New entities and associated changes to scripts.

This was SVN commit r3248.
This commit is contained in:
Matei 2005-12-15 21:55:18 +00:00
parent 0e40dfc480
commit b14dc940ef
345 changed files with 465 additions and 5263 deletions

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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="biped/dudebuild.psa" name="Build" speed="150"/>
<animation file="biped/dudechop.psa" name="Chop" speed="150"/>
<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
<animation event="0.5" file="biped/inf_sword_shield_atk_a.psa" name="Attack" speed="100"/>
<animation event="0.5" file="biped/inf_sword_shield_atk_b.psa" name="Attack" speed="100"/>
<animation event="0.5" file="biped/inf_sword_shield_atk_c.psa" name="Attack" speed="100"/>
</animations>
<mesh>skeletal/m_tunic_b.pmd</mesh>
<props>
<prop actor="props/units/heads/hele_thermistocles.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_h.xml" attachpoint="head"/>
<prop actor="props/units/weapons/xiphos_alexander.xml" attachpoint="r_hand"/>
<prop actor="props/units/shields/hele_round_thermistocles.xml" attachpoint="shield"/>
</props>
<texture>skeletal/hele_themistocles.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_la.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_la_dry.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_la_lush.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_me.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_me_dry.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_me_lush.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_sm.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_sm_dry.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_medit_sm_lush.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_la.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_la_dry.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_la_lush.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_me.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_me_dry.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_me_lush.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_sm.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_sm_dry.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush">
<Actor>props/flora/bush_tempe_sm_lush.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_entity_quasi">
<Traits>
<Id
civ_code="gaia"
civ="Gaia"
generic="Generic Gaia"
internal_only="true"
version="0.1 pasap2"
class1="Gaia"
classes="gaia"
/>
<Vision
permanent="true"
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia">
<Traits>
<Id
generic="Generic Fauna"
class2="Fauna"
classes="gaia_fauna"
/>
<MiniMap
type="Food"
red="205"
green="115"
blue="16"
/>
<Supply
curr="100"
max="100"
type="food"
subtype="meat"
/>
</Traits>
<Footprint Radius="1.0" Height="2.5"/>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia">
<Traits>
<Id
generic="Generic Flora"
class2="Flora"
classes="gaia_flora"
/>
</Traits>
<Footprint Radius="1.0" Height="10.0"/>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora">
<Traits>
<Id
generic="Bush"
class3="Bush"
rollover="Bushes sometimes bear fruit."
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush" Corpse="template_dead_tree">
<Traits>
<Id
generic="Berry Bush"
specific="Berry Bush"
icon="flora_deciduotree"
classes="gaia_resource"
rollover="Foragers can gather the fruit from these bushes to accumulate Food."
history="Berries are tasty, fruity, and scrunchiously crunchable."
/>
<Health
max="100"
curr="100"
/>
<MiniMap
type="Food"
red="205"
green="115"
blue="16"
/>
<Supply
curr="100"
max="100"
type="food"
subtype="fruit"
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora">
<Traits>
<Id
generic="Plant"
class3="Plant"
rollover="Plants serve to beautify the landscape."
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora" Corpse="template_dead_tree">
<Traits>
<Id
generic="Tree"
class3="Tree"
classes="gaia_resource"
rollover="Chop these down to accumulate Wood."
/>
<Health
max="100"
curr="100"
/>
<MiniMap
type="Wood"
red="0"
green="64"
blue="0"
/>
<Supply
curr="200"
max="200"
type="wood"
subtype="wood"
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_tree">
<Traits>
<Id
generic="Tree"
specific="Oak Tree"
icon="flora_deciduotree"
history="A deciduous tree of the genus Quercus; has acorns and lobed leaves."
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_tree">
<Traits>
<Id
generic="Tree"
specific="Pine Tree"
icon="flora_deciduotree"
history="The pine is an evergreen conifer."
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia">
<Traits>
<Id
generic="Generic Geology"
class2="Geo"
classes="gaia_geo"
/>
</Traits>
<Footprint Radius="1.0" Height="2.5"/>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_geo">
<Traits>
<Id
generic="Mineral"
class3="Mineral"
rollover="A mineral deposit, providing access to rare forms of precious metal."
/>
<MiniMap
type="Ore"
red="192"
green="192"
blue="0"
/>
<Supply
curr="100"
max="100"
type="ore"
subtype="ore"
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_geo">
<Traits>
<Id
generic="Rock"
class3="Rock"
icon="flora_deciduotree"
rollover="A lump of hard common mineral. It can be mined to provide stone building material."
/>
<MiniMap
type="Stone"
red="128"
green="128"
blue="128"
/>
<Supply
curr="50"
max="50"
type="stone"
subtype="stone"
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia">
<Traits>
<Id
generic="Generic Special"
class2="Special"
classes="gaia_special"
type.gaia.group.special="true"
/>
<MiniMap
type="Special"
/>
</Traits>
<Footprint Radius="1.0" Height="5.0"/>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_special">
<Traits>
<Id
generic="Gaia Building"
class3="Building"
rollover="A building unique to Gaia, such as a Settlement."
/>
</Traits>
</Entity>

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@ -1,20 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity>
<Traits>
<Id
generic="Generic Tree"
internal_only="false"
version="0.1 pasap2"
class1="Gaia"
class2="Trees"
/>
<Health
hitpoints="100"
hpcurr="100"
/>
</Traits>
<Actions>
</Actions>
<Footprint Radius="1.0" Height="10.0"/>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_fauna">
<Actor>fauna/deer1.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_fauna">
<Actor>fauna/pig1.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_fauna">
<Actor>fauna/rabbit1.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_fauna">
<Actor>fauna/sheep1.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_bush_berry">
<Traits>
<Id
internal_only="false"
/>
</Traits>
<Actor>props/flora/foliagebush.xml</Actor>
</Entity>

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_tree_oak">
<Traits>
<Id
internal_only="false"
/>
</Traits>
<Actor>flora/trees/oak.xml</Actor>
</Entity>

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_flora_tree_pine">
<Traits>
<Id
internal_only="false"
/>
</Traits>
<Actor>flora/trees/pine.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_geo_rock">
<Traits>
<Id
internal_only="false"
/>
</Traits>
<Actor>geology/light.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_gaia_special_building">
<Traits>
<Id
icon="gaia_st"
internal_only="false"
/>
<MiniMap
type="Settlement"
/>
</Traits>
<Actor>Settlement</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_entity_full">
<Traits>
<Id
civ_code="gaia"
civ="Gaia"
internal_only="true"
version="0.1 pasap2"
class1="Other"
/>
</Traits>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_other">
<Traits>
<Id
generic="Generic Projectile"
class2="Projectile"
classes="projectile"
/>
</Traits>
</Entity>

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@ -1,12 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_other">
<Traits>
<Id
generic="Generic Special"
class2="Special"
classes="special"
/>
</Traits>
</Entity>

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@ -1,20 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_cc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Caer"
history=" This would be the center of the town. It would be a ‘great hall’ where the clan leader resided. All political matters were probably performed inside such a structure."
/>
</Traits>
<Actions>
<Create
list.unit="isp_b;ijv_b;cjv_b;fem"
/>
</Actions>
<Actor>structures/celts/civil_centre.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_resource_economic_fc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Ffermdy"
history=" Farming typically revolved around small hamlets and farmsteads with enclosed rectilinear fields - each having areas of pasture, farmland and wood. Ploughing became more efficient with the arrival of the iron share (plough point – courtesy of our Celts) and a two field rotation was introduced; crops one year followed by a fallow that was grazed by livestock. This lead to surprisingly high yields and fuelled population growth. The image of a farmstead would most likely be a house with some out-buildings. Storage of crops was either in pits or in raised stores and harvest was over several months - weeds, grain and then straw."
/>
</Traits>
<Actor>structures/celts/farmstead.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_ff">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Oppida"
history="(Insert History Here)"
/>
</Traits>
<Actor>structures/celts/fortress_gallic.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_ff">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Broch"
history="(Insert History Here)"
/>
</Traits>
<Actor>structures/celts/fortress_briton.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_hc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Addoldy"
history="Classical Historians gave account to gruesome sacrifices done in dark forest groves. Trees were of great importance to the Celts. The word Druid is closely related to the word for oak. The image of the Gaul’s temple will be a circular oak grove. The image of the Briton’s temple will be a stone megalith, or would that be too cliché?"
/>
</Traits>
<Actor>structures/celts/temple.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_ho">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Annedd"
history="Celts generally lived in round stone or wattle and daub walled structures with thatched roof."
/>
</Traits>
<Actor>structures/celts/house.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_mc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Gwersyllty"
history=" I could not find any evidence of a central military structure, but I’m giving them one for gameplay reasons. Their training would have been performed in an open area, and on the battle field. They would have been housed in their home. The blacksmith would probably have been a part of the blacksmith’s home. The men were responsible for making or scavengering their own weapons."
/>
</Traits>
<Actor>structures/celts/barracks.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_pc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Porthladd"
history=" I could not find any evidence of a celtic port, but I’m giving them one for gameplay reasons."
/>
</Traits>
<Actor>structures/celts/dock.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_economic_rc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Ystordy"
history=" In southern parts of the country, most of the wildwood had been cleared and given way to farming or coppice management. In northern parts, or where the ground was particularly unsuitable for agriculture, wildwood remained, but under constant threat. Land around the farmsteads was usually enclosed by hazel fencing or hedging."
/>
</Traits>
<Actor>structures/celts/mill.xml</Actor>
</Entity>

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@ -1,15 +1,22 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_special_sb">
<Entity
Parent="template_structure_special"
>
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Ffactri"
history="The Celts developed one of the first rotary flour mills."
/>
<Id>
<Specific>Ffactri</Specific>
<Civ>Celts</Civ>
<History>The Celts developed the first rotary flour mill.</History>
</Id>
</Traits>
<Actor>structures/celts/special.xml</Actor>
<Actor>structures/celts/Ffactri.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_economic_tc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Marchnaty"
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."
/>
</Traits>
<Actor>structures/celts/market.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_tf">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Tyrau"
history="I could not find any evidence of a celtic tower, but I’m giving them one for gameplay reasons."
/>
</Traits>
<Actor>structures/celts/scout_tower.xml</Actor>
</Entity>

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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_wc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Gwarchglawdd"
history="The Romans called this wall 'Murus Gallicus'. Translated, it means 'Gaulish wall'. It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack."
/>
</Traits>
<Actor>structures/celts/wall.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_wc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Gwarchglawdd"
history="The Romans called this wall 'Murus Gallicus'. Translated, it means 'Gaulish wall'. It was extremely resistant to assault by battering ram. Julius Caesar described a type of wood and stone wall, known as a Murus Gallicus, in his account of the Gallic Wars. These walls were made of a stone wall filled with rubble, with wooden logs inside for stability. Caesar noted how the flexibility of the wood added to the strength of the fort in case of battering ram attack."
/>
</Traits>
<Actor>structures/celts/wall_turret.xml</Actor>
</Entity>

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@ -1,20 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_cc">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Apoikia"
history="During the Great Colonisation, the Hellenes built numerous colonies all over the shores of the Mediterranean and Black Seas, which became miniature versions of Greece on foreign soil."
/>
</Traits>
<Actions>
<Create
list.unit="isp_b;ijv_b;csw_b;fem"
/>
</Actions>
<Actor>structures/hellenes/civil_centre.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_resource_economic_fc">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Sitobolion"
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."
/>
</Traits>
<Actor>structures/hellenes/farmstead.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_ff">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Akropolis"
history="The Akropolis was usually a fortified citadel in the upper part of the city. The Athenian Akropolis was renowned for its marvellous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defences."
/>
</Traits>
<Actor>structures/hellenes/fortress.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_hc">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Anaktoron"
history="The Hellenes built marvelous temples in order to honour their polytheistic pantheon. While all gods were venerated, a specific patron deity was supposed to watch over each polis."
/>
</Traits>
<Actor>structures/hellenes/temple.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_ho">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Metathron"
history="Hellenic houses from the Classical Age were generally humble yet stylish. During the Hellenistic Age, however, luxurious palaces and estates became commonplace in the rich Hellenistic metropolises like Antioch, Alexandria and Seleucia."
/>
</Traits>
<Actor>structures/hellenes/house.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_mc">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Strategion"
history="The Strategion was the main military headquarters, where important decisions were taken and plans for battles discussed by the Strategoi."
/>
</Traits>
<Actor>structures/hellenes/barracks.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_pc">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Limenos"
history="Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population."
/>
</Traits>
<Actor>structures/hellenes/dock.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_economic_rc">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Anakeion"
history="Resources and building materials were kept in warehouses."
/>
</Traits>
<Actor>structures/hellenes/mill.xml</Actor>
</Entity>

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@ -1,15 +1,22 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_special_sb">
<Entity
Parent="template_structure_special"
>
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Theatron"
history="Greek theatres were places where the immortal tragedies of Aeschylus, Sophocles and many other talented dramatists were staged to the delight of the populace. They were instrumental in enriching Hellenic culture."
/>
<Id>
<Specific>Theatron</Specific>
<Civ>Hellenes</Civ>
<History>Greek theatres were places where the immortal tragedies of Aeschylus, Sophocles and many other talented dramatists were staged to the delight of the populace. They were instrumental in enriching Hellenic culture.</History>
</Id>
</Traits>
<Actor>structures/hellenes/special_theatre.xml</Actor>
<Actor>structures/hellenes/theatron.xml</Actor>
</Entity>

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@ -1,15 +1,22 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_special_sb">
<Entity
Parent="template_structure_special"
>
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Gymnasion"
history="The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established."
/>
<Id>
<Specific>Gymnasion</Specific>
<Civ>Hellenes</Civ>
<History>The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established.</History>
</Id>
</Traits>
<Actor>structures/hellenes/special_gym.xml</Actor>
<Actor>structures/hellenes/gymnasion.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_economic_tc">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Agora"
history="The most important place in most Classical Greek polises, the Agora served many purposes - it was a stage for public speeches and debates, as well as a market."
/>
</Traits>
<Actor>structures/hellenes/market.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_tf">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Pyrgion"
history="Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants."
/>
</Traits>
<Actor>structures/hellenes/scout_tower.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_wc">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Teichos"
history="All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures."
/>
</Traits>
<Actor>structures/hellenes/wall.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_wg">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
/>
</Traits>
<Actor>structures/hellenes/wall_gate.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_wt">
<Traits>
<Id
civ_code="hele"
civ="Hellenes"
internal_only="false"
specific="Pyrgos"
history="Towers were an important part of city fortifications. The defending troops shot arrows at the enemy and poured boiling oil over the assailants."
/>
</Traits>
<Actor>structures/hellenes/wall_turret.xml</Actor>
</Entity>

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@ -1,20 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_cc">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Oppidum"
history="The Oppidum, plural Oppida (oh-PEE-dah), has a long history in the Iberian Peninsula. They were walled towns, dating back to even before the time period of the game and expanding greatly during it. They were usually built upon heights for better defensive purposes but sometimes right out on the plains, especially in the east where there may not have been heights at desirable locations near meandering rivers. This concept drawing is derived from an actual archeological site that has been excavated in the northeast of Spain having belonged to the Ilergete (ee-layer-HAY-tay) tribe as shown in the figure below and from the virtual reconstruction of the site at the museum located adjacent to it."
/>
</Traits>
<Actions>
<Create
list.unit="isw_b;isl_b;cjv_b;fem"
/>
</Actions>
<Actor>structures/iberians/civil_centre.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_resource_economic_fc">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Hacienda"
history="The Hacienda is adopted as being a farm centre that would typically house more than a single family, or an extended family, involved in all manner of agricultural pursuit required of the times."
/>
</Traits>
<Actor>structures/iberians/farmstead.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_ff">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Castro"
history="The Castro can be likened to a more strongly fortified town centre than that of the common Oppidum which were also fortified places of habitation. As such it was widely and normally constructed upon a height, and almost always had some sort of an acropolis built at the highest point within its towered walls. In the archeological record of the Iberian Peninsula, the remnants of as many as a thousand fortified places identifiable as Castros can be found in modern day Portugal alone."
/>
</Traits>
<Actor>structures/iberians/fortress.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_hc">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Templo"
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."
/>
</Traits>
<Actor>structures/iberians/temple.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_ho">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Casa"
history="Iberians structures of the time were typically built either entirely of stone or with stone stub walls with 'adobe' raising them on up to the roof lines above them. Roofs were then, depending on the economic status of individuals, covered with a composite of mud and binding vegetable and waterproofing asphaltic materials, or slate stone, or in many cases in the region, with so-called Spanish roofing tiles. Some house roofs were constructed at an angle to allow any rainfall to run right over the occupant's front door. The adobe walls would have been plastered and 'whitewashed' for all but the most humble or neglected of abode."
/>
</Traits>
<Actor>structures/iberians/house.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_mc">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Cuartel"
history="To the best of our knowledge, the Iberians did not have standing armies in the sense that we know of them elsewhere or of today, it is doubtful that they had specific structures designated as military centres; however as a game construct we show a modest structure wherein military related activities take place."
/>
</Traits>
<Actor>structures/iberians/barracks.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_pc">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Puerto"
history="No one really knows how ancient 1st millennium Iberian Peninsular docks or ports looked, though they were probably pretty simple affairs having but a short pier, if even that. However, for the purposes of creating a structure in the game and because the Phoenicians / Carthaginians had such broad influence on the peninsula for a half millennium before the timeframe of the game, we have chosen to model something similar to the inner port centre at Carthage, with typical Iberians architectural applications applied to it. The largest port that was strictly Iberian, though said to have been founded by the Greeks (defaulting to the resident Iberians when Greek merchants were blocked by Carthage from further trading into the western Mediterranean), was probably only that of Saguntum (and possibly Emporion) on the eastern coast of Spain referred to as the Spanish Levant."
/>
</Traits>
<Actor>structures/iberians/dock.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_economic_rc">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Centro de Recursos"
history="There was no such thing as an Iberians resource centre during the time frame although there may have been camps. However as a game construct we show one to serve purpose of supporting lumbering and mining operations."
/>
</Traits>
<Actor>structures/iberians/mill.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_economic_tc">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Mercado"
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."
/>
</Traits>
<Actor>structures/iberians/market.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_tf">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Torre Iberica"
history="These towers were quite large, high and monolithic stonework; being cylindrical lent them added strength. They were initially built at mountain passes to control access through them or on high places to provide overview and defense of surrounding terrain. They may have also been used as 'toll stations' along trading routes. Sometimes they were even built 'right out in the middle of nowhere' on the flatlands, but always with the idea of defensively controlling terrain."
/>
</Traits>
<Actor>structures/iberians/scout_tower.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_wc">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Muro Ancho"
history="High and strongly built defensive stone walls were a common structure of the Iberian Peninsula during the period, and for long thereafter."
/>
</Traits>
<Actor>Iberian Wall Section</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_wg">
<Traits>
<Id
civ_code="iber"
civ="Iberians"
internal_only="false"
specific="Puerta Mortal"
history="One of the central attributes of the Iberians civ is that it was a highly defensive one that constantly gave the Carthaginians trouble in their bid to conquer the peninsula (which they never really did) and took the Romans another 200 years to subdue, along with incredibly large cumulative loss of Roman soldier's lives. This doubled gate has been found incorporated into walls surrounding Iberian villages, Oppidum, and fortresses, Castros. It presents rather formidable aspects with its 4 towers, 2 gates, and a courtyard-like interior wherein enemy forces could become entrapped between the two gates, combined with a monolithically strong stone structure. The concept comes from archeologist and paleontologist descriptions of the remains of such gates at various locations scattered about the Iberian Peninsula."
/>
</Traits>
<Actor>Iberian Wall Section</Actor>
</Entity>

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@ -1,8 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="iber_tf">
<Traits>
<Id
/>
</Traits>
</Entity>

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@ -1,20 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_cc">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Merkáz"
history="(Insert History Here)"
/>
</Traits>
<Actions>
<Create
list.unit="isp_b;isl_b;cjv_b;fem"
/>
</Actions>
<Actor>structures/carthaginians/civil_centre.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_resource_economic_fc">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Ahuzáh"
history="Although there must have been many small farms as well, when the Carthaginians expanded into the hinterland, most farms and orchardist establishments were created by the wealthy segment of society that became known as the landowners, and the resulting estates were mostly worked by ‘almost enslaved’ Liby-Phoenicians, Numidians, and whomever they could get."
/>
</Traits>
<Actor>structures/carthaginians/farmstead.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_ff">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Meçudáh"
history="The Carthaginians built a number of rather ‘monolithic’ blockhouse forts sited at critical locations in North Africa, sometimes also in conjunction with long lengths of wall intended to keep the wilder people of the desert to the south from freely ranging into the ‘civilised’ territories under their direct control."
/>
</Traits>
<Actor>structures/carthaginians/fortress.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_hc">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Miqdáš"
history="Quite a few temples and altars were scattered about Carthinginians territory, given up to the worship of various gods in a pantheon that, regrettably, is mostly lost to time and destruction. The structure shown is one found just west of the Bagradas River on a tributary that was dedicated to a pantheon of gods ranging from traditional Phoencicio-Carthaginian to Egyptian and Hellenic. It was actually built of a golden-hued marble (some others from a pink-hued marble also famously quarried in the Carthaginian homeland). Note that Tanit and Baal-Haamon were the were the two principal gods worshipped by a population that was quite religious, therefore their ‘effigies’ should also appear on the façade of the temple or as statuary in front of it, perhaps flanking the entrance."
/>
</Traits>
<Actor>structures/carthaginians/temple.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_ho">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Báyit"
history="Housing was generally built of ‘adobe’ or sandstone then plastered with stucco. Flat roofs predominate, few windows, arched doorways in evidence, kind of a blend of Achaemenian and Mediterranean styles with some tiled roofs. In the biggest cities, especially Carthage and such as Utica, housing was in flat-roofed structures rising as high as 6 and 7 stories (two-storied would be sufficient)."
/>
</Traits>
<Actor>structures/carthaginians/house.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_mc">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Mahanéh"
history="The Carthaginians incorporated stables and barracks into their city walls."
/>
</Traits>
<Actor>structures/carthaginians/barracks.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_pc">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Namél"
history="The structure is based upon the centre ‘island’ of skidways and sheds (including shops and admiral’s headquarters) of the inner harbour constructed to house the war fleet of the Carthaginian navy at Carthage."
/>
</Traits>
<Actor>structures/carthaginians/dock.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_economic_rc">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Mehçabáh"
history="(Insert History Here)"
/>
</Traits>
<Actor>structures/carthaginians/mill.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_economic_tc">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Šuq"
history="Carthaginian markets were probably just big sheds or structures surrounding a ‘market’ area or in a wharf area of a port."
/>
</Traits>
<Actor>structures/carthaginians/market.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_tf">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Migdál"
history="Possibly used as outposts."
/>
</Traits>
<Actor>structures/carthaginians/scout_tower.xml</Actor>
</Entity>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_civic_wc">
<Traits>
<Id
civ_code="kart"
civ="Carthaginians"
internal_only="false"
specific="Homáh"
history="The Carthaginians built what are referred to as “triple walls” to fortify some of their cities; as triple walls aren’t a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders."
/>
</Traits>
<Actor>Carthaginian Wall Section</Actor>
</Entity>

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