekdromoi.26
@@ -15,6 +17,9 @@
130
+
+ 675
+ 7.09.0
@@ -22,15 +27,23 @@
9.0
+
+ 16.0
+
- 0.0
- 55.0
- 0.0
- 28.0
- 10.0
+
+ 0.0
+ 55.0
+ 0.0
+ 28.0
+ 10.0
+ units/hellenes/super_unit_2.xml
+
+ 9
+
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_support_female_citizen.xml b/binaries/data/mods/public/simulation/templates/units/hele_support_female_citizen.xml
index 8f52746a06..bbf9f3e317 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_support_female_citizen.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_support_female_citizen.xml
@@ -3,6 +3,7 @@
heleGhune
+ Greek women were kept under tight control by their husbands, rarely leaving the home for anything beyond the necessities of daily life. They could not own anything or be involved in any business or legal transaction. They acted as household cook, nurse, seamstress, and early educator to young children. Spartan women were an exception to the normal code of conduct and enjoyed many freedoms.units/hellenes/female_citizen.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_support_healer.xml b/binaries/data/mods/public/simulation/templates/units/hele_support_healer.xml
index 2a92822628..036296a24a 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_support_healer.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_support_healer.xml
@@ -3,6 +3,7 @@
heleAkaestor
+ The art of medicine was widely practised in Classical Greece. Hippocrates was the first physician to separate religion and superstition from actual medicine, and many others followed his lead.units/hellenes/healer.xml
diff --git a/binaries/data/mods/public/simulation/templates/units/hele_support_trader.xml b/binaries/data/mods/public/simulation/templates/units/hele_support_trader.xml
index ba46c47cf7..9654b5ccf7 100644
--- a/binaries/data/mods/public/simulation/templates/units/hele_support_trader.xml
+++ b/binaries/data/mods/public/simulation/templates/units/hele_support_trader.xml
@@ -3,6 +3,7 @@
heleEmporos
+ Traders were private merchants who traveled from place to place buying and selling goods. Italy, Carthage, Egypt, Cyprus, Scythia, Phoenicia, and Asia Minor were all major ports of call for Hellenistic merchants. There they bought everything from grain and dates to rugs, pottery, spices, gems, and wool, even elephants from India and slaves from Scythia.12.25
diff --git a/source/simulation2/TypeList.h b/source/simulation2/TypeList.h
index f75718c2bb..dc1ea1b725 100644
--- a/source/simulation2/TypeList.h
+++ b/source/simulation2/TypeList.h
@@ -96,6 +96,9 @@ COMPONENT(Selectable)
INTERFACE(SoundManager)
COMPONENT(SoundManager)
+INTERFACE(StatusBars)
+COMPONENT(StatusBars)
+
INTERFACE(Terrain)
COMPONENT(Terrain)
diff --git a/source/simulation2/components/CCmpStatusBars.cpp b/source/simulation2/components/CCmpStatusBars.cpp
new file mode 100644
index 0000000000..766aeea35d
--- /dev/null
+++ b/source/simulation2/components/CCmpStatusBars.cpp
@@ -0,0 +1,62 @@
+/* Copyright (C) 2010 Wildfire Games.
+ * This file is part of 0 A.D.
+ *
+ * 0 A.D. is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * 0 A.D. is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with 0 A.D. If not, see .
+ */
+
+#include "precompiled.h"
+
+#include "simulation2/system/Component.h"
+#include "ICmpStatusBars.h"
+
+class CCmpStatusBars : public ICmpStatusBars
+{
+public:
+ static void ClassInit(CComponentManager& UNUSED(componentManager))
+ {
+ }
+
+ DEFAULT_COMPONENT_ALLOCATOR(StatusBars)
+
+ /*
+ * TODO: this all needs to be designed and implemented
+ */
+
+ static std::string GetSchema()
+ {
+ return
+ ""
+ ""
+ "";
+ }
+
+ virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
+ {
+ }
+
+ virtual void Deinit(const CSimContext& UNUSED(context))
+ {
+ }
+
+ virtual void Serialize(ISerializer& UNUSED(serialize))
+ {
+ }
+
+ virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
+ {
+ Init(context, paramNode);
+ }
+};
+
+REGISTER_COMPONENT_TYPE(StatusBars)
diff --git a/source/simulation2/components/CCmpUnitMotion.cpp b/source/simulation2/components/CCmpUnitMotion.cpp
index 690d104832..890b495027 100644
--- a/source/simulation2/components/CCmpUnitMotion.cpp
+++ b/source/simulation2/components/CCmpUnitMotion.cpp
@@ -88,9 +88,24 @@ public:
""
""
""
- "";
+ ""
+ ""
+ ""
+ ""
+ ""
+ ""
+ ""
+ ""
+ ""
+ ""
+ ""
+ "";
}
+ /*
+ * TODO: the running/charging thing needs to be designed and implemented
+ */
+
virtual void Init(const CSimContext& context, const CParamNode& paramNode)
{
m_HasTarget = false;
diff --git a/source/simulation2/components/ICmpStatusBars.cpp b/source/simulation2/components/ICmpStatusBars.cpp
new file mode 100644
index 0000000000..72fb4410e5
--- /dev/null
+++ b/source/simulation2/components/ICmpStatusBars.cpp
@@ -0,0 +1,25 @@
+/* Copyright (C) 2010 Wildfire Games.
+ * This file is part of 0 A.D.
+ *
+ * 0 A.D. is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * 0 A.D. is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with 0 A.D. If not, see .
+ */
+
+#include "precompiled.h"
+
+#include "ICmpStatusBars.h"
+
+#include "simulation2/system/InterfaceScripted.h"
+
+BEGIN_INTERFACE_WRAPPER(StatusBars)
+END_INTERFACE_WRAPPER(StatusBars)
diff --git a/source/simulation2/components/ICmpStatusBars.h b/source/simulation2/components/ICmpStatusBars.h
new file mode 100644
index 0000000000..f49d38c8d3
--- /dev/null
+++ b/source/simulation2/components/ICmpStatusBars.h
@@ -0,0 +1,32 @@
+/* Copyright (C) 2010 Wildfire Games.
+ * This file is part of 0 A.D.
+ *
+ * 0 A.D. is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * 0 A.D. is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with 0 A.D. If not, see .
+ */
+
+#ifndef INCLUDED_ICMPSTATUSBARS
+#define INCLUDED_ICMPSTATUSBARS
+
+#include "simulation2/system/Interface.h"
+
+/**
+ * Health/stamina status bar renderer.
+ */
+class ICmpStatusBars : public IComponent
+{
+public:
+ DECLARE_INTERFACE_TYPE(StatusBars)
+};
+
+#endif // INCLUDED_ICMPSTATUSBARS
diff --git a/source/tools/entconvert/entconvert.pl b/source/tools/entconvert/entconvert.pl
index 086bb62ebf..f11ef0718c 100644
--- a/source/tools/entconvert/entconvert.pl
+++ b/source/tools/entconvert/entconvert.pl
@@ -97,18 +97,62 @@ sub convert {
[Specific => 'SpecificName'],
[Icon => 'IconSheet'],
[Icon_Cell => 'IconCell'],
+ [Rollover => 'Rollover'],
+ [Tooltip => 'Tooltip'],
+ [History => 'History'],
);
for my $m (@map) {
$out .= qq{$i$i<$m->[1]>$data->{Traits}[0]{Id}[0]{$m->[0]}[0]$m->[1]>\n} if $data->{Traits}[0]{Id}[0]{$m->[0]};
}
- for my $k (keys %{$data->{Traits}[0]{Id}[0]}) {
- next if $k =~ /^(Civ)$/; # we do civ based on the filename instead, since it's more reliable
- next if $k =~ /^(Tooltip|History|Internal_Only|Classes|Rollover|Civ_Code)$/; # TODO: convert these somehow
- warn "Unrecognised field <$k>" unless grep $_->[0] eq $k, @map;
+
+ my @classes = split /,\s*/, ($data->{Traits}[0]{Id}[0]{Classes}[0] || '');
+
+ @classes = grep /^(Foot|Mounted|Mechanical|Organic|Civic|Economic|City|Village|Town|Bow|Javelin|Spear|Sword|Hero)$/, @classes;
+ # most of the others are useless so don't bother with them
+
+ if (@classes) {
+ $out .= qq{$i$i@classes\n};
}
+
$out .= qq{$i\n};
}
+ if ($data->{Traits}[0]{Promotion}) {
+ $out .= qq{$i\n};
+ $out .= qq{$i$i$data->{Traits}[0]{Promotion}[0]{Entity}[0]\n} if $data->{Traits}[0]{Promotion}[0]{Entity};
+ $out .= qq{$i$i$data->{Traits}[0]{Promotion}[0]{Req}[0]\n} if $data->{Traits}[0]{Promotion}[0]{Req};
+ $out .= qq{$i\n};
+ }
+
+ if ($data->{Traits}[0]{Anchor}) {
+ $out .= qq{$i\n};
+ $out .= qq{$i$itrue\n} if $data->{Traits}[0]{Anchor}[0]{Type} and $data->{Traits}[0]{Anchor}[0]{Type}[0] eq 'Water';
+ $out .= qq{$i$ipitch-roll\n} if $data->{Traits}[0]{Anchor}[0]{ConformX} and $name ne 'template_unit_cavalry';
+ $out .= qq{$i$ipitch\n} if $name eq 'template_unit_cavalry';
+ $out .= qq{$i\n};
+ }
+
+ if ($name eq 'template_structure_gaia_settlement') {
+ $out .= qq{$i\n};
+ }
+
+ if ($data->{Traits}[0]{Creation}[0]{BuildingLimitCategory} or $data->{Traits}[0]{Creation}[0]{TerritoryRestriction}) {
+ $out .= qq{$i\n};
+ if ($name eq 'template_structure') {
+ $out .= qq{$i$istandard\n};
+ }
+ if ($data->{Traits}[0]{Creation}[0]{Socket}) {
+ $out .= qq{$i$isettlement\n};
+ }
+ if ($data->{Traits}[0]{Creation}[0]{TerritoryRestriction}) {
+ $out .= qq{$i$i\L$data->{Traits}[0]{Creation}[0]{TerritoryRestriction}[0]\E\n};
+ }
+ if ($data->{Traits}[0]{Creation}[0]{BuildingLimitCategory}) {
+ $out .= qq{$i$i$data->{Traits}[0]{Creation}[0]{BuildingLimitCategory}[0]\n};
+ }
+ $out .= qq{$i\n};
+ }
+
if ($data->{Traits}[0]{MiniMap}) {
$out .= qq{$i\n};
$out .= qq{$i$i}.lc($data->{Traits}[0]{MiniMap}[0]{Type}[0]).qq{\n}
@@ -125,7 +169,9 @@ sub convert {
}
if ($name eq 'template_unit') {
- $out .= qq{$i\n};
+ $out .= qq{$i\n};
+ $out .= qq{$i$ipassive\n};
+ $out .= qq{$i\n};
$out .= qq{$i\n};
$out .= qq{$i$i1\n};
$out .= qq{$i$i\n};
@@ -137,6 +183,12 @@ sub convert {
$out .= qq{$i\n};
}
+ if ($data->{Traits}[0]{Ai}) {
+ $out .= qq{$i\n};
+ $out .= qq{$i$i\L$data->{Traits}[0]{Ai}[0]{Behaviour}[0]\E\n};
+ $out .= qq{$i\n};
+ }
+
if ($data->{Traits}[0]{Population} or $data->{Traits}[0]{Creation}[0]{Resource} or $data->{Traits}[0]{Creation}[0]{Time}) {
$out .= qq{$i\n};
$out .= qq{$i$i$data->{Traits}[0]{Population}[0]{Rem}[0]\n} if defined $data->{Traits}[0]{Population}[0]{Rem}
@@ -153,6 +205,18 @@ sub convert {
$out .= qq{$i\n};
}
+ if ($data->{Traits}[0]{Loot}) {
+ $out .= qq{$i\n};
+ for (qw(Xp Food Wood Stone Metal)) {
+ $out .= qq{$i$i<\L$_\E>}.int($data->{Traits}[0]{Loot}[0]{$_}[0]).qq{\L$_\E>\n} if $data->{Traits}[0]{Loot}[0]{$_};
+ }
+ $out .= qq{$i\n};
+ }
+
+ if ($data->{Actions}[0]{Loot}) {
+ $out .= qq{$i\n};
+ }
+
if ($data->{Traits}[0]{Supply} and $name =~ /template_gaia/) {
$out .= qq{$i\n};
}
@@ -187,15 +251,24 @@ sub convert {
$out .= qq{$i\n};
}
- if ($data->{Traits}[0]{Health}) {
+ if ($data->{Traits}[0]{Health} or $name eq 'template_unit_mechanical') {
$out .= qq{$i\n};
$out .= qq{$i$icorpse\n} if $name eq 'template_unit';
$out .= qq{$i$ivanish\n} if $name =~ /^(template_structure|other\/fence_(long|short))$/;
$out .= qq{$i$i$data->{Traits}[0]{Health}[0]{Max}[0]\n} if $data->{Traits}[0]{Health}[0]{Max};
$out .= qq{$i$i$data->{Traits}[0]{Health}[0]{RegenRate}[0]\n} if $data->{Traits}[0]{Health}[0]{RegenRate};
+ $out .= qq{$i$itrue\n} if $data->{Traits}[0]{Health}[0]{Healable};
+ $out .= qq{$i$itrue\n} if $data->{Traits}[0]{Health}[0]{Repairable};
+ $out .= qq{$i$ifalse\n$i$itrue\n} if $name eq 'template_unit_mechanical';
$out .= qq{$i\n};
}
+ if ($data->{Traits}[0]{Stamina} and $name !~ /^(template_entity|template_unit|template_unit_mechanical_ship)$/) {
+ $out .= qq{$i\n};
+ $out .= qq{$i$i}.int($data->{Traits}[0]{Stamina}[0]{Max}[0]).qq{\n};
+ $out .= qq{$i\n};
+ }
+
if ($data->{Traits}[0]{Armour}) {
$out .= qq{$i\n};
for my $n (qw(Hack Pierce Crush)) {
@@ -207,35 +280,75 @@ sub convert {
if ($data->{Actions}[0]{Move}) {
$out .= qq{$i\n};
$out .= qq{$i$i$data->{Actions}[0]{Move}[0]{Speed}[0]\n} if $data->{Actions}[0]{Move}[0]{Speed};
+ if ($data->{Actions}[0]{Move}[0]{Run}) {
+ $out .= qq{$i$i\n};
+ $out .= qq{$i$i$i$data->{Actions}[0]{Move}[0]{Run}[0]{Speed}[0]\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{Speed};
+ $out .= qq{$i$i$i$data->{Actions}[0]{Move}[0]{Run}[0]{Range}[0]\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{Range};
+ $out .= qq{$i$i$i$data->{Actions}[0]{Move}[0]{Run}[0]{RangeMin}[0]\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{RangeMin};
+ $out .= qq{$i$i$i$data->{Actions}[0]{Move}[0]{Run}[0]{RegenRate}[0]\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{RegenRate};
+ $out .= qq{$i$i$i$data->{Actions}[0]{Move}[0]{Run}[0]{DecayRate}[0]\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{DecayRate};
+ $out .= qq{$i$i\n};
+ }
$out .= qq{$i\n};
}
- die if $data->{Actions}[0]{Attack}[0]{Melee} and $data->{Actions}[0]{Attack}[0]{Ranged}; # only allow one at once
- my $attack = $data->{Actions}[0]{Attack}[0]{Melee} || $data->{Actions}[0]{Attack}[0]{Ranged};
- if ($attack) {
+ if ($data->{Actions}[0]{Attack}) {
$out .= qq{$i\n};
- for my $n (qw(Hack Pierce Crush Range MinRange ProjectileSpeed)) {
- my $e = $n;
- $e = 'MaxRange' if $e eq 'Range';
- $out .= qq{$i$i<$e>$attack->[0]{$n}[0]$e>\n} if $attack->[0]{$n};
- $out .= qq{$i$i<$e>0.0$e>\n} if $n eq 'MinRange' and
- $name =~ /^(template_unit_(cavalry_melee|hero|infantry_melee|mechanical_siege_(ballista|onager|ram)|super_(cavalry|infantry))|units\/celt_support_female_citizen)$/;
- }
- if ($attack->[0]{Speed}) {
- my $s = $attack->[0]{Speed}[0];
- # TODO: are these values sane?
- if ($s eq '1000') {
- $out .= qq{$i$i600\n};
- $out .= qq{$i$i1000\n};
- } elsif ($s eq '1500' or $s eq '1520' or $s eq '1510') {
- $out .= qq{$i$i900\n};
- $out .= qq{$i$i1500\n};
- } elsif ($s eq '2000') {
- $out .= qq{$i$i1200\n};
- $out .= qq{$i$i2000\n};
- } else {
- die $s;
+ if ($data->{Actions}[0]{Attack}[0]{Melee}) {
+ $out .= qq{$i$i\n};
+ for my $n (qw(Hack Pierce Crush Range MinRange ProjectileSpeed)) {
+ my $e = $n;
+ $e = 'MaxRange' if $e eq 'Range';
+ $out .= qq{$i$i$i<$e>$data->{Actions}[0]{Attack}[0]{Melee}[0]{$n}[0]$e>\n} if $data->{Actions}[0]{Attack}[0]{Melee}[0]{$n};
+ #$out .= qq{$i$i$i<$e>0.0$e>\n} if $n eq 'MinRange' and
+ # $name =~ /^(template_unit_(cavalry_melee|hero|infantry_melee|mechanical_siege_(ballista|onager|ram)|super_(cavalry|infantry))|units\/celt_support_female_citizen)$/;
}
+ if ($data->{Actions}[0]{Attack}[0]{Melee}[0]{Speed}) {
+ my $s = $data->{Actions}[0]{Attack}[0]{Melee}[0]{Speed}[0];
+ if ($s eq '1000') {
+ $out .= qq{$i$i$i1000\n};
+ } elsif ($s eq '1500') {
+ $out .= qq{$i$i$i1500\n};
+ } else {
+ die $s;
+ }
+ }
+ $out .= qq{$i$i\n};
+ }
+ if ($data->{Actions}[0]{Attack}[0]{Ranged}) {
+ $out .= qq{$i$i\n};
+ for my $n (qw(Hack Pierce Crush Range MinRange ProjectileSpeed)) {
+ my $e = $n;
+ $e = 'MaxRange' if $e eq 'Range';
+ $out .= qq{$i$i$i<$e>$data->{Actions}[0]{Attack}[0]{Ranged}[0]{$n}[0]$e>\n} if $data->{Actions}[0]{Attack}[0]{Ranged}[0]{$n};
+ $out .= qq{$i$i$i<$e>0.0$e>\n} if $n eq 'MinRange' and $name =~ /^(template_unit_(mechanical_siege_(ballista|onager)))$/;
+ }
+ if ($data->{Actions}[0]{Attack}[0]{Ranged}[0]{Speed}) {
+ my $s = $data->{Actions}[0]{Attack}[0]{Ranged}[0]{Speed}[0];
+ if ($s eq '1000') {
+ $out .= qq{$i$i$i600\n};
+ $out .= qq{$i$i$i1000\n};
+ } elsif ($s eq '1500' or $s eq '1520' or $s eq '1510') {
+ $out .= qq{$i$i$i900\n};
+ $out .= qq{$i$i$i1500\n};
+ } elsif ($s eq '2000') {
+ $out .= qq{$i$i$i1200\n};
+ $out .= qq{$i$i$i2000\n};
+ } else {
+ die $s;
+ }
+ }
+ $out .= qq{$i$i\n};
+ }
+ if ($data->{Actions}[0]{Attack}[0]{Charge}) {
+ $out .= qq{$i$i\n};
+ for my $n (qw(Hack Pierce Crush Range MinRange ProjectileSpeed)) {
+ my $e = $n;
+ $e = 'MaxRange' if $e eq 'Range';
+ $out .= qq{$i$i$i<$e>$data->{Actions}[0]{Attack}[0]{Charge}[0]{$n}[0]$e>\n} if $data->{Actions}[0]{Attack}[0]{Charge}[0]{$n};
+ $out .= qq{$i$i$i<$e>0.0$e>\n} if $n eq 'MinRange' and $name =~ /^(template_unit_(cavalry_melee|hero|infantry_melee|super_cavalry|super_infantry|mechanical_ship|mechanical_siege_ram))$/;
+ }
+ $out .= qq{$i$i\n};
}
$out .= qq{$i\n};
}
@@ -253,6 +366,12 @@ sub convert {
$out .= qq{$i\n};
}
+ if ($data->{Traits}[0]{Display}) {
+ $out .= qq{$i\n};
+ $out .= qq{$i$i$data->{Traits}[0]{Display}[0]{Bars}[0]{Offset}[0]\n};
+ $out .= qq{$i\n};
+ }
+
if ($data->{Traits}[0]{Footprint}) {
my $r = '';
$r = ' replace=""' if $data->{Parent} and
@@ -291,6 +410,15 @@ sub convert {
$out .= qq{$i\n};
}
+ if ($data->{Traits}[0]{Vision} and $name ne 'template_entity') {
+ $out .= qq{$i\n};
+ $out .= qq{$i$i}.int($data->{Traits}[0]{Vision}[0]{Los}[0]).qq{\n} if $data->{Traits}[0]{Vision}[0]{Los};
+ $out .= qq{$i$itrue\n} if $data->{Traits}[0]{Vision}[0]{Permanent};
+ $out .= qq{$i$itrue\n} if $name =~ /^other\/fence_(long|short)$/;
+ $out .= qq{$i$ifalse\n} if $name =~ /^(template_unit)$/;
+ $out .= qq{$i\n};
+ }
+
if ($data->{Actions}[0]{Create}[0]{List}[0]{StructCiv} or $data->{Actions}[0]{Create}[0]{List}[0]{StructMil}) {
$out .= qq{$i\n};
$out .= qq{$i$i1.0\n} if $data->{Actions}[0]{Build};
@@ -316,6 +444,46 @@ sub convert {
$out .= qq{$i\n};
}
+ if ($data->{Traits}[0]{Garrison}) {
+ $out .= qq{$i\n};
+ $out .= qq{$i$i$data->{Traits}[0]{Garrison}[0]{Max}[0]\n};
+ $out .= qq{$i\n};
+ }
+
+ # Auras:
+ # Trample -> ignore
+ # Dropsite -> special
+ # Infidelity -> ok
+ # Allure -> ok
+ # Heal -> ok
+ # Fear -> ok
+ # Courage -> ok
+ if ($data->{Traits}[0]{Auras}[0]{Dropsite}) {
+ $out .= qq{$i\n};
+ $out .= qq{$i$i$data->{Traits}[0]{Auras}[0]{Dropsite}[0]{Radius}[0]\n};
+ my @r;
+ for (qw(Food Wood Stone Metal)) {
+ push @r, lc $_ if $data->{Traits}[0]{Auras}[0]{Dropsite}[0]{Types}[0]{$_};
+ }
+ $out .= qq{$i$i@r\n};
+ $out .= qq{$i\n};
+ } elsif ($data->{Traits}[0]{Auras}) {
+ my @as = keys %{$data->{Traits}[0]{Auras}[0]};
+ @as = grep $_ ne 'Trample', @as;
+ if (@as) {
+ $out .= qq{$i\n};
+ for my $a (@as) {
+ $out .= qq{$i$i<$a>\n};
+ $out .= qq{$i$i$i$data->{Traits}[0]{Auras}[0]{$a}[0]{Radius}[0]\n};
+ $out .= qq{$i$i$i$data->{Traits}[0]{Auras}[0]{$a}[0]{Bonus}[0]\n} if $data->{Traits}[0]{Auras}[0]{$a}[0]{Bonus};
+ $out .= qq{$i$i$i\n} if $data->{Traits}[0]{Auras}[0]{$a}[0]{Time};
+ $out .= qq{$i$i$i$data->{Traits}[0]{Auras}[0]{$a}[0]{Speed}[0]\n} if $data->{Traits}[0]{Auras}[0]{$a}[0]{Speed};
+ $out .= qq{$i$i$a>\n};
+ }
+ $out .= qq{$i\n};
+ }
+ }
+
if ($data->{SoundGroups}) {
$out .= qq{$i\n};
$out .= qq{$i$i\n};
diff --git a/source/tools/entconvert/oldformat.rnc b/source/tools/entconvert/oldformat.rnc
index 0ca8a0bc5d..7f7337db36 100644
--- a/source/tools/entconvert/oldformat.rnc
+++ b/source/tools/entconvert/oldformat.rnc
@@ -10,14 +10,14 @@ element Entity {
element Specific { text }? & # ok
element Icon { text }? & # ok
element Icon_Cell { xsd:integer }? & # ok
- element Classes { text }? & # TODO
- element Rollover { text }? & # TODO
- element Tooltip { text }? & # TODO
- element History { text }? & # TODO
+ element Classes { text }? & # ok
+ element Rollover { text }? & # ok
+ element Tooltip { text }? & # ok
+ element History { text }? & # ok
element Civ { text }? & # ok
element Civ_Code { text }? # ignore
}? &
- element IsTerritoryCentre { "true" }? & # TODO
+ element IsTerritoryCentre { "true" }? & # ok
element Audio {
element Path { text } # ignore
}? &
@@ -34,14 +34,14 @@ element Entity {
element Food { xsd:integer }? & # ok
element Stone { xsd:integer }? # ok
}? &
- element Socket { "Settlement" }? & # TODO
- element BuildingLimitCategory { text }? & # TODO
- element TerritoryRestriction { "All" | "Allied" }? # TODO
+ element Socket { "Settlement" }? & # ok
+ element BuildingLimitCategory { text }? & # ok
+ element TerritoryRestriction { "All" | "Allied" }? # ok
}? &
element Anchor {
- element Type { "Ground" | "Water" }?, # TODO
- element ConformX { xsd:decimal }?, # TODO
- element ConformZ { xsd:decimal }? # TODO
+ element Type { "Ground" | "Water" }?, # ok
+ element ConformX { xsd:decimal }?, # ok
+ element ConformZ { xsd:decimal }? # ok
}? &
element Footprint {
element Radius { xsd:decimal }?, # ok
@@ -50,15 +50,15 @@ element Entity {
element Height { xsd:decimal } # ok
}? &
element Garrison {
- element Max { xsd:integer } # TODO
+ element Max { xsd:integer } # ok
}? &
element Health {
element Max { xsd:integer }?, # ok
element RegenRate { xsd:decimal }?, # ok
- element BarHeight { xsd:decimal }?, # TODO
- element Bar_Size { xsd:integer }?, # TODO
- element Repairable { empty }?, # TODO
- element Healable { empty }? # TODO
+ element BarHeight { xsd:decimal }?, # ignore
+ element Bar_Size { xsd:integer }?, # ignore
+ element Repairable { empty }?, # ok
+ element Healable { empty }? # ok
}? &
element Armour {
element Hack { xsd:decimal }?, # ok
@@ -66,15 +66,15 @@ element Entity {
element Crush { xsd:decimal }? # ok
}? &
element Stamina {
- element Max { xsd:decimal }?, # TODO
- element BarHeight { xsd:decimal }?, # TODO
- element Bar_Size { xsd:integer }? # TODO
+ element Max { xsd:decimal }?, # ok
+ element BarHeight { xsd:decimal }?, # ignore
+ element Bar_Size { xsd:integer }? # ignore
}? &
element Rank {
- element Height { xsd:decimal } # TODO
+ element Height { xsd:decimal } # ignore
}? &
element Ai {
- element Behaviour { "Aggressive" | "Violent" | "Skittish" | "Passive" | "Defensive" } # TODO
+ element Behaviour { "Aggressive" | "Violent" | "Skittish" | "Passive" | "Defensive" } # ok
}? &
element MiniMap {
element Type { text }, # ok
@@ -83,8 +83,8 @@ element Entity {
element Blue { xsd:integer }? # ok
}? &
element Vision {
- element Los { xsd:decimal }?, # TODO
- element Permanent { xsd:boolean }? # TODO
+ element Los { xsd:decimal }?, # ok
+ element Permanent { xsd:boolean }? # ok
}? &
element Supply {
element Max { xsd:integer }, # ok
@@ -92,23 +92,15 @@ element Entity {
element SubType { text }? # ok
}? &
element Loot {
- element Xp { xsd:integer }?, # TODO
- element Food { xsd:decimal }?, # TODO
- element Wood { xsd:decimal }?, # TODO
- element Stone { xsd:integer }?, # TODO
- element Metal { xsd:integer }? # TODO
+ element Xp { xsd:integer }?, # ok
+ element Food { xsd:decimal }?, # ok
+ element Wood { xsd:decimal }?, # ok
+ element Stone { xsd:integer }?, # ok
+ element Metal { xsd:integer }? # ok
}? &
- element Auras { # TODO
- element (Dropsite | Infidelity | Allure | Trample | Heal | Fear | Courage) {
+ element Auras { # ok
+ element Dropsite {
element Radius { xsd:decimal }? &
- element Bonus { xsd:integer }? &
- element Rate { xsd:integer }? &
- element Time { xsd:integer }? &
- element Speed { xsd:integer }? &
- element Duration { xsd:integer }? &
- element Crush { xsd:decimal }? &
- element Hack { xsd:decimal }? &
- element Pierce { xsd:decimal }? &
element Types {
element Food { empty }?,
element Wood { empty }?,
@@ -119,9 +111,32 @@ element Entity {
element g { xsd:decimal }? &
element b { xsd:decimal }? &
element a { xsd:decimal }?
- }+
+ }? &
+ element Trample {
+ element Radius { xsd:decimal }? &
+ element Speed { xsd:integer }? &
+ element Duration { xsd:integer }? &
+ element Crush { xsd:decimal }? &
+ element Hack { xsd:decimal }? &
+ element Pierce { xsd:decimal }? &
+ element r { xsd:decimal }? &
+ element g { xsd:decimal }? &
+ element b { xsd:decimal }? &
+ element a { xsd:decimal }?
+ }? &
+ element (Infidelity | Allure | Heal | Fear | Courage) {
+ element Radius { xsd:decimal }? &
+ element Bonus { xsd:integer }? &
+ element Rate { xsd:integer }? &
+ element Time { xsd:integer }? &
+ element Speed { xsd:integer }? &
+ element r { xsd:decimal }? &
+ element g { xsd:decimal }? &
+ element b { xsd:decimal }? &
+ element a { xsd:decimal }?
+ }*
}? &
- element Display { # TODO
+ element Display { # ok
element Bars {
element Enabled { xsd:boolean },
element Offset { xsd:decimal },
@@ -129,11 +144,11 @@ element Entity {
element Height { xsd:decimal }
}
}? &
- element Promotion { # TODO
- element Entity { text }?,
- element Req { xsd:integer }?
+ element Promotion {
+ element Entity { text }?, # ok
+ element Req { xsd:integer }? # ok
}? &
- element Formation { # TODO
+ element Formation { # ignore
element Category { "Melee" },
element Curr { "Loose" },
element List {
@@ -143,9 +158,9 @@ element Entity {
}?,
element Actions {
element Attack {
- element Hack { xsd:decimal }?, # TODO
- element Pierce { xsd:decimal }?, # TODO
- element Crush { xsd:decimal }?, # TODO
+ element Hack { xsd:decimal }?, # ignore
+ element Pierce { xsd:decimal }?, # ignore
+ element Crush { xsd:decimal }?, # ignore
element Ranged {
(element Hack { xsd:decimal }? & # ok
element Pierce { xsd:decimal }? & # ok
@@ -163,13 +178,13 @@ element Entity {
element RangeMin { xsd:decimal }?, # ok
element Speed { xsd:integer }? # ok
}?,
- element Charge { # TODO
- element Hack { xsd:decimal }?,
- element Pierce { xsd:decimal }?,
- element Crush { xsd:decimal }?,
- element Range { xsd:decimal }?,
- element RangeMin { xsd:decimal }?,
- element Speed { xsd:integer }?
+ element Charge {
+ element Hack { xsd:decimal }?, # ok
+ element Pierce { xsd:decimal }?, # ok
+ element Crush { xsd:decimal }?, # ok
+ element Range { xsd:decimal }?, # ok
+ element RangeMin { xsd:decimal }?, # ok
+ element Speed { xsd:integer }? # ok
}?
}? &
element Create {
@@ -184,37 +199,37 @@ element Entity {
element * { empty }+ # ok
}?,
element Research {
- element * { empty }* # TODO
+ element * { empty }* # ignore
}?
}?,
- element Speed { xsd:integer }?, # TODO
- element Rally { empty }? # TODO
+ element Speed { xsd:integer }?, # ignore
+ element Rally { empty }? # ignore
}? &
- element Explore { empty }? & # TODO
- element Patrol { empty }? & # TODO
+ element Explore { empty }? & # ignore
+ element Patrol { empty }? & # ignore
element Escort {
- element Distance { xsd:decimal } # TODO
+ element Distance { xsd:decimal } # ignore
}? &
- element Barter {
+ element Barter { # ignore
element List {
- element Food { empty }, # TODO
- element Wood { empty }, # TODO
- element Stone { empty }, # TODO
- element Metal { empty } # TODO
+ element Food { empty },
+ element Wood { empty },
+ element Stone { empty },
+ element Metal { empty }
}
}? &
element Move {
element Speed { xsd:decimal }, # ok
- element Speed_Curr { empty }?, # TODO
- element TurningRadius { xsd:decimal }?, # TODO
+ element Speed_Curr { empty }?, # ignore
+ element TurningRadius { xsd:decimal }?, # ignore
element Run {
- element Speed { xsd:decimal } & # TODO
- element Range { xsd:decimal }? & # TODO
- element RangeMin { xsd:decimal }? & # TODO
- element RegenRate { xsd:decimal }? & # TODO
- element DecayRate { xsd:decimal }? # TODO
+ element Speed { xsd:decimal } & # ok
+ element Range { xsd:decimal }? & # ok
+ element RangeMin { xsd:decimal }? & # ok
+ element RegenRate { xsd:decimal }? & # ok
+ element DecayRate { xsd:decimal }? # ok
}?,
- element PassThroughAllies { "true" }? # TODO
+ element PassThroughAllies { "true" }? # ignore
}? &
element Gather {
element Resource {
@@ -228,28 +243,28 @@ element Entity {
element Metal { xsd:decimal }? & # ok
element Stone { xsd:decimal }? # ok
}?,
- element AffectedByAllure { "true" }?, # TODO
- element Range { xsd:decimal }?, # TODO
+ element AffectedByAllure { "true" }?, # ignore
+ element Range { xsd:decimal }?, # ignore
element Speed { xsd:integer } # ok
}? &
element Repair {
- element Rate { xsd:decimal }, # TODO
- element Speed { xsd:integer } # TODO
+ element Rate { xsd:decimal }, # ignore
+ element Speed { xsd:integer } # ignore
}? &
element Build {
- element Rate { xsd:decimal }, # TODO
- element Speed { xsd:integer } # TODO
+ element Rate { xsd:decimal }, # ignore
+ element Speed { xsd:integer } # ignore
}? &
element Loot {
- element Resources { empty }?, # TODO
- element Xp { empty }? # TODO
+ element Resources { empty }?, # ok
+ element Xp { empty }? # ok
}? &
- element TownBell { empty }? # TODO
+ element TownBell { empty }? # ignore
}?,
element Actor { text }?, # ok
element SoundGroups {
element (Walk|Run|Melee|Death|Build|Gather_Fruit|Gather_Grain|Gather_Wood|Gather_Stone|Gather_Metal) { text }+ # ok
}?,
- element Script { attribute File { text } }?, # TODO
- element Event { attribute On { text }, attribute Function { text } }* # TODO
+ element Script { attribute File { text } }?, # ignore
+ element Event { attribute On { text }, attribute Function { text } }* # ignore
}