diff --git a/binaries/data/mods/public/simulation/ai/petra/attackPlan.js b/binaries/data/mods/public/simulation/ai/petra/attackPlan.js index 1bc1ebdd3e..e86824fedc 100644 --- a/binaries/data/mods/public/simulation/ai/petra/attackPlan.js +++ b/binaries/data/mods/public/simulation/ai/petra/attackPlan.js @@ -1064,7 +1064,7 @@ PETRA.AttackPlan.prototype.checkTargetObstruction = function(gameState, target, if (!struct.position() || !struct.get("Obstruction") || struct.hasClass("Field")) continue; // we consider that we can reach the target, but nonetheless check that we did not cross any enemy gate - if (dist < radius + 10 && !struct.hasClass("Gates")) + if (dist < radius + 10 && !struct.hasClass("Gate")) continue; // Check that we are really blocked by this structure, i.e. advancing by 1+0.8(clearance)m // in the target direction would bring us inside its obstruction. @@ -1436,15 +1436,15 @@ PETRA.AttackPlan.prototype.update = function(gameState, events) let targetClassesUnit; let targetClassesSiege; if (this.type == "Rush") - targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall", "Tower", "Fortress"], "vetoEntities": veto }; + targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "Wall", "Tower", "Fortress"], "vetoEntities": veto }; else { if (this.target.hasClass("Fortress")) - targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall"], "vetoEntities": veto }; - else if (this.target.hasClass("Palisade") || this.target.hasClass("StoneWall")) + targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "Wall"], "vetoEntities": veto }; + else if (this.target.hasClass("Palisade") || this.target.hasClass("Wall")) targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Fortress"], "vetoEntities": veto }; else - targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall", "Fortress"], "vetoEntities": veto }; + targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "Wall", "Fortress"], "vetoEntities": veto }; } if (this.target.hasClass("Structure")) targetClassesSiege = { "attack": ["Structure"], "avoid": [], "vetoEntities": veto }; @@ -1561,14 +1561,14 @@ PETRA.AttackPlan.prototype.update = function(gameState, events) { mStruct.sort((structa, structb) => { let vala = structa.costSum(); - if (structa.hasClass("Gates") && ent.canAttackClass("StoneWall")) + if (structa.hasClass("Gate") && ent.canAttackClass("Wall")) vala += 10000; else if (structa.hasDefensiveFire()) vala += 1000; else if (structa.hasClass("ConquestCritical")) vala += 200; let valb = structb.costSum(); - if (structb.hasClass("Gates") && ent.canAttackClass("StoneWall")) + if (structb.hasClass("Gate") && ent.canAttackClass("Wall")) valb += 10000; else if (structb.hasDefensiveFire()) valb += 1000; @@ -1576,7 +1576,7 @@ PETRA.AttackPlan.prototype.update = function(gameState, events) valb += 200; return valb - vala; }); - if (mStruct[0].hasClass("Gates")) + if (mStruct[0].hasClass("Gate")) ent.attack(mStruct[0].id(), PETRA.allowCapture(gameState, ent, mStruct[0])); else { @@ -1676,18 +1676,18 @@ PETRA.AttackPlan.prototype.update = function(gameState, events) { mStruct.sort((structa, structb) => { let vala = structa.costSum(); - if (structa.hasClass("Gates") && ent.canAttackClass("StoneWall")) + if (structa.hasClass("Gate") && ent.canAttackClass("Wall")) vala += 10000; else if (structa.hasClass("ConquestCritical")) vala += 100; let valb = structb.costSum(); - if (structb.hasClass("Gates") && ent.canAttackClass("StoneWall")) + if (structb.hasClass("Gate") && ent.canAttackClass("Wall")) valb += 10000; else if (structb.hasClass("ConquestCritical")) valb += 100; return valb - vala; }); - if (mStruct[0].hasClass("Gates")) + if (mStruct[0].hasClass("Gate")) ent.attack(mStruct[0].id(), false); else { @@ -1833,11 +1833,11 @@ PETRA.AttackPlan.prototype.UpdateWalking = function(gameState, events) if (!this.path[0][0] || !this.path[0][1]) API3.warn("Start: Problem with path " + uneval(this.path)); // We're stuck, presumably. Check if there are no walls just close to us. - for (let ent of gameState.getEnemyStructures().filter(API3.Filters.byClass(["Palisade", "StoneWall"])).values()) + for (let ent of gameState.getEnemyStructures().filter(API3.Filters.byClass(["Palisade", "Wall"])).values()) { if (API3.SquareVectorDistance(this.position, ent.position()) > 800) continue; - let enemyClass = ent.hasClass("StoneWall") ? "StoneWall" : "Palisade"; + let enemyClass = ent.hasClass("Wall") ? "Wall" : "Palisade"; // there are walls, so check if we can attack if (this.unitCollection.filter(API3.Filters.byCanAttackClass(enemyClass)).hasEntities()) { diff --git a/binaries/data/mods/public/simulation/ai/petra/baseManager.js b/binaries/data/mods/public/simulation/ai/petra/baseManager.js index 0f7b7eb621..9390444d59 100644 --- a/binaries/data/mods/public/simulation/ai/petra/baseManager.js +++ b/binaries/data/mods/public/simulation/ai/petra/baseManager.js @@ -781,7 +781,7 @@ PETRA.BaseManager.prototype.assignToFoundations = function(gameState, noRepair) continue; // we do not build fields if (gameState.ai.HQ.isNearInvadingArmy(target.position())) - if (!target.hasClass("CivCentre") && !target.hasClass("StoneWall") && + if (!target.hasClass("CivCentre") && !target.hasClass("Wall") && (!target.hasClass("Wonder") || !gameState.getVictoryConditions().has("wonder"))) continue; @@ -801,7 +801,7 @@ PETRA.BaseManager.prototype.assignToFoundations = function(gameState, noRepair) target.getMetadata(PlayerID, "phaseUp") == true) targetNB = 7; else if (target.hasClass("Barracks") || target.hasClass("Range") || target.hasClass("Stable") || - target.hasClass("Tower") || target.hasClass("Market")) + target.hasClass("Tower") || target.hasClass("Market")) targetNB = 4; else if (target.hasClass("House") || target.hasClass("DropsiteWood")) targetNB = 3; @@ -880,7 +880,7 @@ PETRA.BaseManager.prototype.assignToFoundations = function(gameState, noRepair) if (gameState.ai.HQ.isNearInvadingArmy(target.position())) { if (target.healthLevel() > 0.5 || - !target.hasClass("CivCentre") && !target.hasClass("StoneWall") && + !target.hasClass("CivCentre") && !target.hasClass("Wall") && (!target.hasClass("Wonder") || !gameState.getVictoryConditions().has("wonder"))) continue; } diff --git a/binaries/data/mods/public/simulation/ai/petra/headquarters.js b/binaries/data/mods/public/simulation/ai/petra/headquarters.js index 0a28d84c19..be745b33ce 100644 --- a/binaries/data/mods/public/simulation/ai/petra/headquarters.js +++ b/binaries/data/mods/public/simulation/ai/petra/headquarters.js @@ -282,7 +282,7 @@ PETRA.HQ.prototype.checkEvents = function(gameState, events) let ent = gameState.getEntityById(evt.newentity); if (!ent || ent.owner() != PlayerID) continue; - if (ent.hasClass("BarterMarket") && this.maxFields) + if (ent.hasClass("Market") && this.maxFields) this.maxFields = false; if (ent.getMetadata(PlayerID, "base") === undefined) continue; @@ -556,7 +556,7 @@ PETRA.HQ.prototype.checkPhaseRequirements = function(gameState, queues) !queues.militaryBuilding.hasQueuedUnits() && !queues.defenseBuilding.hasQueuedUnits()) { - if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities() && + if (!gameState.getOwnEntitiesByClass("Market", true).hasEntities() && this.canBuild(gameState, "structures/{civ}_market")) { plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_market", { "phaseUp": true }); @@ -1281,9 +1281,9 @@ PETRA.HQ.prototype.findStrategicCCLocation = function(gameState, template) */ PETRA.HQ.prototype.findMarketLocation = function(gameState, template) { - let markets = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Market"), gameState.getExclusiveAllyEntities()).toEntityArray(); + let markets = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Trade"), gameState.getExclusiveAllyEntities()).toEntityArray(); if (!markets.length) - markets = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Market"), gameState.getOwnStructures()).toEntityArray(); + markets = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Trade"), gameState.getOwnStructures()).toEntityArray(); if (!markets.length) // this is the first market. For the time being, place it arbitrarily by the ConstructionPlan return [-1, -1, -1, 0]; @@ -1306,7 +1306,7 @@ PETRA.HQ.prototype.findMarketLocation = function(gameState, template) let bestDistSq; let bestGainMult; let radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize); - let isNavalMarket = template.hasClass("NavalMarket"); + let isNavalMarket = template.hasClass("Naval") && template.hasClass("Trade"); let width = this.territoryMap.width; let cellSize = this.territoryMap.cellSize; @@ -1335,7 +1335,7 @@ PETRA.HQ.prototype.findMarketLocation = function(gameState, template) let gainMultiplier; for (let market of markets) { - if (isNavalMarket && market.hasClass("NavalMarket")) + if (isNavalMarket && template.hasClass("Naval") && template.hasClass("Trade")) { if (PETRA.getSeaAccess(gameState, market) != gameState.ai.accessibility.getAccessValue(pos, true)) continue; @@ -1377,13 +1377,13 @@ PETRA.HQ.prototype.findMarketLocation = function(gameState, template) let expectedGain = Math.round(bestGainMult * TradeGain(bestDistSq, gameState.sharedScript.mapSize)); if (this.Config.debug > 1) API3.warn("this would give a trading gain of " + expectedGain); - // do not keep it if gain is too small, except if this is our first BarterMarket + // Do not keep it if gain is too small, except if this is our first Market. let idx; if (expectedGain < this.tradeManager.minimalGain) { - if (template.hasClass("BarterMarket") && - !gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) - idx = -1; // needed by queueplanBuilding manager to keep that market + if (template.hasClass("Market") && + !gameState.getOwnEntitiesByClass("Market", true).hasEntities()) + idx = -1; // Needed by queueplanBuilding manager to keep that Market. else return false; } @@ -1538,7 +1538,7 @@ PETRA.HQ.prototype.buildTemple = function(gameState, queues) // at least one market (which have the same queue) should be build before any temple if (queues.economicBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Temple", true).hasEntities() || - !gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) + !gameState.getOwnEntitiesByClass("Market", true).hasEntities()) return; // Try to build a temple earlier if in regicide to recruit healer guards if (this.currentPhase < 3 && !gameState.getVictoryConditions().has("regicide")) @@ -1554,11 +1554,11 @@ PETRA.HQ.prototype.buildTemple = function(gameState, queues) PETRA.HQ.prototype.buildMarket = function(gameState, queues) { - if (gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities() || + if (gameState.getOwnEntitiesByClass("Market", true).hasEntities() || !this.canBuild(gameState, "structures/{civ}_market")) return; - if (queues.economicBuilding.hasQueuedUnitsWithClass("BarterMarket")) + if (queues.economicBuilding.hasQueuedUnitsWithClass("Market")) { if (!queues.economicBuilding.paused) { @@ -1902,7 +1902,7 @@ PETRA.HQ.prototype.buildBlacksmith = function(gameState, queues) queues.militaryBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Blacksmith", true).length) return; // Build a market before the blacksmith. - if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) + if (!gameState.getOwnEntitiesByClass("Market", true).hasEntities()) return; if (this.canBuild(gameState, "structures/{civ}_blacksmith")) @@ -2670,7 +2670,7 @@ PETRA.HQ.prototype.update = function(gameState, queues, events) Engine.ProfileStart("Headquarters update"); this.turnCache = {}; this.territoryMap = PETRA.createTerritoryMap(gameState); - this.canBarter = gameState.getOwnEntitiesByClass("BarterMarket", true).filter(API3.Filters.isBuilt()).hasEntities(); + this.canBarter = gameState.getOwnEntitiesByClass("Market", true).filter(API3.Filters.isBuilt()).hasEntities(); // TODO find a better way to update if (this.currentPhase != gameState.currentPhase()) { diff --git a/binaries/data/mods/public/simulation/ai/petra/navalManager.js b/binaries/data/mods/public/simulation/ai/petra/navalManager.js index 6f11a65b78..0fe0f1ddca 100644 --- a/binaries/data/mods/public/simulation/ai/petra/navalManager.js +++ b/binaries/data/mods/public/simulation/ai/petra/navalManager.js @@ -713,8 +713,8 @@ PETRA.NavalManager.prototype.buildNavalStructures = function(gameState, queues) if (gameState.ai.HQ.getAccountedPopulation(gameState) > this.Config.Economy.popForDock) { - if (queues.dock.countQueuedUnitsWithClass("NavalMarket") === 0 && - !gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.byClass("NavalMarket"), API3.Filters.isFoundation())).hasEntities() && + if (queues.dock.countQueuedUnitsWithClass("Dock") === 0 && + !gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.byClass("Dock"), API3.Filters.isFoundation())).hasEntities() && gameState.ai.HQ.canBuild(gameState, "structures/{civ}_dock")) { let dockStarted = false; @@ -745,8 +745,8 @@ PETRA.NavalManager.prototype.buildNavalStructures = function(gameState, queues) if (!this.docks.filter(API3.Filters.byClass("Dock")).hasEntities() || this.docks.filter(API3.Filters.byClass("Shipyard")).hasEntities()) return; - // Use in priority resources to build a market - if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities() && + // Use in priority resources to build a Market. + if (!gameState.getOwnEntitiesByClass("Market", true).hasEntities() && gameState.ai.HQ.canBuild(gameState, "structures/{civ}_market")) return; let template; diff --git a/binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js b/binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js index 55bbfcd93a..eeb7760047 100644 --- a/binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js +++ b/binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js @@ -54,10 +54,10 @@ PETRA.ConstructionPlan.prototype.start = function(gameState) return; } - if (this.metadata && this.metadata.expectedGain && (!this.template.hasClass("BarterMarket") || - gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities())) + if (this.metadata && this.metadata.expectedGain && (!this.template.hasClass("Market") || + gameState.getOwnEntitiesByClass("Market", true).hasEntities())) { - // Check if this market is still worth building (others may have been built making it useless) + // Check if this Market is still worth building (others may have been built making it useless). let tradeManager = gameState.ai.HQ.tradeManager; tradeManager.checkRoutes(gameState); if (!tradeManager.isNewMarketWorth(this.metadata.expectedGain)) @@ -161,7 +161,7 @@ PETRA.ConstructionPlan.prototype.findGoodPosition = function(gameState) if (!template.hasClass("Fortress") || gameState.getOwnEntitiesByClass("Fortress", true).hasEntities()) return false; } - else if (template.hasClass("Market")) // Docks (i.e. NavalMarket) are done before + else if (template.hasClass("Market")) // Docks are done before. { let pos = HQ.findMarketLocation(gameState, template); if (pos && pos[2] > 0) @@ -218,29 +218,29 @@ PETRA.ConstructionPlan.prototype.findGoodPosition = function(gameState) if (struct.resourceDropsiteTypes() && struct.resourceDropsiteTypes().indexOf("food") != -1) { if (template.hasClass("Field") || template.hasClass("Corral")) - placement.addInfluence(x, z, 80/cellSize, 50); + placement.addInfluence(x, z, 80 / cellSize, 50); else // If this is not a field add a negative influence because we want to leave this area for fields - placement.addInfluence(x, z, 80/cellSize, -20); + placement.addInfluence(x, z, 80 / cellSize, -20); } else if (template.hasClass("House")) { if (ent.hasClass("House")) { - placement.addInfluence(x, z, 60/cellSize, 40); // houses are close to other houses + placement.addInfluence(x, z, 60 / cellSize, 40); // houses are close to other houses alreadyHasHouses = true; } - else if (!ent.hasClass("StoneWall") || ent.hasClass("Gates")) - placement.addInfluence(x, z, 60/cellSize, -40); // and further away from other stuffs + else if (!ent.hasClass("Wall") || ent.hasClass("Gate")) + placement.addInfluence(x, z, 60 / cellSize, -40); // and further away from other stuffs } else if (template.hasClass("Farmstead") && (!ent.hasClass("Field") && !ent.hasClass("Corral") && - (!ent.hasClass("StoneWall") || ent.hasClass("Gates")))) - placement.addInfluence(x, z, 100/cellSize, -25); // move farmsteads away to make room (StoneWall test needed for iber) + (!ent.hasClass("Wall") || ent.hasClass("Gate")))) + placement.addInfluence(x, z, 100 / cellSize, -25); // move farmsteads away to make room (Wall test needed for iber) else if (template.hasClass("GarrisonFortress") && ent.hasClass("House")) - placement.addInfluence(x, z, 120/cellSize, -50); + placement.addInfluence(x, z, 120 / cellSize, -50); else if (template.hasClass("Military")) - placement.addInfluence(x, z, 40/cellSize, -40); + placement.addInfluence(x, z, 40 / cellSize, -40); else if (template.genericName() == "Rotary Mill" && ent.hasClass("Field")) - placement.addInfluence(x, z, 60/cellSize, 40); + placement.addInfluence(x, z, 60 / cellSize, 40); }); } if (template.hasClass("Farmstead")) @@ -256,8 +256,8 @@ PETRA.ConstructionPlan.prototype.findGoodPosition = function(gameState) } // Requires to be inside our territory, and inside our base territory if required - // and if our first market, put it on border if possible to maximize distance with next market - let favorBorder = template.hasClass("BarterMarket"); + // and if our first market, put it on border if possible to maximize distance with next Market. + let favorBorder = template.hasClass("Market"); let disfavorBorder = gameState.currentPhase() > 1 && !template.hasDefensiveFire(); let favoredBase = this.metadata && (this.metadata.favoredBase || (this.metadata.militaryBase ? HQ.findBestBaseForMilitary(gameState) : undefined)); @@ -319,7 +319,7 @@ PETRA.ConstructionPlan.prototype.findGoodPosition = function(gameState) this.type == gameState.applyCiv("structures/{civ}_elephant_stables")) radius = Math.floor((template.obstructionRadius().max + 8) / obstructions.cellSize); else if (template.resourceDropsiteTypes() === undefined && !template.hasClass("House") && - !template.hasClass("Field") && !template.hasClass("BarterMarket")) + !template.hasClass("Field") && !template.hasClass("Market")) radius = Math.ceil((template.obstructionRadius().max + 4) / obstructions.cellSize); else radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize); diff --git a/binaries/data/mods/public/simulation/ai/petra/researchManager.js b/binaries/data/mods/public/simulation/ai/petra/researchManager.js index ee8afe0b29..00d8275261 100644 --- a/binaries/data/mods/public/simulation/ai/petra/researchManager.js +++ b/binaries/data/mods/public/simulation/ai/petra/researchManager.js @@ -199,7 +199,7 @@ PETRA.ResearchManager.prototype.update = function(gameState, queues) { let template = techs[i][1]._template; if (template.affects && template.affects.length === 1 && - (template.affects[0] === "Healer" || template.affects[0] === "Outpost" || template.affects[0] === "StoneWall")) + (template.affects[0] === "Healer" || template.affects[0] === "Outpost" || template.affects[0] === "Wall")) { techs.splice(i--, 1); continue; diff --git a/binaries/data/mods/public/simulation/ai/petra/tradeManager.js b/binaries/data/mods/public/simulation/ai/petra/tradeManager.js index e187af79b2..6cf273cac8 100644 --- a/binaries/data/mods/public/simulation/ai/petra/tradeManager.js +++ b/binaries/data/mods/public/simulation/ai/petra/tradeManager.js @@ -91,7 +91,7 @@ PETRA.TradeManager.prototype.trainMoreTraders = function(gameState, queues) else { template = gameState.applyCiv("units/{civ}_support_trader"); - if (!this.tradeRoute.source.hasClass("NavalMarket")) + if (!this.tradeRoute.source.hasClass("Naval")) metadata.base = this.tradeRoute.source.getMetadata(PlayerID, "base"); else metadata.base = this.tradeRoute.target.getMetadata(PlayerID, "base"); @@ -214,7 +214,7 @@ PETRA.TradeManager.prototype.setTradingGoods = function(gameState) */ PETRA.TradeManager.prototype.performBarter = function(gameState) { - let barterers = gameState.getOwnEntitiesByClass("BarterMarket", true).filter(API3.Filters.isBuilt()).toEntityArray(); + let barterers = gameState.getOwnEntitiesByClass("Barter", true).filter(API3.Filters.isBuilt()).toEntityArray(); if (barterers.length == 0) return false; let resBarterCodes = Resources.GetBarterableCodes(); @@ -335,7 +335,7 @@ PETRA.TradeManager.prototype.checkEvents = function(gameState, events) for (let evt of events.EntityRenamed) { let ent = gameState.getEntityById(evt.newentity); - if (!ent || !ent.hasClass("Market")) + if (!ent || !ent.hasClass("Trade")) continue; for (let trader of this.traders.values()) { @@ -358,7 +358,7 @@ PETRA.TradeManager.prototype.checkEvents = function(gameState, events) if (!evt.entityObj) continue; let ent = evt.entityObj; - if (!ent || !ent.hasClass("Market") || !gameState.isPlayerAlly(ent.owner())) + if (!ent || !ent.hasClass("Trade") || !gameState.isPlayerAlly(ent.owner())) continue; this.activateProspection(gameState); return true; @@ -368,7 +368,7 @@ PETRA.TradeManager.prototype.checkEvents = function(gameState, events) for (let evt of events.Create) { let ent = gameState.getEntityById(evt.entity); - if (!ent || ent.foundationProgress() !== undefined || !ent.hasClass("Market") || + if (!ent || ent.foundationProgress() !== undefined || !ent.hasClass("Trade") || !gameState.isPlayerAlly(ent.owner())) continue; this.activateProspection(gameState); @@ -382,7 +382,7 @@ PETRA.TradeManager.prototype.checkEvents = function(gameState, events) if (!gameState.isPlayerAlly(evt.from) && !gameState.isPlayerAlly(evt.to)) continue; let ent = gameState.getEntityById(evt.entity); - if (!ent || ent.foundationProgress() !== undefined || !ent.hasClass("Market")) + if (!ent || ent.foundationProgress() !== undefined || !ent.hasClass("Trade")) continue; this.activateProspection(gameState); return true; @@ -419,8 +419,8 @@ PETRA.TradeManager.prototype.checkRoutes = function(gameState, accessIndex) return false; } - let market1 = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Market"), gameState.getOwnStructures()); - let market2 = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Market"), gameState.getExclusiveAllyEntities()); + let market1 = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Trade"), gameState.getOwnStructures()); + let market2 = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Trade"), gameState.getExclusiveAllyEntities()); if (market1.length + market2.length < 2) // We have to wait ... markets will be built soon { this.tradeRoute = undefined; @@ -444,7 +444,7 @@ PETRA.TradeManager.prototype.checkRoutes = function(gameState, accessIndex) if (!m1.position()) continue; let access1 = PETRA.getLandAccess(gameState, m1); - let sea1 = m1.hasClass("NavalMarket") ? PETRA.getSeaAccess(gameState, m1) : undefined; + let sea1 = m1.hasClass("Naval") ? PETRA.getSeaAccess(gameState, m1) : undefined; for (let m2 of market2.values()) { if (onlyOurs && m1.id() >= m2.id()) @@ -452,7 +452,7 @@ PETRA.TradeManager.prototype.checkRoutes = function(gameState, accessIndex) if (!m2.position()) continue; let access2 = PETRA.getLandAccess(gameState, m2); - let sea2 = m2.hasClass("NavalMarket") ? PETRA.getSeaAccess(gameState, m2) : undefined; + let sea2 = m2.hasClass("Naval") ? PETRA.getSeaAccess(gameState, m2) : undefined; let land = access1 == access2 ? access1 : undefined; let sea = sea1 && sea1 == sea2 ? sea1 : undefined; if (!land && !sea) @@ -586,12 +586,12 @@ PETRA.TradeManager.prototype.checkTrader = function(gameState, ent) PETRA.TradeManager.prototype.prospectForNewMarket = function(gameState, queues) { - if (queues.economicBuilding.hasQueuedUnitsWithClass("Market") || queues.dock.hasQueuedUnitsWithClass("Market")) + if (queues.economicBuilding.hasQueuedUnitsWithClass("Trade") || queues.dock.hasQueuedUnitsWithClass("Trade")) return; if (!gameState.ai.HQ.canBuild(gameState, "structures/{civ}_market")) return; - if (!gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Market"), gameState.getOwnStructures()).hasEntities() && - !gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Market"), gameState.getExclusiveAllyEntities()).hasEntities()) + if (!gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Trade"), gameState.getOwnStructures()).hasEntities() && + !gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Trade"), gameState.getExclusiveAllyEntities()).hasEntities()) return; let template = gameState.getTemplate(gameState.applyCiv("structures/{civ}_market")); if (!template) @@ -600,7 +600,7 @@ PETRA.TradeManager.prototype.prospectForNewMarket = function(gameState, queues) let marketPos = gameState.ai.HQ.findMarketLocation(gameState, template); if (!marketPos || marketPos[3] == 0) // marketPos[3] is the expected gain { // no position found - if (gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) + if (gameState.getOwnEntitiesByClass("Market", true).hasEntities()) gameState.ai.HQ.buildManager.setUnbuildable(gameState, gameState.applyCiv("structures/{civ}_market")); else this.routeProspection = false; @@ -621,7 +621,7 @@ PETRA.TradeManager.prototype.prospectForNewMarket = function(gameState, queues) } if (!this.tradeRoute) - gameState.ai.queueManager.changePriority("economicBuilding", 2*this.Config.priorities.economicBuilding); + gameState.ai.queueManager.changePriority("economicBuilding", 2 * this.Config.priorities.economicBuilding); let plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_market"); if (!this.tradeRoute) plan.queueToReset = "economicBuilding"; diff --git a/binaries/data/mods/public/simulation/components/Barter.js b/binaries/data/mods/public/simulation/components/Barter.js index bf0dbf5c11..3a3a5058c6 100644 --- a/binaries/data/mods/public/simulation/components/Barter.js +++ b/binaries/data/mods/public/simulation/components/Barter.js @@ -55,7 +55,7 @@ Barter.prototype.PlayerHasMarket = function(playerID) { var cmpFoundation = Engine.QueryInterface(entity, IID_Foundation); var cmpIdentity = Engine.QueryInterface(entity, IID_Identity); - if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket")) + if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("Barter")) return true; } return false; diff --git a/binaries/data/mods/public/simulation/components/GuiInterface.js b/binaries/data/mods/public/simulation/components/GuiInterface.js index 3d769b936d..37f1e0d794 100644 --- a/binaries/data/mods/public/simulation/components/GuiInterface.js +++ b/binaries/data/mods/public/simulation/components/GuiInterface.js @@ -495,7 +495,7 @@ GuiInterface.prototype.GetEntityState = function(player, ent) "req": cmpPromotion.GetRequiredXp() }; - if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket")) + if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("Barter")) ret.isBarterMarket = true; let cmpHeal = Engine.QueryInterface(ent, IID_Heal); diff --git a/binaries/data/mods/public/simulation/components/Identity.js b/binaries/data/mods/public/simulation/components/Identity.js index 212233ca36..18a5043160 100644 --- a/binaries/data/mods/public/simulation/components/Identity.js +++ b/binaries/data/mods/public/simulation/components/Identity.js @@ -57,7 +57,7 @@ Identity.prototype.Schema = "" + "" + "" + - "" + + "" + "" + "tokens" + "" + @@ -65,7 +65,7 @@ Identity.prototype.Schema = "" + "" + "" + - "" + + "" + "" + "tokens" + "" + diff --git a/binaries/data/mods/public/simulation/data/auras/teambonuses/cart_player_teambonus.json b/binaries/data/mods/public/simulation/data/auras/teambonuses/cart_player_teambonus.json index ecef6d9273..fe6c827b44 100644 --- a/binaries/data/mods/public/simulation/data/auras/teambonuses/cart_player_teambonus.json +++ b/binaries/data/mods/public/simulation/data/auras/teambonuses/cart_player_teambonus.json @@ -1,10 +1,10 @@ { "type": "global", - "affects": ["Market"], + "affects": ["Trade"], "affectedPlayers": ["ExclusiveMutualAlly"], "modifications": [ { "value": "Market/InternationalBonus", "add": 0.1 } ], "auraName": "Trademasters", - "auraDescription": "Allied Markets +10% international trade bonus." + "auraDescription": "Allies +10% international trade bonus." } diff --git a/binaries/data/mods/public/simulation/data/civs/cart.json b/binaries/data/mods/public/simulation/data/civs/cart.json index 4b6876c37d..ad9b5f0c17 100644 --- a/binaries/data/mods/public/simulation/data/civs/cart.json +++ b/binaries/data/mods/public/simulation/data/civs/cart.json @@ -71,7 +71,7 @@ { "Name": "Trademasters", "History": "The Phoenicians and Carthaginians were broadly known as the greatest trading civilization of the ancient and classical world.", - "Description": "Allied Markets +10% international trade bonus." + "Description": "Allies +10% international trade bonus." } ], "Structures": diff --git a/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json b/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json index 68230b7c02..aef41a7dc6 100644 --- a/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json +++ b/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json @@ -7,11 +7,11 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "stone_blocks_brown.png", "researchTime": 40, - "tooltip": "City walls -20% build time, but -1 crush armor level.", + "tooltip": "Walls −20% build time, but −1 crush armor.", "modifications": [ - { "value": "Cost/BuildTime", "multiply": 0.8 }, - { "value": "Armour/Crush", "add": -1 } + { "value": "Armour/Crush", "add": -1 }, + { "value": "Cost/BuildTime", "multiply": 0.8 } ], - "affects": ["StoneWall"], + "affects": ["Wall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } diff --git a/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json b/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json index 664d25097e..9189704b8e 100644 --- a/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json +++ b/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json @@ -6,9 +6,9 @@ "tooltip": "Carthaginian Walls +100% build time, +100% stone cost, and +200% health.", "requirements": { "civ": "cart" }, "modifications": [ - { "value": "Health/Max", "multiply": 3 }, { "value": "Cost/BuildTime", "multiply": 2 }, - { "value": "Cost/Resources/stone", "multiply": 2 } + { "value": "Cost/Resources/stone", "multiply": 2 }, + { "value": "Health/Max", "multiply": 3 } ], - "affects": ["StoneWall"] + "affects": ["Wall"] } diff --git a/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json b/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json index 369de32558..7720e7dce4 100644 --- a/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json +++ b/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json @@ -6,8 +6,8 @@ "icon": "wooden_walls.png", "tooltip": "Mauryan City Walls −20% build time and −20% health.", "modifications": [ - { "value": "Health/Max", "multiply": 0.8 }, - { "value": "Cost/BuildTime", "multiply": 0.8 } + { "value": "Cost/BuildTime", "multiply": 0.8 }, + { "value": "Health/Max", "multiply": 0.8 } ], - "affects": ["StoneWall"] + "affects": ["Wall"] } diff --git a/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json b/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json index 9f361ffce5..000e7aa43c 100644 --- a/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json +++ b/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json @@ -7,11 +7,11 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "stone_blocks.png", "researchTime": 40, - "tooltip": "City walls +2 crush armor levels, but +10% build time.", + "tooltip": "Walls +2 crush armor, but +10% build time.", "modifications": [ - { "value": "Cost/BuildTime", "multiply": 1.1 }, - { "value": "Armour/Crush", "add": 2 } + { "value": "Armour/Crush", "add": 2 }, + { "value": "Cost/BuildTime", "multiply": 1.1 } ], - "affects": ["StoneWall"], + "affects": ["Wall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } diff --git a/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json b/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json index 9437bf202c..e0cbce41c2 100644 --- a/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json +++ b/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json @@ -2,14 +2,19 @@ "genericName": "Athenian Long Walls", "description": "The Long Walls of Athens were constructed under the auspices of the wily Themistocles and extended 6 km from the city to the port of Piraeus. This secured the city's sea supply routes and prevented an enemy from starving out the city during a siege.", "cost": { "food": 0, "wood": 0, "stone": 250, "metal": 250 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "athen" }] }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "civ": "athen" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "crenelations.png", "researchTime": 60, - "tooltip": "Build stone walls in neutral territory.", + "tooltip": "Build Walls in own or neutral territory.", "modifications": [ { "value": "BuildRestrictions/Territory", "replace": ["own", "neutral"] } ], - "affects": ["StoneWall"], + "affects": ["Wall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } diff --git a/binaries/data/mods/public/simulation/data/technologies/pair_walls_01.json b/binaries/data/mods/public/simulation/data/technologies/pair_walls_01.json index f16177ba59..f9c8d75b03 100644 --- a/binaries/data/mods/public/simulation/data/technologies/pair_walls_01.json +++ b/binaries/data/mods/public/simulation/data/technologies/pair_walls_01.json @@ -1,5 +1,5 @@ { - "genericName": "Walls build time vs. Health", + "genericName": "Wall armor vs build time.", "top": "buildtime_walls_rubble", "bottom": "health_walls_geometric_masonry", "requirements": { "notciv": "iber" } diff --git a/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json b/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json index c0aaf46a3a..90f2797c37 100644 --- a/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json +++ b/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json @@ -5,8 +5,13 @@ }, "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.", "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 }, - "requirements": { "entity": { "class": "Town", "number": 4 } }, - "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).", + "requirements": { + "entity": { + "class": "Town", + "number": 4 + } + }, + "requirementsTooltip": "Requires 4 Town Structures.", "supersedes": "phase_town_athen", "replaces": ["phase_city"], "icon": "city_phase.png", diff --git a/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json b/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json index 40a23fc207..6f0cfd0421 100644 --- a/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json +++ b/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json @@ -6,8 +6,13 @@ }, "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.", "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 }, - "requirements": { "entity": { "class": "Town", "number": 4 } }, - "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).", + "requirements": { + "entity": { + "class": "Town", + "number": 4 + } + }, + "requirementsTooltip": "Requires 4 Town Structures.", "supersedes": "phase_town_generic", "replaces": ["phase_city"], "icon": "city_phase.png", diff --git a/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json b/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json index 9721e7b499..0efdc66b3d 100644 --- a/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json +++ b/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json @@ -5,8 +5,13 @@ }, "description": "Advances from a small village to a bustling town, ready to expand rapidly. This is the Athenian town phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.", "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, - "requirements": { "entity": { "class": "Village", "number": 5 } }, - "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).", + "requirements": { + "entity": { + "class": "Village", + "number": 5 + } + }, + "requirementsTooltip": "Requires 5 Village Structures.", "supersedes": "phase_village", "replaces": ["phase_town"], "icon": "town_phase.png", diff --git a/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json b/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json index 4b543c8567..a05d9cd940 100644 --- a/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json +++ b/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json @@ -6,8 +6,13 @@ }, "description": "Advances from a small village to a bustling town, ready to expand rapidly.", "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, - "requirements": { "entity": { "class": "Village", "number": 5 } }, - "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).", + "requirements": { + "entity": { + "class": "Village", + "number": 5 + } + }, + "requirementsTooltip": "Requires 5 Village Structures.", "supersedes": "phase_village", "replaces": ["phase_town"], "icon": "town_phase.png", diff --git a/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json b/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json index 2f586d37d7..7353c71114 100644 --- a/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json +++ b/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json @@ -6,10 +6,10 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sibylline_books.png", "researchTime": 40, - "tooltip": "Market +10% International Bonus.", + "tooltip": "+10% international trade bonus.", "modifications": [ { "value": "Market/InternationalBonus", "add": 0.1 } ], - "affects": ["Market"], + "affects": ["Trade"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } diff --git a/binaries/data/mods/public/simulation/templates/special/player/player.xml b/binaries/data/mods/public/simulation/templates/special/player/player.xml index c0d16b6eec..37034f67e5 100644 --- a/binaries/data/mods/public/simulation/templates/special/player/player.xml +++ b/binaries/data/mods/public/simulation/templates/special/player/player.xml @@ -20,7 +20,7 @@ 10 1 1 - 1 + 1 3 5 0 @@ -29,12 +29,13 @@ 1 1 1 - 1 + 1 2 2 4 2 1 + 1 0 20 diff --git a/binaries/data/mods/public/simulation/templates/structures/athen_gymnasium.xml b/binaries/data/mods/public/simulation/templates/structures/athen_gymnasium.xml index 31c519cd88..16682a0695 100644 --- a/binaries/data/mods/public/simulation/templates/structures/athen_gymnasium.xml +++ b/binaries/data/mods/public/simulation/templates/structures/athen_gymnasium.xml @@ -19,10 +19,11 @@ athen - ConquestCritical Gymnasium Gymnasion Train Champions. + ConquestCritical + Gymnasium structures/gymnasium.png diff --git a/binaries/data/mods/public/simulation/templates/structures/athen_prytaneion.xml b/binaries/data/mods/public/simulation/templates/structures/athen_prytaneion.xml index d74227e09f..999d8e5418 100644 --- a/binaries/data/mods/public/simulation/templates/structures/athen_prytaneion.xml +++ b/binaries/data/mods/public/simulation/templates/structures/athen_prytaneion.xml @@ -19,10 +19,11 @@ athen - ConquestCritical Council Chamber Prytaneion Train Heroes and research technologies. + ConquestCritical + Council structures/tholos.png diff --git a/binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml b/binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml index eec84363d6..bf79fcb4c5 100644 --- a/binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml +++ b/binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml @@ -9,12 +9,12 @@ 8.0 - Island Settlement brit - Naval - structures/crannog.png - Increase population limit and defend waterways. + Island Settlement Cranogion + Build upon a shoreline in own, neutral, or allied territory. Acquire large tracts of territory. Territory root. Dropsite for food, wood, stone, and metal. Train Citizens, construct Ships, and research technologies. Garrison Soldiers for additional arrows. + Naval + structures/crannog.png phase_town diff --git a/binaries/data/mods/public/simulation/templates/structures/brit_wall_tower.xml b/binaries/data/mods/public/simulation/templates/structures/brit_wall_tower.xml index 6288f87831..12a802d0e4 100644 --- a/binaries/data/mods/public/simulation/templates/structures/brit_wall_tower.xml +++ b/binaries/data/mods/public/simulation/templates/structures/brit_wall_tower.xml @@ -9,7 +9,7 @@ brit Uxelon - Does not shoot or garrison. + diff --git a/binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml b/binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml index 2e908114e9..e8ef13862f 100644 --- a/binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml +++ b/binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml @@ -40,11 +40,11 @@ cart - ConquestCritical Naval Shipyard Cothon - -City Shipyard Town - Construct and repair mighty warships. + Build upon a shoreline in own, neutral, or allied territory. Acquire large tracts of territory. Territory root. Construct Warships and research technologies. + ConquestCritical + Naval -City Town Shipyard structures/uber_dock.png phase_town diff --git a/binaries/data/mods/public/simulation/templates/structures/cart_temple.xml b/binaries/data/mods/public/simulation/templates/structures/cart_temple.xml index cb34d464b7..2dfa684441 100644 --- a/binaries/data/mods/public/simulation/templates/structures/cart_temple.xml +++ b/binaries/data/mods/public/simulation/templates/structures/cart_temple.xml @@ -12,7 +12,7 @@ cart Maqdaš - Train Healers and Champions and research healing technologies. Garrison units to heal them at a quick rate. + Train Healers and Champions and research healing technologies. 80 diff --git a/binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml b/binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml index bf2cb5c6a3..1287fa338e 100644 --- a/binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml +++ b/binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml @@ -9,7 +9,7 @@ gaul Uxelon - Does not shoot or garrison. + diff --git a/binaries/data/mods/public/simulation/templates/structures/iber_monument.xml b/binaries/data/mods/public/simulation/templates/structures/iber_monument.xml index 65f7c7fa57..d4a4cc0711 100644 --- a/binaries/data/mods/public/simulation/templates/structures/iber_monument.xml +++ b/binaries/data/mods/public/simulation/templates/structures/iber_monument.xml @@ -31,9 +31,9 @@ iber Revered Monument Gur Oroigarri - Monument + Territory root. + Monument structures/iberian_bull.png - All units within vision of this monument will fight harder. Buildings in the territory of the monument do not decay. 20 diff --git a/binaries/data/mods/public/simulation/templates/structures/kush_temple.xml b/binaries/data/mods/public/simulation/templates/structures/kush_temple.xml index 2decc0501e..79d0ffda1c 100644 --- a/binaries/data/mods/public/simulation/templates/structures/kush_temple.xml +++ b/binaries/data/mods/public/simulation/templates/structures/kush_temple.xml @@ -7,8 +7,8 @@ kush Temple of Apedemak Pr-ʿIprmk - Train priests to heal your troops. Train Meroitic Temple Guards. Garrison units to heal them at a quick rate. - TempleOfApedemak + Train Healers and Apedamak Champions and research healing technologies. + TempleOfApedemak diff --git a/binaries/data/mods/public/simulation/templates/structures/kush_temple_amun.xml b/binaries/data/mods/public/simulation/templates/structures/kush_temple_amun.xml index 777ddaf25e..4a0ab846f3 100644 --- a/binaries/data/mods/public/simulation/templates/structures/kush_temple_amun.xml +++ b/binaries/data/mods/public/simulation/templates/structures/kush_temple_amun.xml @@ -27,10 +27,9 @@ kush Grand Temple of Amun Pr-ʿImn - Train priests to heal your troops. Train Napatan Temple Guards and research unique technologies. Garrison units to heal them at a quick rate. + Train Healers and Amun Champions and research healing technologies. + -Town City TempleOfAmun structures/temple_epic.png - TempleOfAmun - City -Town phase_city diff --git a/binaries/data/mods/public/simulation/templates/structures/maur_palace.xml b/binaries/data/mods/public/simulation/templates/structures/maur_palace.xml index b7b4ae3de7..9a9a955371 100644 --- a/binaries/data/mods/public/simulation/templates/structures/maur_palace.xml +++ b/binaries/data/mods/public/simulation/templates/structures/maur_palace.xml @@ -14,10 +14,11 @@ maur - ConquestCritical Harmya - gaia/special_stoa.png Train Female Citizens, Champions, and Heroes. + ConquestCritical + Palace + gaia/special_stoa.png 40 diff --git a/binaries/data/mods/public/simulation/templates/structures/maur_pillar_ashoka.xml b/binaries/data/mods/public/simulation/templates/structures/maur_pillar_ashoka.xml index 0503626836..47f16f0838 100644 --- a/binaries/data/mods/public/simulation/templates/structures/maur_pillar_ashoka.xml +++ b/binaries/data/mods/public/simulation/templates/structures/maur_pillar_ashoka.xml @@ -31,9 +31,9 @@ maur Edict Pillar of Ashoka Śāsana Stambha Aśokā - Pillar + Territory root. + Pillar structures/ashoka_pillar.png - The famous pillar of Ashoka. Increases the walk speed of traders. Buildings in the territory of the monument do not decay. 20 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_curve.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_curve.xml index 366d1646b6..1afbbf58d7 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_curve.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_curve.xml @@ -10,9 +10,6 @@ 6 - - Palisade Curve - 2 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_end.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_end.xml index 96b7b31bac..cca44ce5bf 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_end.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_end.xml @@ -10,9 +10,6 @@ 5 - - Palisade End - 1 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml index 3832cfc5c8..da551dcd40 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml @@ -6,7 +6,6 @@ 9.0 - Palisade Fort Wooden Tower structures/palisade_fort.png Palisade diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_gate.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_gate.xml index b059eff5f3..ab5d5124b8 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_gate.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_gate.xml @@ -17,11 +17,11 @@ 0.64 - Gates - Palisade Gate + Palisade Gate structures/palisades_gate + Allow units access through Palisades. Can be locked to prevent access. + Gate structures/wooden_gate.png - Allow units access through a palisade wall. Can be locked to prevent access. 4 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_long.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_long.xml index 154ebe0acc..eb1fac7234 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_long.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_long.xml @@ -14,7 +14,7 @@ 0.75 - Palisade + Can be converted into a Palisade Gate. 3 @@ -28,11 +28,11 @@ structures/palisades_gate + Allow units access through Palisades. Can be locked to prevent access. 20 - This will allow you to let units circulate through your fortifications. upgrading diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_medium.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_medium.xml index 7312096331..0a07ed3be4 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_medium.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_medium.xml @@ -13,9 +13,6 @@ 0.5 - - Palisade - 2 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_short.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_short.xml index f3ee4376e6..bba30b7fca 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_short.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_short.xml @@ -13,9 +13,6 @@ 0.25 - - Palisade - 1 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_spike_angle.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_spike_angle.xml index d54e130741..4ff874e354 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_spike_angle.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_spike_angle.xml @@ -14,7 +14,7 @@ 0.5 - Angle Spike + Angle Spike 1 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_spikes_small.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_spikes_small.xml index dd7a579064..516a032dcd 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_spikes_small.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_spikes_small.xml @@ -14,7 +14,7 @@ 0.2 - Small Spikes + Small Spikes 1 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_spikes_tall.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_spikes_tall.xml index f1397a569c..20bf117572 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_spikes_tall.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_spikes_tall.xml @@ -14,7 +14,7 @@ 0.5 - Tall Spikes + Tall Spikes 2 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_straight.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_straight.xml index 7aa87c26c2..12235573b2 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_straight.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_straight.xml @@ -10,9 +10,6 @@ 6 - - Palisade - 2 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_tower.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_tower.xml index 2594125516..dd692c3f04 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_tower.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_tower.xml @@ -13,10 +13,6 @@ 0.75 - - Palisade - Tower - 1 diff --git a/binaries/data/mods/public/simulation/templates/structures/palisades_watchtower.xml b/binaries/data/mods/public/simulation/templates/structures/palisades_watchtower.xml index d4ace91f54..a4e1738dc8 100644 --- a/binaries/data/mods/public/simulation/templates/structures/palisades_watchtower.xml +++ b/binaries/data/mods/public/simulation/templates/structures/palisades_watchtower.xml @@ -11,7 +11,7 @@ 12.0 - Watchtower + Watchtower 3 diff --git a/binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml b/binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml index c4abb352c5..edea7951ef 100644 --- a/binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml +++ b/binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml @@ -1,7 +1,7 @@ - Apadana + Palace 300 @@ -26,9 +26,10 @@ pers Throne Hall Apadāna - Apadana ConquestCritical Palace + Train Champions and Heroes. + ConquestCritical + Palace structures/palace.png - "Satrapy Tribute": Gain a trickle of food, wood, stone, and metal resources. Train Champions and Heroes. 60 diff --git a/binaries/data/mods/public/simulation/templates/structures/pers_hall.xml b/binaries/data/mods/public/simulation/templates/structures/pers_hall.xml index e883429601..37e48033d8 100644 --- a/binaries/data/mods/public/simulation/templates/structures/pers_hall.xml +++ b/binaries/data/mods/public/simulation/templates/structures/pers_hall.xml @@ -23,9 +23,10 @@ pers - ConquestCritical Gate of All Nations Duvarθi Visadahyu + ConquestCritical + Hall structures/pers_hall.png Train Champions. diff --git a/binaries/data/mods/public/simulation/templates/structures/pers_ishtar_gate.xml b/binaries/data/mods/public/simulation/templates/structures/pers_ishtar_gate.xml index 3ff5190b24..d3b17dc5e1 100644 --- a/binaries/data/mods/public/simulation/templates/structures/pers_ishtar_gate.xml +++ b/binaries/data/mods/public/simulation/templates/structures/pers_ishtar_gate.xml @@ -4,7 +4,7 @@ structures/loyalty_regen - UniqueBuilding + IshtarGate @@ -26,10 +26,10 @@ pers - Persian Special Building - Ishtar Gate of Babylon - Increases the loyalty regeneration of nearby structures, making them harder to capture. + Ishtar Gate of Babylon + Territory root. ConquestCritical + IshtarGate structures/pers_gate.png diff --git a/binaries/data/mods/public/simulation/templates/structures/pers_tacara.xml b/binaries/data/mods/public/simulation/templates/structures/pers_tacara.xml index 28f46eee3f..1893fd2cc8 100644 --- a/binaries/data/mods/public/simulation/templates/structures/pers_tacara.xml +++ b/binaries/data/mods/public/simulation/templates/structures/pers_tacara.xml @@ -23,7 +23,8 @@ pers Palace Taçara - ConquestCritical Palace + ConquestCritical + Palace structures/palace.png diff --git a/binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml b/binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml index 2b9a662075..070ff308d8 100644 --- a/binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml +++ b/binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml @@ -23,9 +23,8 @@ ptol Lighthouse Pharos - Lighthouse - -City Town - Build along the shore to reveal the shorelines over the entire map. Very large vision range: 180 meters. + Build upon a shoreline in own, neutral, or allied territory. Reveal the shorelines over the entire map. Very large vision range. + -City Town Lighthouse structures/lighthouse.png phase_town diff --git a/binaries/data/mods/public/simulation/templates/structures/ptol_military_colony.xml b/binaries/data/mods/public/simulation/templates/structures/ptol_military_colony.xml index 0a4701367f..1ecb828267 100644 --- a/binaries/data/mods/public/simulation/templates/structures/ptol_military_colony.xml +++ b/binaries/data/mods/public/simulation/templates/structures/ptol_military_colony.xml @@ -7,7 +7,6 @@ ptol Klērouchia - This is the Ptolemaic expansion building, similar to Civic Centers for other factions. It is weaker and carries a smaller territory influence, but is cheaper and built faster. Train settler-soldiers of various nationalities. diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_arch.xml b/binaries/data/mods/public/simulation/templates/structures/rome_arch.xml index 863915057c..b2aef0bf09 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_arch.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_arch.xml @@ -20,7 +20,8 @@ rome Triumphal Arch Arcus Triumphālis - ConquestCritical + Territory root. + TriumphalArch structures/arch.png diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml b/binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml index 25695f64f4..c31528dc31 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml @@ -79,9 +79,10 @@ rome Army Camp Castra - ArmyCamp ConquestCritical - structures/roman_camp.png Build in neutral or enemy territory. Train Citizen-Soldiers and construct Siege Engines. Garrison Soldiers for additional arrows. + ConquestCritical + ArmyCamp + structures/roman_camp.png 100 diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_gate.xml b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_gate.xml index b9a292f7a0..9b89a6de30 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_gate.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_gate.xml @@ -30,7 +30,7 @@ rome Siege Wall Gate Porta Circummūnītiōnis - SiegeWall + SiegeWall structures/wooden_gate.png diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_long.xml b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_long.xml index 74bdddaab6..6541562de0 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_long.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_long.xml @@ -31,9 +31,8 @@ structures/rome_wallset_siege Siege Wall Mūrus Circummūnītiōnis - SiegeWall + SiegeWall structures/siege_wall.png - A wooden and turf palisade buildable in enemy and neutral territories. 12 diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_medium.xml b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_medium.xml index 3f565cce9f..61907ad5ff 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_medium.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_medium.xml @@ -31,9 +31,8 @@ structures/rome_wallset_siege Siege Wall Mūrus Circummūnītiōnis - SiegeWall + SiegeWall structures/siege_wall.png - A wooden and turf palisade buildable in enemy and neutral territories. 8 diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_short.xml b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_short.xml index 65145ce4ec..7e5da85a58 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_short.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_short.xml @@ -31,9 +31,8 @@ structures/rome_wallset_siege Siege Wall Mūrus Circummūnītiōnis - SiegeWall + SiegeWall structures/siege_wall.png - A wooden and turf palisade buildable in enemy and neutral territories. 4 diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_tower.xml b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_tower.xml index 920b3a5b0b..e649992762 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_tower.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_tower.xml @@ -30,7 +30,7 @@ rome Siege Wall Tower Turris Circummūnītiōnis - SiegeWall + SiegeWall structures/siege_wall.png diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_temple_mars.xml b/binaries/data/mods/public/simulation/templates/structures/rome_temple_mars.xml index f56e1e841c..7f9903e597 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_temple_mars.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_temple_mars.xml @@ -11,6 +11,8 @@ rome Temple of Mars Aedēs Mārtiālis + -Town City TempleOfMars + phase_city diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_temple_vesta.xml b/binaries/data/mods/public/simulation/templates/structures/rome_temple_vesta.xml index 9d9ed5833a..e28853976f 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_temple_vesta.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_temple_vesta.xml @@ -4,7 +4,7 @@ structures/loyalty_regen - UniqueBuilding + TempleOfVesta @@ -15,8 +15,9 @@ Temple of Vesta - structures/temple_vesta.png Aedēs Vestālis + TempleOfVesta + structures/temple_vesta.png diff --git a/binaries/data/mods/public/simulation/templates/structures/rome_wallset_siege.xml b/binaries/data/mods/public/simulation/templates/structures/rome_wallset_siege.xml index f6cca6f078..e17bf75a4d 100644 --- a/binaries/data/mods/public/simulation/templates/structures/rome_wallset_siege.xml +++ b/binaries/data/mods/public/simulation/templates/structures/rome_wallset_siege.xml @@ -4,8 +4,9 @@ rome Siege Wall Mūrus Circummūnītiōnis + Wall off an area. Build in own, neutral, or enemy territory. + SiegeWall structures/siege_wall.png - A wooden and turf palisade buildable in enemy and neutral territories. phase_city diff --git a/binaries/data/mods/public/simulation/templates/structures/sele_military_colony.xml b/binaries/data/mods/public/simulation/templates/structures/sele_military_colony.xml index d124796fc3..7eece0e503 100644 --- a/binaries/data/mods/public/simulation/templates/structures/sele_military_colony.xml +++ b/binaries/data/mods/public/simulation/templates/structures/sele_military_colony.xml @@ -7,7 +7,6 @@ sele Klērouchia - This is the Seleucid expansion building, similar to Civic Centers for other factions. It is weaker and carries a smaller territory influence, but is cheaper and built faster. Train settler-soldiers of various nationalities. diff --git a/binaries/data/mods/public/simulation/templates/structures/spart_gerousia.xml b/binaries/data/mods/public/simulation/templates/structures/spart_gerousia.xml index 6c6163b25b..002f8d01b3 100644 --- a/binaries/data/mods/public/simulation/templates/structures/spart_gerousia.xml +++ b/binaries/data/mods/public/simulation/templates/structures/spart_gerousia.xml @@ -1,5 +1,8 @@ + + Council + 200 @@ -16,10 +19,11 @@ spart - ConquestCritical Spartan Senate Gerousia Train Heroes. + ConquestCritical + Council structures/tholos.png diff --git a/binaries/data/mods/public/simulation/templates/structures/spart_syssiton.xml b/binaries/data/mods/public/simulation/templates/structures/spart_syssiton.xml index a684947c29..efaf0f8753 100644 --- a/binaries/data/mods/public/simulation/templates/structures/spart_syssiton.xml +++ b/binaries/data/mods/public/simulation/templates/structures/spart_syssiton.xml @@ -20,10 +20,11 @@ spart - ConquestCritical Syssiton Military Mess Hall Syssition Train Champions and Heroes. + ConquestCritical + Syssiton structures/syssition.png diff --git a/binaries/data/mods/public/simulation/templates/structures/wallset_palisade.xml b/binaries/data/mods/public/simulation/templates/structures/wallset_palisade.xml index 722094d1d9..5c6aabe501 100644 --- a/binaries/data/mods/public/simulation/templates/structures/wallset_palisade.xml +++ b/binaries/data/mods/public/simulation/templates/structures/wallset_palisade.xml @@ -1,9 +1,8 @@ - Wooden Wall - Palisade - -StoneWall Palisade + Palisade + -Wall Palisade structures/palisade_wall.png phase_village diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml index bfa42e9148..89810842b8 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml @@ -86,7 +86,7 @@ Civic Center template_structure_civic_civil_centre - Build to acquire large tracts of territory. Train citizens. + Build in own or neutral territory. Acquire large tracts of territory. Territory root. Dropsite for food, wood, stone, and metal. Train Citizens and research technologies. Garrison Soldiers for additional arrows. CivCentre Defensive CivilCentre structures/civic_centre.png diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml index 2c9d92bb82..a5820fde20 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml @@ -25,8 +25,8 @@ Military Colony - Colony template_structure_civic_civil_centre_military_colony + Colony structures/military_settlement.png phase_town diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml index 3263ec5e60..c7c3b32e46 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml @@ -32,10 +32,10 @@ House - Increase the population limit. - Village House template_structure_civic_house + Village House structures/house.png + phase_village 15 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_stoa.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_stoa.xml index 3283ab216b..fc486ee989 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_civic_stoa.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_civic_stoa.xml @@ -30,10 +30,10 @@ Stoa template_structure_civic_stoa - Recruit special units. + Train Mercenary Champions. + Town Stoa gaia/special_stoa.png phase_town - Town 20 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml b/binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml index 7e2fe3b6be..1ab3ad75aa 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml @@ -32,7 +32,7 @@ Temple template_structure_civic_temple - Train Healers and research healing technologies. Garrison units to heal them at a quick rate. + Train Healers and research healing technologies. Town Temple structures/temple.png phase_town diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml index da2415d011..674e207bc1 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml @@ -17,12 +17,11 @@ decay|rubble/rubble_stone_2x2 - Palisade - Wooden Wall + Palisade template_structure_defensive_palisade - Wall off your town for a stout defense. + Wall off an area. + Palisade gaia/special_palisade.png - phase_village diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml index 8f8f6494a8..53dc2e38de 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml @@ -49,6 +49,7 @@ decay|rubble/rubble_stone_2x2 + Tower Tower diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml index 7045753e95..ebcbaf8ad9 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml @@ -51,7 +51,7 @@ Outpost template_structure_defensive_tower_outpost Build in own or neutral territory. Slowly converts to Gaia while in neutral territory. - Village -Tower Outpost + -Tower Outpost structures/outpost.png diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml index 94079afb8d..d2bdf135ef 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml @@ -37,6 +37,7 @@ Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot. Village SentryTower structures/sentry_tower.png + phase_village 20 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml index ffa692f70f..391c0d17c6 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml @@ -28,7 +28,7 @@ 1000 - Defense Tower + Stone Tower template_structure_defensive_tower_stone Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot. Town StoneTower diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml index a027790db9..266b423100 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml @@ -12,10 +12,10 @@ 8.0 - StoneWall - Stone Wall + Wall template_structure_defensive_wall Wall off your town for a stout defense. + Wall structures/wall.png phase_town diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_gate.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_gate.xml index 115bf94022..248961eb97 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_gate.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_gate.xml @@ -16,11 +16,11 @@ decay|rubble/rubble_stone_wall_long - Gates - City Gate + Gate template_structure_defensive_wall_gate + Allow units access through Walls. Can be locked to prevent access. + Gate structures/gate.png - Allow units access through a city wall. Can be locked to prevent access. 12 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_long.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_long.xml index f52a050e78..a2a8167d1b 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_long.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_long.xml @@ -22,8 +22,8 @@ decay|rubble/rubble_stone_wall_long - LongWall - Long wall segments can be converted to gates. + Can be converted into a Gate. + WallLong 7 @@ -32,7 +32,7 @@ structures/{civ}_wall_gate - This will allow you to let units circulate through your fortifications. + Allow units access through Walls. Can be locked to prevent access. 60 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_medium.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_medium.xml index ad083430e2..27ca9679e5 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_medium.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_medium.xml @@ -21,6 +21,9 @@ 2000 decay|rubble/rubble_stone_wall_medium + + WallMedium + 5 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_short.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_short.xml index 4143640710..97a8d45d3b 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_short.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_short.xml @@ -10,6 +10,9 @@ 1000 decay|rubble/rubble_stone_wall_short + + WallShort + 3 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml index 80980b11c7..661887bf85 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml @@ -53,7 +53,7 @@ Wall Turret template_structure_defensive_wall_tower - Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot. + Garrison Infantry for additional arrows. WallTower structures/tower.png diff --git a/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml b/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml index b3ba113f41..54eba251ef 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml @@ -26,12 +26,13 @@ decay|rubble/rubble_stone_4x4 - DropsiteFood Farmstead template_structure_economic_farmstead - structures/farmstead.png - Dropsite for the food resource. Research food gathering improvements. + Dropsite for food. Research food gathering technologies. + DropsiteFood Village Farmstead + structures/farmstead.png + phase_village 20 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml b/binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml index f2e57c48a7..8e05d40457 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml @@ -24,13 +24,13 @@ decay|rubble/rubble_stone_5x5 - BarterMarket Market template_structure_economic_market + Barter resources. Establish trade routes. Train Traders and research trade and barter technologies. + Barter + Trade Town Market structures/market.png phase_town - Create trade units to trade between other markets. Barter resources. Research trading and bartering improvements. - Town Market 60 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml b/binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml index 13eb2f154f..24475b7335 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml @@ -27,12 +27,13 @@ decay|rubble/rubble_stone_3x3 - DropsiteWood DropsiteMetal DropsiteStone Storehouse template_structure_economic_storehouse - structures/storehouse.png - Dropsite for wood, stone, and metal resources. Research gathering improvements for these resources. + Dropsite for wood, stone, and metal. Research gathering technologies. + DropsiteWood DropsiteMetal DropsiteStone Village Storehouse + structures/storehouse.png + phase_village 20 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml b/binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml index ab42513b1e..97ac7eddb9 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml @@ -25,7 +25,7 @@ Barracks template_structure_military_barracks - Train citizen-soldiers. Research training improvements. + Train Citizen Soldiers and research technologies. Village Barracks structures/barracks.png phase_village diff --git a/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml b/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml index da060863ec..ac25eda7c2 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml @@ -24,9 +24,8 @@ Dock template_structure_military_dock - Build upon a shoreline to construct naval vessels and to open sea trade. Research naval improvements. - Naval NavalMarket - Economic Village Market Dock + Build upon a shoreline in own, neutral, or allied territory. Dropsite for food, wood, stone, and metal. Establish trade routes. Construct Ships and research Ship technologies. + Economic Naval Trade Village Dock structures/dock.png diff --git a/binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml b/binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml index a3890cfd94..3efd28306a 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml @@ -17,9 +17,10 @@ Corral template_structure_resource_corral - Raise herd animals for food. Task domestic animals here to gain a trickle of food or other bonus (Not yet implemented). + Raise Domestic Animals for food. Village Corral structures/corral.png + phase_village 20 diff --git a/binaries/data/mods/public/simulation/templates/template_structure_special.xml b/binaries/data/mods/public/simulation/templates/template_structure_special.xml index c17023859b..57d55c3718 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_special.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_special.xml @@ -30,9 +30,7 @@ decay|rubble/rubble_stone_6x6 - Special Building - This is a special building unique to a particular civilization. - SpecialBuilding + Special Structure City phase_city diff --git a/binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml b/binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml index 5419e5fe51..8a72ec8e8d 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml @@ -18,9 +18,9 @@ 2000 - Amphitheater Amphitheater template_structure_special_amphitheater + Amphitheater structures/theater.png diff --git a/binaries/data/mods/public/simulation/templates/template_structure_special_library.xml b/binaries/data/mods/public/simulation/templates/template_structure_special_library.xml index a6c4d791f6..0c4a5e8953 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_special_library.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_special_library.xml @@ -23,7 +23,7 @@ Library template_structure_special_library - Research special technologies. + Library structures/library_scroll.png diff --git a/binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml b/binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml index 46bf512435..e109ea4ffc 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml @@ -19,6 +19,7 @@ Rotary Mill template_structure_special_rotarymill + RotaryMill structures/rotarymill.png diff --git a/binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml b/binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml index 1d494639da..2b0d875910 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml @@ -21,9 +21,9 @@ 2000 - Theater Theater template_structure_special_theater + Theater structures/theater.png diff --git a/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml b/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml index 5acd88255e..62cc277afe 100644 --- a/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml +++ b/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml @@ -46,10 +46,10 @@ decay|rubble/rubble_stone_6x6 - ConquestCritical Wonder template_structure_wonder Bring glory to your civilization and add large tracts of land to your empire. + ConquestCritical City Wonder structures/wonder.png phase_city diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml index d38d1bce0c..fb285cb599 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml @@ -10,7 +10,7 @@ 2.5 4 1000 - Field Palisade SiegeWall StoneWall + Field Palisade Wall diff --git a/binaries/data/mods/public/simulation/templates/template_unit_champion.xml b/binaries/data/mods/public/simulation/templates/template_unit_champion.xml index 094820708f..fca0c62772 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_champion.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_champion.xml @@ -5,7 +5,7 @@ 5 4 1000 - Field Palisade SiegeWall StoneWall + Field Palisade Wall diff --git a/binaries/data/mods/public/simulation/templates/template_unit_hero.xml b/binaries/data/mods/public/simulation/templates/template_unit_hero.xml index ea21567fe6..872c42e3d3 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_hero.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_hero.xml @@ -10,7 +10,7 @@ 10 4 1000 - Field Palisade SiegeWall StoneWall + Field Palisade Wall diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml index 630ae94070..2176559d69 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml @@ -10,7 +10,7 @@ 2.5 4 1000 - Field Palisade SiegeWall StoneWall + Field Palisade Wall diff --git a/binaries/data/mods/public/simulation/templates/template_unit_siege_ram.xml b/binaries/data/mods/public/simulation/templates/template_unit_siege_ram.xml index 68e485eec1..abf1b5ac40 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_siege_ram.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_siege_ram.xml @@ -10,7 +10,7 @@ 6.5 750 1500 - Gates Defensive Structure + Gate Defensive Structure Field Organic diff --git a/binaries/data/mods/public/simulation/templates/template_wallset.xml b/binaries/data/mods/public/simulation/templates/template_wallset.xml index a36aaa3403..fda40c44a3 100644 --- a/binaries/data/mods/public/simulation/templates/template_wallset.xml +++ b/binaries/data/mods/public/simulation/templates/template_wallset.xml @@ -6,11 +6,11 @@ gaia - StoneWall - City Wall + Wall + Wall off an area. + Wall structures/wall.png phase_town - Wall off your town for a stout defense. true