An entity with this attribute can be replaced with another entity under certain conditions.
This might be a siege weapon or mobile building packing or unpacking (with each being a separate entity), a structure being upgraded to more advanced version (such as from Town to City) and so forth.
Upgrades can also be singular or global. The above examples only affect one entity, but a user could for example research a tech that replaces all instances of a certain entity with a more advanced version.
NewEntity
BRIEF DESCRIPTION :: This is the entity name of the replacement entity this entity will become when the pre-requisites for transformation are met.
Food
BRIEF DESCRIPTION :: This much Food will be deducted from the player's Resource Pool when he upgrades this entity.
Ore
BRIEF DESCRIPTION :: This much Ore will be deducted from the player's Resource Pool when he upgrades this entity.
Stone
BRIEF DESCRIPTION :: This much Stone will be deducted from the player's Resource Pool when he upgrades this entity.
Wood
BRIEF DESCRIPTION :: This much Wood will be deducted from the player's Resource Pool when he upgrades this entity.
Time
BRIEF DESCRIPTION :: This is the amount of time (in seconds) that it will take to complete the upgrade of this entity.
Req
BRIEF DESCRIPTION :: This attribute lists the IDs of the units, structures and techs that must be created/researched before this entity has the option to transform.
Note that the string should support slashes (or whatever's easiest: |
Phase
BRIEF DESCRIPTION :: This attribute states the Phase (Village/Town/City) that must be attained before this entity has the option to transform.
Example:
// Village Centre can be upgraded to Town Centre by spending resources and time, and building certain structures. ``` ```