Added generic stone rubbles for sizes 4x2, 4x4, 4x6, 5x5 and 6x4 with AO and their respective destruct decals.

Modified several templates to spawn its correct rubble on death.

This was SVN commit r12985.
This commit is contained in:
Enrique
2012-12-12 19:06:58 +00:00
parent 683ce0a176
commit dd69fac774
70 changed files with 1813 additions and 1572 deletions
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_destruct_4x2">
<decal angle="180" depth="17" offsetx="0" offsetz="0" width="28"/>
<textures>
<texture file="props/decal_destruct_llong.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_destruct_4x4">
<decal angle="0" depth="30" offsetx="0" offsetz="0" width="30"/>
<textures>
<texture file="props/decal_destruct_medium.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_destruct_4x6">
<decal angle="90" depth="26" offsetx="0" offsetz="0" width="40"/>
<textures>
<texture file="props/decal_destruct_llong.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_destruct_5x5">
<decal angle="0" depth="38" offsetx="0" offsetz="0" width="38"/>
<textures>
<texture file="props/decal_destruct_medium.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_destruct_6x4">
<decal angle="0" depth="-32" offsetx="0" offsetz="0" width="41"/>
<textures>
<texture file="props/decal_destruct_long_big.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="stone rubble 4x2">
<mesh>props/rubble_stone_4x2.dae</mesh>
<props>
<prop actor="particle/flame.xml" attachpoint="flame1"/>
<prop actor="particle/smoke.xml" attachpoint="flame1"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_4x2.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/rubble_stone_4x2_AO.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="stone rubble 4x4">
<mesh>props/rubble_stone_4x4.dae</mesh>
<props>
<prop actor="particle/flame.xml" attachpoint="flame1"/>
<prop actor="particle/smoke.xml" attachpoint="flame1"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_4x4.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/rubble_stone_4x4_AO.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="stone rubble 4x6">
<mesh>props/rubble_stone_4x6.dae</mesh>
<props>
<prop actor="particle/flame.xml" attachpoint="flame1"/>
<prop actor="particle/smoke.xml" attachpoint="flame1"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_4x6.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/rubble_stone_4x6_AO.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="stone rubble 5x5">
<mesh>props/rubble_stone_5x5.dae</mesh>
<props>
<prop actor="particle/flame.xml" attachpoint="flame1"/>
<prop actor="particle/smoke.xml" attachpoint="flame1"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_5x5.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/rubble_stone_5x5_AO.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="stone rubble 6x4">
<mesh>props/rubble_stone_6x4.dae</mesh>
<props>
<prop actor="particle/flame.xml" attachpoint="flame1"/>
<prop actor="particle/smoke.xml" attachpoint="flame1"/>
<prop actor="particle/flame_jav.xml" attachpoint="flame2"/>
<prop actor="particle/smoke_jav.xml" attachpoint="flame2"/>
<prop actor="props/structures/decals/destruct_6x4.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/rubble_stone_6x4_AO.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>
@@ -1,49 +1,53 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Cost>
<BuildTime>200</BuildTime>
<Resources>
<food>0</food>
<wood>0</wood>
<stone>200</stone>
<metal>100</metal>
</Resources>
</Cost>
<Footprint>
<Square width="24.0" depth="26.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2000</Max>
</Health>
<Identity>
<Civ>cart</Civ>
<GenericName>Sacrificial Temple</GenericName>
<SpecificName>Tophet</SpecificName>
<History>N/A.</History>
<Tooltip>Train physicians and Sacred Band Cavalrymen.</Tooltip>
</Identity>
<Loot>
<xp>50</xp>
<food>0</food>
<wood>0</wood>
<stone>20</stone>
<metal>10</metal>
</Loot>
<Obstruction>
<Static width="22.0" depth="24.0"/>
</Obstruction>
<TerritoryDecay disable=""/>
<ProductionQueue>
<Entities datatype="tokens">
units/cart_sacred_band_cavalry
</Entities>
</ProductionQueue>
<Vision>
<Range>40</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
<Actor>structures/carthaginians/tophet.xml</Actor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Cost>
<BuildTime>200</BuildTime>
<Resources>
<food>0</food>
<wood>0</wood>
<stone>200</stone>
<metal>100</metal>
</Resources>
</Cost>
<Footprint>
<Square width="24.0" depth="26.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2000</Max>
</Health>
<Identity>
<Civ>cart</Civ>
<GenericName>Sacrificial Temple</GenericName>
<SpecificName>Tophet</SpecificName>
<History>N/A.</History>
<Tooltip>Train physicians and Sacred Band Cavalrymen.</Tooltip>
</Identity>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Loot>
<xp>50</xp>
<food>0</food>
<wood>0</wood>
<stone>20</stone>
<metal>10</metal>
</Loot>
<Obstruction>
<Static width="22.0" depth="24.0"/>
</Obstruction>
<TerritoryDecay disable=""/>
<ProductionQueue>
<Entities datatype="tokens">
units/cart_sacred_band_cavalry
</Entities>
</ProductionQueue>
<Vision>
<Range>40</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
<Actor>structures/carthaginians/tophet.xml</Actor>
</VisualActor>
</Entity>
@@ -1,52 +1,53 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_house">
<Auras>
<Heal>
<Radius>30</Radius>
<Speed>1000</Speed>
</Heal>
</Auras>
<Cost>
<PopulationBonus>10</PopulationBonus>
<BuildTime>200</BuildTime>
<Resources>
<food>0</food>
<wood>100</wood>
<stone>100</stone>
<metal>0</metal>
</Resources>
</Cost>
<Footprint>
<Square width="18.0" depth="18.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<Max>1500</Max>
</Health>
<Identity>
<Civ>celt</Civ>
<GenericName>Tavern</GenericName>
<SpecificName>Taberna</SpecificName>
<History>Taverns are where Celtic warriors go for a tall glass of mead after a hard-won battle. Some might even find rest in one of the back rooms for rent in this seedy establishment.</History>
<Tooltip>Add +10 to Population Cap. Recruit fanatics.</Tooltip>
</Identity>
<Obstruction>
<Static width="17.0" depth="17.0"/>
</Obstruction>
<RallyPoint/>
<TerritoryDecay disable=""/>
<TerritoryInfluence>
<Radius>32</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Entities datatype="tokens">
units/celt_fanatic
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/tavern.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_house">
<Auras>
<Heal>
<Radius>30</Radius>
<Speed>1000</Speed>
</Heal>
</Auras>
<Cost>
<PopulationBonus>10</PopulationBonus>
<BuildTime>200</BuildTime>
<Resources>
<food>0</food>
<wood>100</wood>
<stone>100</stone>
<metal>0</metal>
</Resources>
</Cost>
<Footprint>
<Square width="18.0" depth="18.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<Max>1500</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<GenericName>Tavern</GenericName>
<SpecificName>Taberna</SpecificName>
<History>Taverns are where Celtic warriors go for a tall glass of mead after a hard-won battle. Some might even find rest in one of the back rooms for rent in this seedy establishment.</History>
<Tooltip>Add +10 to Population Cap. Recruit fanatics.</Tooltip>
</Identity>
<Obstruction>
<Static width="17.0" depth="17.0"/>
</Obstruction>
<RallyPoint/>
<TerritoryDecay disable=""/>
<TerritoryInfluence>
<Radius>32</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Entities datatype="tokens">
units/celt_fanatic
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/tavern.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_stone_4x2.xml</Actor>
</VisualActor>
</Entity>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_stone_4x4.xml</Actor>
</VisualActor>
</Entity>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_stone_4x6.xml</Actor>
</VisualActor>
</Entity>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_stone_5x5.xml</Actor>
</VisualActor>
</Entity>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_stone_6x4.xml</Actor>
</VisualActor>
</Entity>
@@ -1,39 +1,39 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>150</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="25.0" depth="25.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>athen</Civ>
<SpecificName>Stratēgeîon</SpecificName>
<History>The Strategeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/athen_infantry_spearman_b
units/athen_infantry_javelinist_b
units/athen_infantry_slinger_b
units/athen_cavalry_swordsman_b
units/athen_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/athenians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>150</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="25.0" depth="25.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>athen</Civ>
<SpecificName>Stratēgeîon</SpecificName>
<History>The Strategeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/athen_infantry_spearman_b
units/athen_infantry_javelinist_b
units/athen_infantry_slinger_b
units/athen_cavalry_swordsman_b
units/athen_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/athenians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,26 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Cost>
<BuildTime>99</BuildTime>
</Cost>
<Footprint>
<Square width="20.0" depth="18.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>990</Max>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>athen</Civ>
<SpecificName>Sītobólion</SpecificName>
<History>Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/athenians/farmstead_new.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Cost>
<BuildTime>99</BuildTime>
</Cost>
<Footprint>
<Square width="20.0" depth="18.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>990</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>athen</Civ>
<SpecificName>Sītobólion</SpecificName>
<History>Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/athenians/farmstead_new.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,33 +1,33 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<PopulationBonus>4</PopulationBonus>
</Cost>
<Footprint>
<Square width="22.0" depth="22.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Gwersyllty</SpecificName>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/brit_infantry_spearman_b
units/brit_infantry_javelinist_b
units/brit_infantry_slinger_b
units/brit_cavalry_swordsman_b
units/brit_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/barracks_new.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<PopulationBonus>4</PopulationBonus>
</Cost>
<Footprint>
<Square width="22.0" depth="22.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Gwersyllty</SpecificName>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/brit_infantry_spearman_b
units/brit_infantry_javelinist_b
units/brit_infantry_slinger_b
units/brit_cavalry_swordsman_b
units/brit_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/barracks_new.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,52 +1,52 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_fortress">
<Attack>
<Ranged>
<MaxRange>80.0</MaxRange>
<MinRange>20.0</MinRange>
</Ranged>
</Attack>
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint replace="">
<Circle radius="17.0"/>
<Height>18.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Brythonic Broch</SpecificName>
<Tooltip>Train Brythonic heroes and champions. Construct siege rams.</Tooltip>
<History>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. </History>
</Identity>
<Obstruction>
<Static width="29.0" depth="29.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_broch.xml</select>
<constructed>interface/complete/building/complete_broch.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<ProductionQueue>
<Entities datatype="tokens">
units/brit_hero_boudicca
units/brit_hero_caratacos
units/brit_hero_cynvelin
units/brit_champion_cavalry
units/brit_champion_infantry
units/brit_mechanical_siege_ram
</Entities>
</ProductionQueue>
<Vision>
<Range>100</Range>
</Vision>
<VisualActor>
<Actor>structures/celts/fortress_briton.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_fortress">
<Attack>
<Ranged>
<MaxRange>80.0</MaxRange>
<MinRange>20.0</MinRange>
</Ranged>
</Attack>
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint replace="">
<Circle radius="17.0"/>
<Height>18.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Brythonic Broch</SpecificName>
<Tooltip>Train Brythonic heroes and champions. Construct siege rams.</Tooltip>
<History>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. </History>
</Identity>
<Obstruction>
<Static width="29.0" depth="29.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_broch.xml</select>
<constructed>interface/complete/building/complete_broch.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<ProductionQueue>
<Entities datatype="tokens">
units/brit_hero_boudicca
units/brit_hero_caratacos
units/brit_hero_cynvelin
units/brit_champion_cavalry
units/brit_champion_infantry
units/brit_mechanical_siege_ram
</Entities>
</ProductionQueue>
<Vision>
<Range>100</Range>
</Vision>
<VisualActor>
<Actor>structures/celts/fortress_briton.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,25 +1,25 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint>
<Square width="26.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Marchnaty</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="25.0" depth="23.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/market_newest.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint>
<Square width="26.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Marchnaty</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="25.0" depth="23.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/market_newest.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,29 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Cost>
<PopulationBonus>7</PopulationBonus>
<Resources>
<stone>0</stone>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="24.5" depth="24.5"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Addoldy</SpecificName>
<History>Celts built large sanctuaries for feasting and worship. One such structure was the Sanctuary of Corent in modern-day France.</History>
</Identity>
<Obstruction>
<Static width="22.5" depth="22.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/temple.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Cost>
<PopulationBonus>7</PopulationBonus>
<Resources>
<stone>0</stone>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="24.5" depth="24.5"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>brit</Civ>
<SpecificName>Addoldy</SpecificName>
<History>Celts built large sanctuaries for feasting and worship. One such structure was the Sanctuary of Corent in modern-day France.</History>
</Identity>
<Obstruction>
<Static width="22.5" depth="22.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/temple.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,36 +1,36 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<Resources>
<wood>100</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="24.0" depth="25.0"/>
<Height>15.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<SpecificName>Maḥanēt</SpecificName>
<History>The Carthaginians incorporated stables and barracks into their city walls.</History>
<Tooltip>Train North African citizen-soldiers. Research improvements for North African units.</Tooltip>
</Identity>
<Obstruction>
<Static width="22.0" depth="23.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/cart_infantry_spearman_b
units/cart_infantry_archer_b
units/cart_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/carthaginians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<Resources>
<wood>100</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="24.0" depth="25.0"/>
<Height>15.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<SpecificName>Maḥanēt</SpecificName>
<History>The Carthaginians incorporated stables and barracks into their city walls.</History>
<Tooltip>Train North African citizen-soldiers. Research improvements for North African units.</Tooltip>
</Identity>
<Obstruction>
<Static width="22.0" depth="23.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/cart_infantry_spearman_b
units/cart_infantry_archer_b
units/cart_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/carthaginians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,40 +1,40 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>150</BuildTime>
<Resources>
<wood>400</wood>
<stone>200</stone>
</Resources>
</Cost>
<Footprint>
<Square width="28.0" depth="28.0"/>
<Height>15.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<GenericName>Embassy</GenericName>
<SpecificName>Embassy</SpecificName>
<History>The Carthaginian army was a cosmopolitan affair, made up of mercenaries from dozens of lands.</History>
<Tooltip>Hire mercenaries.</Tooltip>
</Identity>
<Obstruction>
<Static width="28.0" depth="28.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/cart_infantry_swordsman_b
units/cart_infantry_javelinist_b
units/cart_infantry_slinger_b
units/cart_cavalry_swordsman_b
units/cart_cavalry_spearman_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/carthaginians/embassy.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>150</BuildTime>
<Resources>
<wood>400</wood>
<stone>200</stone>
</Resources>
</Cost>
<Footprint>
<Square width="28.0" depth="28.0"/>
<Height>15.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<GenericName>Embassy</GenericName>
<SpecificName>Embassy</SpecificName>
<History>The Carthaginian army was a cosmopolitan affair, made up of mercenaries from dozens of lands.</History>
<Tooltip>Hire mercenaries.</Tooltip>
</Identity>
<Obstruction>
<Static width="28.0" depth="28.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/cart_infantry_swordsman_b
units/cart_infantry_javelinist_b
units/cart_infantry_slinger_b
units/cart_cavalry_swordsman_b
units/cart_cavalry_spearman_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/carthaginians/embassy.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Footprint>
<Square width="30.0" depth="23.0"/>
<Height>10.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_6x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<SpecificName>Šūq</SpecificName>
<History>Carthaginian markets were probably just big sheds or structures surrounding a ?market? area or in a wharf area of a port.</History>
</Identity>
<Obstruction>
<Static width="27.0" depth="20.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/carthaginians/market.xml</Actor>
<FoundationActor>structures/fndn_6x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Footprint>
<Square width="30.0" depth="23.0"/>
<Height>10.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_6x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<SpecificName>Šūq</SpecificName>
<History>Carthaginian markets were probably just big sheds or structures surrounding a ?market? area or in a wharf area of a port.</History>
</Identity>
<Obstruction>
<Static width="27.0" depth="20.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/carthaginians/market.xml</Actor>
<FoundationActor>structures/fndn_6x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,33 +1,33 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<PopulationBonus>4</PopulationBonus>
</Cost>
<Footprint>
<Square width="22.0" depth="22.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Gwersyllty</SpecificName>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/celt_infantry_spearman_b
units/celt_infantry_javelinist_b
units/celt_infantry_slinger_b
units/celt_cavalry_swordsman_b
units/celt_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/barracks_new.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<PopulationBonus>4</PopulationBonus>
</Cost>
<Footprint>
<Square width="22.0" depth="22.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Gwersyllty</SpecificName>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/celt_infantry_spearman_b
units/celt_infantry_javelinist_b
units/celt_infantry_slinger_b
units/celt_cavalry_swordsman_b
units/celt_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/barracks_new.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,53 +1,53 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_fortress">
<Attack>
<Ranged>
<MaxRange>80.0</MaxRange>
<MinRange>20.0</MinRange>
</Ranged>
</Attack>
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint replace="">
<Circle radius="17.0"/>
<Height>18.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Brythonic Broch</SpecificName>
<Tooltip>Train Brythonic heroes and champions. Construct siege rams.</Tooltip>
<History>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. </History>
<RequiredTechnology>phase_city_britons</RequiredTechnology>
</Identity>
<Obstruction>
<Static width="29.0" depth="29.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_broch.xml</select>
<constructed>interface/complete/building/complete_broch.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<ProductionQueue>
<Entities datatype="tokens">
units/celt_hero_boudicca
units/celt_hero_caratacos
units/celt_hero_cynvelin
units/celt_champion_cavalry_brit
units/celt_champion_infantry_brit
units/celt_mechanical_siege_ram
</Entities>
</ProductionQueue>
<Vision>
<Range>100</Range>
</Vision>
<VisualActor>
<Actor>structures/celts/fortress_briton.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_fortress">
<Attack>
<Ranged>
<MaxRange>80.0</MaxRange>
<MinRange>20.0</MinRange>
</Ranged>
</Attack>
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint replace="">
<Circle radius="17.0"/>
<Height>18.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_6x6</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Brythonic Broch</SpecificName>
<Tooltip>Train Brythonic heroes and champions. Construct siege rams.</Tooltip>
<History>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. </History>
<RequiredTechnology>phase_city_britons</RequiredTechnology>
</Identity>
<Obstruction>
<Static width="29.0" depth="29.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_broch.xml</select>
<constructed>interface/complete/building/complete_broch.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<ProductionQueue>
<Entities datatype="tokens">
units/celt_hero_boudicca
units/celt_hero_caratacos
units/celt_hero_cynvelin
units/celt_champion_cavalry_brit
units/celt_champion_infantry_brit
units/celt_mechanical_siege_ram
</Entities>
</ProductionQueue>
<Vision>
<Range>100</Range>
</Vision>
<VisualActor>
<Actor>structures/celts/fortress_briton.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,33 +1,36 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_fortress">
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Identity>
<Civ>celt</Civ>
<SpecificName>Gallic Dun</SpecificName>
<Tooltip>Train Gallic heroes and champions. Construct siege rams.</Tooltip>
<History>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.</History>
<RequiredTechnology>phase_city_gauls</RequiredTechnology>
</Identity>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_fortress.xml</select>
<constructed>interface/complete/building/complete_fortress.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<ProductionQueue>
<Entities datatype="tokens">
units/celt_hero_brennus
units/celt_hero_britomartus
units/celt_hero_vercingetorix
units/celt_champion_cavalry_gaul
units/celt_champion_infantry_gaul
units/celt_mechanical_siege_ram
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/fortress_gallic.xml</Actor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_fortress">
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Gallic Dun</SpecificName>
<Tooltip>Train Gallic heroes and champions. Construct siege rams.</Tooltip>
<History>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.</History>
<RequiredTechnology>phase_city_gauls</RequiredTechnology>
</Identity>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_fortress.xml</select>
<constructed>interface/complete/building/complete_fortress.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<ProductionQueue>
<Entities datatype="tokens">
units/celt_hero_brennus
units/celt_hero_britomartus
units/celt_hero_vercingetorix
units/celt_champion_cavalry_gaul
units/celt_champion_infantry_gaul
units/celt_mechanical_siege_ram
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/fortress_gallic.xml</Actor>
</VisualActor>
</Entity>
@@ -1,25 +1,25 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint>
<Square width="26.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Marchnaty</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="25.0" depth="23.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/market_newest.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint>
<Square width="26.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Marchnaty</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="25.0" depth="23.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/market_newest.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,50 +1,50 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_special">
<Cost>
<BuildTime>100</BuildTime>
<PopulationBonus>2</PopulationBonus>
<Resources>
<food>0</food>
<wood>200</wood>
<stone>0</stone>
<metal>0</metal>
</Resources>
</Cost>
<Footprint replace="">
<Circle radius="9.0"/>
<Height>6.0</Height>
</Footprint>
<GarrisonHolder disable=""/>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<GenericName>Rotary Mill</GenericName>
<SpecificName>Melonas</SpecificName>
<Tooltip>Increase farming output +15%. (Currently a useless structure)</Tooltip>
<History>The Celts developed the first rotary flour mill.</History>
<Icon>structures/sb1.png</Icon>
</Identity>
<Obstruction>
<Static width="16.0" depth="16.0"/>
</Obstruction>
<RallyPoint disable=""/>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_ffactri.xml</select>
<constructed>interface/complete/building/complete_ffactri.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<StatusBars>
<HeightOffset>8.0</HeightOffset>
</StatusBars>
<TerritoryInfluence>
<Radius>32</Radius>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/celts/special.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_special">
<Cost>
<BuildTime>100</BuildTime>
<PopulationBonus>2</PopulationBonus>
<Resources>
<food>0</food>
<wood>200</wood>
<stone>0</stone>
<metal>0</metal>
</Resources>
</Cost>
<Footprint replace="">
<Circle radius="9.0"/>
<Height>6.0</Height>
</Footprint>
<GarrisonHolder disable=""/>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<GenericName>Rotary Mill</GenericName>
<SpecificName>Melonas</SpecificName>
<Tooltip>Increase farming output +15%. (Currently a useless structure)</Tooltip>
<History>The Celts developed the first rotary flour mill.</History>
<Icon>structures/sb1.png</Icon>
</Identity>
<Obstruction>
<Static width="16.0" depth="16.0"/>
</Obstruction>
<RallyPoint disable=""/>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_ffactri.xml</select>
<constructed>interface/complete/building/complete_ffactri.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<StatusBars>
<HeightOffset>8.0</HeightOffset>
</StatusBars>
<TerritoryInfluence>
<Radius>32</Radius>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/celts/special.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,29 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Cost>
<PopulationBonus>7</PopulationBonus>
<Resources>
<stone>0</stone>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="24.5" depth="24.5"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Addoldy</SpecificName>
<History>Celts built large sanctuaries for feasting and worship. One such structure was the Sanctuary of Corent in modern-day France.</History>
</Identity>
<Obstruction>
<Static width="22.5" depth="22.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/temple.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Cost>
<PopulationBonus>7</PopulationBonus>
<Resources>
<stone>0</stone>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="24.5" depth="24.5"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Addoldy</SpecificName>
<History>Celts built large sanctuaries for feasting and worship. One such structure was the Sanctuary of Corent in modern-day France.</History>
</Identity>
<Obstruction>
<Static width="22.5" depth="22.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/temple.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,33 +1,33 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<PopulationBonus>4</PopulationBonus>
</Cost>
<Footprint>
<Square width="22.0" depth="22.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>gaul</Civ>
<SpecificName>Gwersyllty</SpecificName>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/gaul_infantry_spearman_b
units/gaul_infantry_javelinist_b
units/gaul_infantry_slinger_b
units/gaul_cavalry_swordsman_b
units/gaul_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/barracks_new.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<PopulationBonus>4</PopulationBonus>
</Cost>
<Footprint>
<Square width="22.0" depth="22.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>gaul</Civ>
<SpecificName>Gwersyllty</SpecificName>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/gaul_infantry_spearman_b
units/gaul_infantry_javelinist_b
units/gaul_infantry_slinger_b
units/gaul_cavalry_swordsman_b
units/gaul_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/barracks_new.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,25 +1,25 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint>
<Square width="26.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>gaul</Civ>
<SpecificName>Marchnaty</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="25.0" depth="23.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/market_newest.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Cost>
<PopulationBonus>12</PopulationBonus>
</Cost>
<Footprint>
<Square width="26.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>gaul</Civ>
<SpecificName>Marchnaty</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="25.0" depth="23.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/market_newest.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,26 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Cost>
<PopulationBonus>7</PopulationBonus>
<Resources>
<stone>0</stone>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="24.5" depth="24.5"/>
<Height>8.0</Height>
</Footprint>
<Identity>
<Civ>gaul</Civ>
<SpecificName>Addoldy</SpecificName>
<History>Celts built large sanctuaries for feasting and worship. One such structure was the Sanctuary of Corent in modern-day France.</History>
</Identity>
<Obstruction>
<Static width="22.5" depth="22.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/temple.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Cost>
<PopulationBonus>7</PopulationBonus>
<Resources>
<stone>0</stone>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="24.5" depth="24.5"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>gaul</Civ>
<SpecificName>Addoldy</SpecificName>
<History>Celts built large sanctuaries for feasting and worship. One such structure was the Sanctuary of Corent in modern-day France.</History>
</Identity>
<Obstruction>
<Static width="22.5" depth="22.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/celts/temple.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,40 +1,40 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>150</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="25.0" depth="25.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>hele</Civ>
<SpecificName>Stratēgeîon</SpecificName>
<History>The Stratigeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/hele_infantry_spearman_b
units/hele_infantry_javelinist_b
units/hele_infantry_archer_b
units/hele_infantry_slinger_b
units/hele_cavalry_swordsman_b
units/hele_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/hellenes/barracks_new.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>150</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="25.0" depth="25.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>hele</Civ>
<SpecificName>Stratēgeîon</SpecificName>
<History>The Stratigeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/hele_infantry_spearman_b
units/hele_infantry_javelinist_b
units/hele_infantry_archer_b
units/hele_infantry_slinger_b
units/hele_cavalry_swordsman_b
units/hele_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/hellenes/barracks_new.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,26 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Cost>
<BuildTime>99</BuildTime>
</Cost>
<Footprint>
<Square width="20.0" depth="18.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>990</Max>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>hele</Civ>
<SpecificName>Sītobólion</SpecificName>
<History>Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/hellenes/farmstead_new.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Cost>
<BuildTime>99</BuildTime>
</Cost>
<Footprint>
<Square width="20.0" depth="18.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>990</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>hele</Civ>
<SpecificName>Sītobólion</SpecificName>
<History>Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/hellenes/farmstead_new.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_resource_corral">
<Footprint>
<Square width="16.0" depth="16.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Corral</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="14.0" depth="14.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/iberians/corral.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_resource_corral">
<Footprint>
<Square width="16.0" depth="16.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_3x3</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Corral</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="14.0" depth="14.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/iberians/corral.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Footprint>
<Square width="20.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Mercado</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="16.0" depth="20.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/iberians/market.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Footprint>
<Square width="20.0" depth="24.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Mercado</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="16.0" depth="20.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/iberians/market.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Footprint>
<Square width="24.0" depth="24.0"/>
<Height>10.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Templo</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/iberians/temple.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Footprint>
<Square width="24.0" depth="24.0"/>
<Height>10.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Templo</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/iberians/temple.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,40 +1,40 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>150</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="25.0" depth="25.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>mace</Civ>
<SpecificName>Stratēgeîon</SpecificName>
<History>The Stratigeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/mace_infantry_spearman_b
units/mace_infantry_javelinist_b
units/mace_infantry_archer_b
units/mace_infantry_slinger_b
units/mace_cavalry_spearman_b
units/mace_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/macedonians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>150</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="25.0" depth="25.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>mace</Civ>
<SpecificName>Stratēgeîon</SpecificName>
<History>The Stratigeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/mace_infantry_spearman_b
units/mace_infantry_javelinist_b
units/mace_infantry_archer_b
units/mace_infantry_slinger_b
units/mace_cavalry_spearman_b
units/mace_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/macedonians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,26 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Cost>
<BuildTime>99</BuildTime>
</Cost>
<Footprint>
<Square width="20.0" depth="18.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>990</Max>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>mace</Civ>
<SpecificName>Sītobólion</SpecificName>
<History>Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/hellenes/farmstead_new.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Cost>
<BuildTime>99</BuildTime>
</Cost>
<Footprint>
<Square width="20.0" depth="18.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>990</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>mace</Civ>
<SpecificName>Sītobólion</SpecificName>
<History>Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/hellenes/farmstead_new.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -5,7 +5,7 @@
<Height>9.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x6</SpawnEntityOnDeath>
<SpawnEntityOnDeath>rubble/rubble_stone_4x6</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>mace</Civ>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Footprint>
<Square width="20.0" depth="20.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>maur</Civ>
<SpecificName>Kantu</SpecificName>
<History>Farmstead.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="18.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/mauryans/farmstead.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Footprint>
<Square width="20.0" depth="20.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>maur</Civ>
<SpecificName>Kantu</SpecificName>
<History>Farmstead.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="18.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/mauryans/farmstead.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Footprint>
<Square width="26.0" depth="26.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>maur</Civ>
<SpecificName>Vipana</SpecificName>
<History>Market.</History>
</Identity>
<Obstruction>
<Static width="24.0" depth="24.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/mauryans/market.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Footprint>
<Square width="26.0" depth="26.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>maur</Civ>
<SpecificName>Vipana</SpecificName>
<History>Market.</History>
</Identity>
<Obstruction>
<Static width="24.0" depth="24.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/mauryans/market.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Footprint>
<Square width="19.0" depth="19.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>maur</Civ>
<SpecificName>Devalaya</SpecificName>
<History>Temple.</History>
</Identity>
<Obstruction>
<Static width="17.5" depth="17.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/mauryans/temple.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Footprint>
<Square width="19.0" depth="19.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>maur</Civ>
<SpecificName>Devalaya</SpecificName>
<History>Temple.</History>
</Identity>
<Obstruction>
<Static width="17.5" depth="17.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/mauryans/temple.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_resource_corral">
<Footprint>
<Square width="18.0" depth="12.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x2</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Gaithastana</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="17.0" depth="11.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/persians/corral.xml</Actor>
<FoundationActor>structures/fndn_4x2.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_resource_corral">
<Footprint>
<Square width="18.0" depth="12.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x2</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Gaithastana</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="17.0" depth="11.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/persians/corral.xml</Actor>
<FoundationActor>structures/fndn_4x2.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Footprint>
<Square width="20.0" depth="20.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Jowgah</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="18.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/persians/farmstead.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Footprint>
<Square width="20.0" depth="20.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Jowgah</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="18.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/persians/farmstead.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Footprint>
<Square width="26.0" depth="26.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Bazaar</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="24.0" depth="24.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/persians/market.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_market">
<Footprint>
<Square width="26.0" depth="26.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Bazaar</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="24.0" depth="24.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/persians/market.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,44 +1,44 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<Resources>
<wood>0</wood>
<stone>200</stone>
</Resources>
</Cost>
<Footprint>
<Square width="22.0" depth="20.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<GenericName>Cavalry Stables</GenericName>
<SpecificName>Tavileh</SpecificName>
<History>Cavalry was primarily used as an elite assault force by the Persians.</History>
<Tooltip>Train citizen-cavalry units.</Tooltip>
<Icon>structures/pers_stable.png</Icon>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/pers_cavalry_spearman_b
units/pers_cavalry_swordsman_b
units/pers_cavalry_javelinist_b
units/pers_cavalry_archer_b
</Entities>
<Technologies datatype="tokens">
-pair_inf_01
-pair_inf_02
pair_cav_01
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/persians/stables.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<Resources>
<wood>0</wood>
<stone>200</stone>
</Resources>
</Cost>
<Footprint>
<Square width="22.0" depth="20.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<GenericName>Cavalry Stables</GenericName>
<SpecificName>Tavileh</SpecificName>
<History>Cavalry was primarily used as an elite assault force by the Persians.</History>
<Tooltip>Train citizen-cavalry units.</Tooltip>
<Icon>structures/pers_stable.png</Icon>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/pers_cavalry_spearman_b
units/pers_cavalry_swordsman_b
units/pers_cavalry_javelinist_b
units/pers_cavalry_archer_b
</Entities>
<Technologies datatype="tokens">
-pair_inf_01
-pair_inf_02
pair_cav_01
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/persians/stables.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Footprint>
<Square width="19.0" depth="19.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Ayadana</SpecificName>
<History>Zoroastrian Temples were most often simple structures, not as ornate as Christian churches and Muslim mosques. Fire Altars were also widely spread as small places of worship.</History>
</Identity>
<Obstruction>
<Static width="17.5" depth="17.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/persians/temple.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_temple">
<Footprint>
<Square width="19.0" depth="19.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>pers</Civ>
<SpecificName>Ayadana</SpecificName>
<History>Zoroastrian Temples were most often simple structures, not as ornate as Christian churches and Muslim mosques. Fire Altars were also widely spread as small places of worship.</History>
</Identity>
<Obstruction>
<Static width="17.5" depth="17.5"/>
</Obstruction>
<VisualActor>
<Actor>structures/persians/temple.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,45 +1,45 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_special">
<Cost>
<BuildTime>200</BuildTime>
<Resources>
<wood>0</wood>
<stone>200</stone>
<metal>400</metal>
</Resources>
</Cost>
<Footprint>
<Square width="20.0" depth="11.0"/>
<Height>8.0</Height>
</Footprint>
<GarrisonHolder disable=""/>
<Health>
<Max>2000</Max>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>rome</Civ>
<SpecificName>Triumphal Arch</SpecificName>
<Tooltip>Special Imperial Roman building.</Tooltip>
<History>The Triumphal Arch was built to commemorate a great victory or achievement by the emporer. They were highly decorated and large enough to march under by the Emperor's legions.</History>
<Icon>structures/arch.png</Icon>
</Identity>
<Obstruction>
<Static width="18.0" depth="9.0"/>
</Obstruction>
<RallyPoint disable=""/>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_theater.xml</select>
<constructed>interface/complete/building/complete_theatre.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<TerritoryInfluence>
<Root>true</Root>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/romans/triumphal_arch.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_special">
<Cost>
<BuildTime>200</BuildTime>
<Resources>
<wood>0</wood>
<stone>200</stone>
<metal>400</metal>
</Resources>
</Cost>
<Footprint>
<Square width="20.0" depth="11.0"/>
<Height>8.0</Height>
</Footprint>
<GarrisonHolder disable=""/>
<Health>
<Max>2000</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>rome</Civ>
<SpecificName>Triumphal Arch</SpecificName>
<Tooltip>Special Imperial Roman building.</Tooltip>
<History>The Triumphal Arch was built to commemorate a great victory or achievement by the emporer. They were highly decorated and large enough to march under by the Emperor's legions.</History>
<Icon>structures/arch.png</Icon>
</Identity>
<Obstruction>
<Static width="18.0" depth="9.0"/>
</Obstruction>
<RallyPoint disable=""/>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_theater.xml</select>
<constructed>interface/complete/building/complete_theatre.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<TerritoryInfluence>
<Root>true</Root>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/romans/triumphal_arch.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,36 +1,36 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<Resources>
<wood>100</wood>
<stone>200</stone>
</Resources>
</Cost>
<Footprint>
<Square width="28.0" depth="28.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>rome</Civ>
<SpecificName>Armamentarium</SpecificName>
<History>Romans specialised in the building of military camps and forts. A few of them still survive.</History>
</Identity>
<Obstruction>
<Static width="24.0" depth="24.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/rome_infantry_swordsman_b
units/rome_infantry_spearman_a
units/rome_infantry_javelinist_b
units/rome_cavalry_spearman_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/romans/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<Resources>
<wood>100</wood>
<stone>200</stone>
</Resources>
</Cost>
<Footprint>
<Square width="28.0" depth="28.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>rome</Civ>
<SpecificName>Armamentarium</SpecificName>
<History>Romans specialised in the building of military camps and forts. A few of them still survive.</History>
</Identity>
<Obstruction>
<Static width="24.0" depth="24.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/rome_infantry_swordsman_b
units/rome_infantry_spearman_a
units/rome_infantry_javelinist_b
units/rome_cavalry_spearman_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/romans/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Footprint>
<Square width="24.0" depth="22.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>rome</Civ>
<SpecificName>Villa</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="18.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/romans/farmstead.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Footprint>
<Square width="24.0" depth="22.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>rome</Civ>
<SpecificName>Villa</SpecificName>
<History>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.</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="18.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/romans/farmstead.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,38 +1,38 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>150</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="25.0" depth="25.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>spart</Civ>
<SpecificName>Stratēgeîon</SpecificName>
<History>The Stratigeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/spart_infantry_spearman_b
units/spart_champion_infantry_sword
units/spart_infantry_javelinist_b
units/spart_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/spartans/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military_barracks">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>150</wood>
<stone>150</stone>
</Resources>
</Cost>
<Footprint>
<Square width="25.0" depth="25.0"/>
<Height>12.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>spart</Civ>
<SpecificName>Stratēgeîon</SpecificName>
<History>The Stratigeion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Hellene Generals, or "Strategoi".</History>
</Identity>
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Entities datatype="tokens">
units/spart_infantry_spearman_b
units/spart_champion_infantry_sword
units/spart_infantry_javelinist_b
units/spart_cavalry_javelinist_b
</Entities>
</ProductionQueue>
<VisualActor>
<Actor>structures/spartans/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,26 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Cost>
<BuildTime>99</BuildTime>
</Cost>
<Footprint>
<Square width="20.0" depth="18.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>990</Max>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>spart</Civ>
<SpecificName>Sītobólion</SpecificName>
<History>Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/hellenes/farmstead_new.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_farmstead">
<Cost>
<BuildTime>99</BuildTime>
</Cost>
<Footprint>
<Square width="20.0" depth="18.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>990</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>spart</Civ>
<SpecificName>Sītobólion</SpecificName>
<History>Grain wasn't plentiful in Hellas, which is why it was carefully stored in granaries, some of it being reserved for times of siege.</History>
</Identity>
<Obstruction>
<Static width="18.0" depth="16.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/hellenes/farmstead_new.xml</Actor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,52 +1,52 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_special">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>0</wood>
<stone>200</stone>
<metal>200</metal>
</Resources>
</Cost>
<Footprint>
<Square width="20.0" depth="30.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_4x6</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>spart</Civ>
<GenericName>Military Mess Hall</GenericName>
<SpecificName>Syssíton</SpecificName>
<Tooltip>Train Spartan heroes and Spartiate champion hoplites.</Tooltip>
<History>The Syssítia was where full-blooded Spartans were barracked and dined together, even Spartan kings.</History>
<Icon>structures/gymnasion.png</Icon>
</Identity>
<Obstruction>
<Static width="16.0" depth="26.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_gymnasium.xml</select>
<constructed>interface/complete/building/complete_gymnasium.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Entities datatype="tokens">
units/spart_hero_leonidas
units/spart_hero_agis
units/spart_champion_infantry_spear
</Entities>
<Technologies datatype="tokens">
pair_champ_02
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/spartans/syssiton.xml</Actor>
<FoundationActor>structures/fndn_4x6.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_special">
<Cost>
<BuildTime>220</BuildTime>
<Resources>
<wood>0</wood>
<stone>200</stone>
<metal>200</metal>
</Resources>
</Cost>
<Footprint>
<Square width="20.0" depth="30.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>2200</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x6</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>spart</Civ>
<GenericName>Military Mess Hall</GenericName>
<SpecificName>Syssíton</SpecificName>
<Tooltip>Train Spartan heroes and Spartiate champion hoplites.</Tooltip>
<History>The Syssítia was where full-blooded Spartans were barracked and dined together, even Spartan kings.</History>
<Icon>structures/gymnasion.png</Icon>
</Identity>
<Obstruction>
<Static width="16.0" depth="26.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_gymnasium.xml</select>
<constructed>interface/complete/building/complete_gymnasium.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Entities datatype="tokens">
units/spart_hero_leonidas
units/spart_hero_agis
units/spart_champion_infantry_spear
</Entities>
<Technologies datatype="tokens">
pair_champ_02
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/spartans/syssiton.xml</Actor>
<FoundationActor>structures/fndn_4x6.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,92 +1,92 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic">
<Armour>
<Hack>20.0</Hack>
<Pierce>40.0</Pierce>
<Crush>10.0</Crush>
<Foundation>
<Hack>5.0</Hack>
<Pierce>8.0</Pierce>
<Crush>3.0</Crush>
</Foundation>
</Armour>
<Auras>
<Heal>
<Radius>40</Radius>
<Speed>1000</Speed>
</Heal>
</Auras>
<BuildRestrictions>
<Category>Temple</Category>
</BuildRestrictions>
<Cost>
<PopulationBonus>5</PopulationBonus>
<BuildTime>200</BuildTime>
<Resources>
<stone>300</stone>
</Resources>
</Cost>
<Footprint>
<Square width="19.0" depth="31.5"/>
<Height>12.0</Height>
</Footprint>
<GarrisonHolder>
<Max>20</Max>
<EjectHealth>0.1</EjectHealth>
<List datatype="tokens">Support Infantry Cavalry</List>
<BuffHeal>3</BuffHeal>
<LoadingRange>2</LoadingRange>
</GarrisonHolder>
<Health>
<Max>2000</Max>
<SpawnEntityOnDeath>rubble/rubble_4x6</SpawnEntityOnDeath>
</Health>
<Identity>
<GenericName>Temple</GenericName>
<Tooltip>Train healers. Garrison up to 20 units to heal them at a quick rate.</Tooltip>
<Classes datatype="tokens">
Town
Temple
</Classes>
<Icon>structures/temple.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Loot>
<xp>100</xp>
<food>0</food>
<wood>10</wood>
<stone>50</stone>
<metal>500</metal>
</Loot>
<Obstruction>
<Static width="17.5" depth="30.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_temple.xml</select>
<constructed>interface/complete/building/complete_temple.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<TerritoryInfluence>
<Root>false</Root>
<Radius>40</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Entities datatype="tokens">
units/{civ}_support_healer_b
</Entities>
<Technologies datatype="tokens">
pair_heal_01
heal_temple
</Technologies>
</ProductionQueue>
<Vision>
<Range>40</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_4x6.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic">
<Armour>
<Hack>20.0</Hack>
<Pierce>40.0</Pierce>
<Crush>10.0</Crush>
<Foundation>
<Hack>5.0</Hack>
<Pierce>8.0</Pierce>
<Crush>3.0</Crush>
</Foundation>
</Armour>
<Auras>
<Heal>
<Radius>40</Radius>
<Speed>1000</Speed>
</Heal>
</Auras>
<BuildRestrictions>
<Category>Temple</Category>
</BuildRestrictions>
<Cost>
<PopulationBonus>5</PopulationBonus>
<BuildTime>200</BuildTime>
<Resources>
<stone>300</stone>
</Resources>
</Cost>
<Footprint>
<Square width="19.0" depth="31.5"/>
<Height>12.0</Height>
</Footprint>
<GarrisonHolder>
<Max>20</Max>
<EjectHealth>0.1</EjectHealth>
<List datatype="tokens">Support Infantry Cavalry</List>
<BuffHeal>3</BuffHeal>
<LoadingRange>2</LoadingRange>
</GarrisonHolder>
<Health>
<Max>2000</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x6</SpawnEntityOnDeath>
</Health>
<Identity>
<GenericName>Temple</GenericName>
<Tooltip>Train healers. Garrison up to 20 units to heal them at a quick rate.</Tooltip>
<Classes datatype="tokens">
Town
Temple
</Classes>
<Icon>structures/temple.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Loot>
<xp>100</xp>
<food>0</food>
<wood>10</wood>
<stone>50</stone>
<metal>500</metal>
</Loot>
<Obstruction>
<Static width="17.5" depth="30.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_temple.xml</select>
<constructed>interface/complete/building/complete_temple.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<TerritoryInfluence>
<Root>false</Root>
<Radius>40</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Entities datatype="tokens">
units/{civ}_support_healer_b
</Entities>
<Technologies datatype="tokens">
pair_heal_01
heal_temple
</Technologies>
</ProductionQueue>
<Vision>
<Range>40</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_4x6.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,74 +1,74 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic">
<Armour>
<Hack>10.0</Hack>
<Pierce>40.0</Pierce>
<Crush>20.0</Crush>
<Foundation>
<Hack>3.0</Hack>
<Pierce>8.0</Pierce>
<Crush>5.0</Crush>
</Foundation>
</Armour>
<BuildRestrictions>
<Category>Market</Category>
</BuildRestrictions>
<Cost>
<BuildTime>150</BuildTime>
<Resources>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="33.0" depth="29.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>1500</Max>
<SpawnEntityOnDeath>rubble/rubble_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<GenericName>Market</GenericName>
<Tooltip>Create trade units to trade between other markets. Barter resources.</Tooltip>
<Classes datatype="tokens">Town Market BarterMarket -ConquestCritical</Classes>
<Icon>structures/market.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Loot>
<xp>100</xp>
<food>25</food>
<wood>25</wood>
<stone>25</stone>
<metal>25</metal>
</Loot>
<Obstruction>
<Static width="30.0" depth="26.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_market.xml</select>
<constructed>interface/complete/building/complete_market.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<TerritoryInfluence>
<Root>false</Root>
<Radius>40</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Technologies datatype="tokens">
armor_trade_convoys
</Technologies>
<Entities datatype="tokens">
units/{civ}_support_trader
</Entities>
</ProductionQueue>
<Vision>
<Range>32</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic">
<Armour>
<Hack>10.0</Hack>
<Pierce>40.0</Pierce>
<Crush>20.0</Crush>
<Foundation>
<Hack>3.0</Hack>
<Pierce>8.0</Pierce>
<Crush>5.0</Crush>
</Foundation>
</Armour>
<BuildRestrictions>
<Category>Market</Category>
</BuildRestrictions>
<Cost>
<BuildTime>150</BuildTime>
<Resources>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="33.0" depth="29.0"/>
<Height>8.0</Height>
</Footprint>
<Health>
<Max>1500</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_5x5</SpawnEntityOnDeath>
</Health>
<Identity>
<GenericName>Market</GenericName>
<Tooltip>Create trade units to trade between other markets. Barter resources.</Tooltip>
<Classes datatype="tokens">Town Market BarterMarket -ConquestCritical</Classes>
<Icon>structures/market.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Loot>
<xp>100</xp>
<food>25</food>
<wood>25</wood>
<stone>25</stone>
<metal>25</metal>
</Loot>
<Obstruction>
<Static width="30.0" depth="26.0"/>
</Obstruction>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_market.xml</select>
<constructed>interface/complete/building/complete_market.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<TerritoryInfluence>
<Root>false</Root>
<Radius>40</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Technologies datatype="tokens">
armor_trade_convoys
</Technologies>
<Entities datatype="tokens">
units/{civ}_support_trader
</Entities>
</ProductionQueue>
<Vision>
<Range>32</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
</VisualActor>
</Entity>
@@ -1,80 +1,80 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military">
<Armour>
<Hack>15.0</Hack>
<Pierce>40.0</Pierce>
<Crush>20.0</Crush>
<Foundation>
<Hack>4.0</Hack>
<Pierce>8.0</Pierce>
<Crush>5.0</Crush>
</Foundation>
</Armour>
<BuildRestrictions>
<Category>Barracks</Category>
</BuildRestrictions>
<Cost>
<BuildTime>200</BuildTime>
<Resources>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="19.0" depth="19.0"/>
<Height>12.0</Height>
</Footprint>
<GarrisonHolder>
<Max>10</Max>
<EjectHealth>0.1</EjectHealth>
<List datatype="tokens">Infantry Cavalry</List>
<BuffHeal>0</BuffHeal>
<LoadingRange>2</LoadingRange>
</GarrisonHolder>
<Health>
<Max>2000</Max>
<SpawnEntityOnDeath>rubble/rubble_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<GenericName>Barracks</GenericName>
<Tooltip>Train citizen-soldiers. Research military improvements. Garrison: 10.</Tooltip>
<Classes datatype="tokens">Town</Classes>
<Icon>structures/barracks.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Loot>
<xp>100</xp>
<food>0</food>
<wood>30</wood>
<stone>10</stone>
<metal>0</metal>
</Loot>
<Obstruction>
<Static width="17.0" depth="17.0"/>
</Obstruction>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Technologies datatype="tokens">
pair_inf_01
pair_inf_02
pair_cav_01
</Technologies>
</ProductionQueue>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_barracks.xml</select>
<constructed>interface/complete/building/complete_barracks.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<TerritoryInfluence>
<Root>false</Root>
<Radius>38</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<Vision>
<Range>32</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military">
<Armour>
<Hack>15.0</Hack>
<Pierce>40.0</Pierce>
<Crush>20.0</Crush>
<Foundation>
<Hack>4.0</Hack>
<Pierce>8.0</Pierce>
<Crush>5.0</Crush>
</Foundation>
</Armour>
<BuildRestrictions>
<Category>Barracks</Category>
</BuildRestrictions>
<Cost>
<BuildTime>200</BuildTime>
<Resources>
<wood>300</wood>
</Resources>
</Cost>
<Footprint>
<Square width="19.0" depth="19.0"/>
<Height>12.0</Height>
</Footprint>
<GarrisonHolder>
<Max>10</Max>
<EjectHealth>0.1</EjectHealth>
<List datatype="tokens">Infantry Cavalry</List>
<BuffHeal>0</BuffHeal>
<LoadingRange>2</LoadingRange>
</GarrisonHolder>
<Health>
<Max>2000</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
</Health>
<Identity>
<GenericName>Barracks</GenericName>
<Tooltip>Train citizen-soldiers. Research military improvements. Garrison: 10.</Tooltip>
<Classes datatype="tokens">Town</Classes>
<Icon>structures/barracks.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Loot>
<xp>100</xp>
<food>0</food>
<wood>30</wood>
<stone>10</stone>
<metal>0</metal>
</Loot>
<Obstruction>
<Static width="17.0" depth="17.0"/>
</Obstruction>
<ProductionQueue>
<BatchTimeModifier>0.7</BatchTimeModifier>
<Technologies datatype="tokens">
pair_inf_01
pair_inf_02
pair_cav_01
</Technologies>
</ProductionQueue>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_barracks.xml</select>
<constructed>interface/complete/building/complete_barracks.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<TerritoryInfluence>
<Root>false</Root>
<Radius>38</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<Vision>
<Range>32</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>
</Entity>