#For the Celts only, these functional buildings add #2 to the population limit each because of the #historic factor of Celts having functional #structures built off of houses. This will add a #different dynamic and bonus to the Celts. I did not #include the civic centre and the scout tower #because the centre did not seem to make sense as #being attached to a house and the scout tower is a #basic structure that would not logically be paired #to a house. It could be however that would probably #mean remodeling the Celt scout tower etc.
# #celt_barracks.xml #celt_dock.xml #celt_farmstead.xml #celt_fortress.xml #celt_fortress_b.xml #celt_fortress_g.xml #celt_market.xml #celt_mill.xml #celt_sb1.xml #celt_temple.xml # #_____________________________________________________ #Changes by Allen ROBOT Van Wert 03/17/08 This was SVN commit r5772.
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<Actor>structures/celts/barracks.xml</Actor>
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<Actor>structures/celts/dock.xml</Actor>
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<Actor>structures/celts/farmstead.xml</Actor>
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<Actor>structures/celts/fortress_briton.xml</Actor>
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<Actor>structures/celts/fortress_gallic.xml</Actor>
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<Actor>structures/celts/mill.xml</Actor>
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<Actor>structures/celts/special.xml</Actor>
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<Actor>structures/celts/temple.xml</Actor>
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