Add trading posts and shrines as map props
Add a placement obstructor (idea by @Grapjas) to prevent construction but not movement This was SVN commit r25559.
This commit is contained in:
parent
92a4fdc8e4
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BIN
binaries/data/mods/public/maps/scenarios/sandbox_kushites.xml
(Stored with Git LFS)
BIN
binaries/data/mods/public/maps/scenarios/sandbox_kushites.xml
(Stored with Git LFS)
Binary file not shown.
@ -0,0 +1,43 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity>
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<BuildRestrictions>
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<Territory>own neutral ally</Territory>
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</BuildRestrictions>
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<Footprint>
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<Square width="24.0" depth="25.0"/>
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<Height>8.0</Height>
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</Footprint>
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<Health disable=""/>
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<Identity>
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<VisibleClasses datatype="tokens">
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Shrine
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</VisibleClasses>
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<Undeletable>true</Undeletable>
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</Identity>
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<Obstruction>
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<Static width="20" depth="21"/>
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</Obstruction>
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<ProductionQueue>
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<Entities datatype="tokens">
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-units/{civ}/support_healer_b
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units/{native}/support_healer_e
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</Entities>
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<Technologies datatype="tokens">
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-heal_range
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-heal_range_2
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-heal_rate
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-heal_rate_2
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-garrison_heal
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-health_regen_units
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</Technologies>
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</ProductionQueue>
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<StatusBars>
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<HeightOffset>15.0</HeightOffset>
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</StatusBars>
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<Resistance replace=""/>
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<TerritoryDecay disable=""/>
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<TerritoryInfluence disable=""/>
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<VisualActor>
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<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
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</VisualActor>
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</Entity>
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@ -1,34 +1,25 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_economic_market">
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<Capturable>
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<CapturePoints>500</CapturePoints>
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</Capturable>
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<Footprint>
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<Square width="26.0" depth="26.0"/>
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<Height>8.0</Height>
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</Footprint>
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<Health>
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<SpawnEntityOnDeath>rubble/rubble_stone_4x4</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<GenericName>Desert Trading Post</GenericName>
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<SpecificName>Ardatašta</SpecificName>
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</Identity>
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<Obstruction>
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<Static width="24.0" depth="24.0"/>
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</Obstruction>
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<ProductionQueue>
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<Technologies datatype="tokens">
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-trader_health
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-trade_gain_01
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-trade_gain_02
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-trade_commercial_treaty
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</Technologies>
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</ProductionQueue>
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<TerritoryDecay disable=""/>
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<TerritoryInfluence disable=""/>
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<VisualActor>
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<Actor>structures/persians/market.xml</Actor>
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<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity>
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<Capturable>
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<CapturePoints>500</CapturePoints>
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</Capturable>
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<Health disable=""/>
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<Identity>
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<GenericName>Trading Post</GenericName>
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<Undeletable>true</Undeletable>
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</Identity>
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<ProductionQueue>
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<Technologies datatype="tokens">
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-trader_health
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-trade_gain_01
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-trade_gain_02
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-trade_commercial_treaty
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</Technologies>
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</ProductionQueue>
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<Resistance replace=""/>
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<TerritoryDecay disable=""/>
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<TerritoryInfluence disable=""/>
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<VisualActor>
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<FoundationActor>structures/fndn_5x5.xml</FoundationActor>
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</VisualActor>
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</Entity>
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@ -0,0 +1,48 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity>
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<AIProxy/>
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<Footprint>
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<Square width="38.5" depth="7.0"/>
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<Height>9.0</Height>
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</Footprint>
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<Obstruction>
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<Active>true</Active>
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<BlockMovement>false</BlockMovement>
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<BlockPathfinding>false</BlockPathfinding>
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<BlockFoundation>true</BlockFoundation>
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<BlockConstruction>true</BlockConstruction>
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<DeleteUponConstruction>false</DeleteUponConstruction>
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<DisableBlockMovement>false</DisableBlockMovement>
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<DisableBlockPathfinding>false</DisableBlockPathfinding>
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<Static width="37.0" depth="6.0"/>
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</Obstruction>
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<Ownership/>
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<Position>
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<Altitude>0</Altitude>
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<Anchor>upright</Anchor>
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<Floating>false</Floating>
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<FloatDepth>0.0</FloatDepth>
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<TurnRate>6.0</TurnRate>
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</Position>
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<Selectable>
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<Overlay>
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<Outline>
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<LineTexture>outline_border.png</LineTexture>
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<LineTextureMask>outline_border_mask.png</LineTextureMask>
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<LineThickness>0.4</LineThickness>
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</Outline>
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</Overlay>
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</Selectable>
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<Visibility>
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<RetainInFog>true</RetainInFog>
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<AlwaysVisible>false</AlwaysVisible>
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<Corpse>false</Corpse>
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<Preview>false</Preview>
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</Visibility>
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<VisualActor>
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<Actor>structures/hellenes/wall_long.xml</Actor>
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<SilhouetteDisplay>false</SilhouetteDisplay>
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<SilhouetteOccluder>false</SilhouetteOccluder>
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<VisibleInAtlasOnly>true</VisibleInAtlasOnly>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_civic_temple">
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<Footprint>
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<Square width="30.0" depth="33.0"/>
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</Footprint>
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<Health>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_6x6</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Civ>ptol</Civ>
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<SpecificName>Naos</SpecificName>
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</Identity>
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<Obstruction>
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<Static width="27.0" depth="30.0"/>
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</Obstruction>
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<VisualActor>
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<Actor>structures/ptolemies/temple_2.xml</Actor>
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<FoundationActor>structures/fndn_7x8.xml</FoundationActor>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="shrine|template_structure_civic_temple">
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<Identity>
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<Civ>ptol</Civ>
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<GenericName>Sanctuary Kiosk</GenericName>
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</Identity>
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<VisualActor>
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<Actor>structures/ptolemies/kiosk.xml</Actor>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="shrine|template_structure_civic_temple">
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<Footprint replace="">
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<Circle radius="12.0"/>
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<Height>18.0</Height>
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</Footprint>
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<Identity>
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<Civ>rome</Civ>
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<GenericName>Temple of Healing</GenericName>
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<SpecificName>Aedēs Sanitatem</SpecificName>
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</Identity>
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<Obstruction>
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<Static width="19.0" depth="19.0"/>
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</Obstruction>
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<VisualActor>
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<Actor>structures/romans/temple_vesta.xml</Actor>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="shrine|template_structure_civic_temple">
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<Identity>
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<Civ>kush</Civ>
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<GenericName>Shrine</GenericName>
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</Identity>
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<VisualActor>
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<Actor>structures/kushites/shrine.xml</Actor>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_special">
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<BuildRestrictions>
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<Territory>own neutral enemy</Territory>
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</BuildRestrictions>
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<Capturable>
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<CapturePoints>25</CapturePoints>
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<RegenRate>0</RegenRate>
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<GarrisonRegenRate>5</GarrisonRegenRate>
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</Capturable>
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<Cost>
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<BuildTime>20</BuildTime>
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<Resources>
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<wood>50</wood>
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</Resources>
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</Cost>
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<Footprint>
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<Square width="12.0" depth="11.0"/>
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<Height>5.0</Height>
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</Footprint>
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<GarrisonHolder>
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<Max>5</Max>
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<EjectHealth>0.1</EjectHealth>
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<EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy>
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<List datatype="tokens">Support Infantry</List>
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<BuffHeal>0</BuffHeal>
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<LoadingRange>2</LoadingRange>
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</GarrisonHolder>
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<Health>
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<Max>100</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Civ>rome</Civ>
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<SpecificName>Desert Army Tent</SpecificName>
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<GenericName>Tent</GenericName>
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<Icon>structures/mercenary_camp.png</Icon>
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<VisibleClasses datatype="tokens">Tent</VisibleClasses>
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<Tooltip>A temporary shelter for soldiers. +5 population bonus.</Tooltip>
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</Identity>
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<Obstruction>
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<Static width="10.0" depth="10.0"/>
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</Obstruction>
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<Population>
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<Bonus>5</Bonus>
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</Population>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_universal.xml</select>
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<constructed>interface/complete/building/complete_universal.xml</constructed>
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<death>attack/destruction/building_collapse_large.xml</death>
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</SoundGroups>
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</Sound>
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<StatusBars>
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<HeightOffset>6.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay>
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<DecayRate>1</DecayRate>
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</TerritoryDecay>
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<TerritoryInfluence disable=""/>
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<VisualActor>
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<Actor>structures/tent_big.xml</Actor>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_special">
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<BuildRestrictions>
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<Territory>own neutral enemy</Territory>
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</BuildRestrictions>
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<Capturable>
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<CapturePoints>25</CapturePoints>
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<RegenRate>0</RegenRate>
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<GarrisonRegenRate>5</GarrisonRegenRate>
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</Capturable>
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<Cost>
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<BuildTime>20</BuildTime>
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<Resources>
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<wood>50</wood>
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</Resources>
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</Cost>
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<Footprint>
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<Square width="9.0" depth="9.0"/>
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<Height>5.0</Height>
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</Footprint>
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<GarrisonHolder>
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<Max>5</Max>
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<EjectHealth>0.1</EjectHealth>
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<EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy>
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<List datatype="tokens">Support Infantry</List>
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<BuffHeal>0</BuffHeal>
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<LoadingRange>2</LoadingRange>
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</GarrisonHolder>
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<Health>
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<Max>100</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Civ>rome</Civ>
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<SpecificName>Macedonian Army Tent</SpecificName>
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<GenericName>Tent</GenericName>
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<Icon>structures/mercenary_camp.png</Icon>
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<VisibleClasses datatype="tokens">Tent</VisibleClasses>
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<Tooltip>A temporary shelter for soldiers. +5 population bonus.</Tooltip>
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</Identity>
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<Obstruction>
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<Static width="8.0" depth="8.0"/>
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</Obstruction>
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<Population>
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<Bonus>5</Bonus>
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</Population>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_universal.xml</select>
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<constructed>interface/complete/building/complete_universal.xml</constructed>
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<death>attack/destruction/building_collapse_large.xml</death>
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</SoundGroups>
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</Sound>
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<StatusBars>
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<HeightOffset>6.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay>
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<DecayRate>1</DecayRate>
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</TerritoryDecay>
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<TerritoryInfluence disable=""/>
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<VisualActor>
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<Actor>structures/tent_greek.xml</Actor>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_special">
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<BuildRestrictions>
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<Territory>own neutral enemy</Territory>
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</BuildRestrictions>
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<Capturable>
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<CapturePoints>25</CapturePoints>
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<RegenRate>0</RegenRate>
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<GarrisonRegenRate>5</GarrisonRegenRate>
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</Capturable>
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<Cost>
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<BuildTime>20</BuildTime>
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<Resources>
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<wood>50</wood>
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</Resources>
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</Cost>
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<Footprint>
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<Square width="11.0" depth="11.0"/>
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<Height>5.0</Height>
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</Footprint>
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<GarrisonHolder>
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<Max>5</Max>
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<EjectHealth>0.1</EjectHealth>
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<EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy>
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<List datatype="tokens">Support Infantry</List>
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<BuffHeal>0</BuffHeal>
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<LoadingRange>2</LoadingRange>
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</GarrisonHolder>
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<Health>
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<Max>100</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Civ>rome</Civ>
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<SpecificName>Roman Army Tent</SpecificName>
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<GenericName>Tent</GenericName>
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<Icon>structures/mercenary_camp.png</Icon>
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<VisibleClasses datatype="tokens">Tent</VisibleClasses>
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<Tooltip>A temporary shelter for soldiers. +5 population bonus.</Tooltip>
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</Identity>
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<Obstruction>
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<Static width="8.0" depth="8.0"/>
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</Obstruction>
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<Population>
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<Bonus>5</Bonus>
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</Population>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_universal.xml</select>
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<constructed>interface/complete/building/complete_universal.xml</constructed>
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<death>attack/destruction/building_collapse_large.xml</death>
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</SoundGroups>
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</Sound>
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<StatusBars>
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<HeightOffset>6.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay>
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<DecayRate>1</DecayRate>
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</TerritoryDecay>
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<TerritoryInfluence disable=""/>
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<VisualActor>
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<Actor>props/structures/romans/rome_tent.xml</Actor>
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</VisualActor>
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</Entity>
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@ -0,0 +1,17 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="trading_post|template_structure_economic_market">
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<Footprint>
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<Square width="22.0" depth="22.0"/>
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<Height>8.0</Height>
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</Footprint>
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<Identity>
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<Civ>gaul</Civ>
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<SpecificName>Celtic Tavern</SpecificName>
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</Identity>
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<Obstruction>
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<Static width="20.0" depth="20.0"/>
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</Obstruction>
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<VisualActor>
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<Actor>structures/celts/tavern.xml</Actor>
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</VisualActor>
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</Entity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="trading_post|template_structure_economic_market">
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<Footprint>
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<Square width="26.0" depth="26.0"/>
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<Height>8.0</Height>
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</Footprint>
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<Identity>
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<Civ>pers</Civ>
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<SpecificName>Desert Bazaar</SpecificName>>
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</Identity>
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<Obstruction>
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<Static width="24.0" depth="24.0"/>
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</Obstruction>
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<VisualActor>
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<Actor>structures/persians/market.xml</Actor>
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</VisualActor>
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||||
</Entity>
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