diff --git a/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_a.xml b/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_a.xml
index ca9c532f70..bb54521f7c 100644
--- a/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_a.xml
+++ b/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_a.xml
@@ -23,6 +23,10 @@
+
+
+
+
diff --git a/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_b.xml b/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_b.xml
index 7c1b008286..07f80b2f36 100644
--- a/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_b.xml
+++ b/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_b.xml
@@ -5,11 +5,16 @@
-
+
+
+
+
+
+
@@ -57,13 +62,6 @@
-
-
-
-
-
-
-
diff --git a/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_e.xml b/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_e.xml
index acf27d22f7..1d44099d49 100644
--- a/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_e.xml
+++ b/binaries/data/mods/public/art/actors/units/carthaginians/infantry_swordsman_2_e.xml
@@ -19,8 +19,14 @@
-
+
+
+
+
+
+
+
diff --git a/binaries/data/mods/public/art/textures/ui/session/portraits/structures/shipyard.png b/binaries/data/mods/public/art/textures/ui/session/portraits/structures/shipyard.png
new file mode 100644
index 0000000000..923a17ff21
--- /dev/null
+++ b/binaries/data/mods/public/art/textures/ui/session/portraits/structures/shipyard.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:0ae40e40727480941a56e0f5da2d49caa50b8415ccfaf202e8fb9f807fecaa69
+size 47968
diff --git a/binaries/data/mods/public/maps/random/islands.js b/binaries/data/mods/public/maps/random/islands.js
new file mode 100644
index 0000000000..eea6570166
--- /dev/null
+++ b/binaries/data/mods/public/maps/random/islands.js
@@ -0,0 +1,596 @@
+RMS.LoadLibrary("rmgen");
+
+// terrain textures
+const tOceanDepths = "medit_sea_depths";
+const tOceanRockDeep = "medit_sea_coral_deep";
+const tOceanRockShallow = "medit_rocks_wet";
+const tOceanCoral = "medit_sea_coral_plants";
+const tBeachWet = "medit_sand_wet";
+const tBeachDry = "medit_sand";
+const tBeachGrass = "medit_rocks_grass";
+const tBeach = ["medit_rocks_grass","medit_sand", "medit_rocks_grass_shrubs"]
+//const tBeachBlend = ["medit_rocks_grass","medit_grass_field_dry", "medit_grass_field_brown","medit_rocks_shrubs", "medit_rocks_grass_shrubs"];
+const tBeachBlend = ["medit_rocks_grass", "medit_rocks_grass_shrubs"];
+const tBeachCliff = "medit_dirt";
+const tCity = "medit_city_tile";
+const tGrassDry = ["medit_grass_field_dry", "medit_grass_field_b"];
+//const tGrass = ["medit_grass_field_dry", "medit_grass_field_brown", "medit_grass_field_b"];
+const tGrass = ["medit_rocks_grass", "medit_rocks_grass","medit_dirt","medit_rocks_grass_shrubs"];
+const tGrassLush = ["grass_temperate_dry_tufts", "medit_grass_flowers"];
+const tGrassShrubs = "medit_shrubs";
+const tCliffShrubs = ["medit_cliff_aegean_shrubs", "medit_cliff_italia_grass","medit_cliff_italia"]
+const tGrassRock = ["medit_rocks_grass"];
+const tDirt = "medit_dirt";
+const tDirtGrass = "medit_dirt_b";
+const tDirtCliff = "medit_cliff_italia";
+const tGrassCliff = "medit_cliff_italia_grass";
+const tCliff = ["medit_cliff_italia", "medit_cliff_italia", "medit_cliff_italia_grass"];
+const tForestFloor = "medit_forestfloor_a";
+
+// gaia entities
+const oBeech = "gaia/flora_tree_euro_beech";
+const oBerryBush = "gaia/flora_bush_berry";
+const oCarob = "gaia/flora_tree_carob";
+const oCypress1 = "gaia/flora_tree_cypress";
+const oCypress2 = "gaia/flora_tree_cypress";
+const oLombardyPoplar = "gaia/flora_tree_poplar_lombardy";
+const oOak = "gaia/flora_tree_oak";
+const oPalm = "gaia/flora_tree_medit_fan_palm";
+const oPine = "gaia/flora_tree_aleppo_pine";
+const oPoplar = "gaia/flora_tree_poplar";
+const oDateT = "gaia/flora_tree_cretan_date_palm_tall";
+const oDateS = "gaia/flora_tree_cretan_date_palm_short";
+const oChicken = "gaia/fauna_chicken";
+const oDeer = "gaia/fauna_deer";
+const oFish = "gaia/fauna_fish";
+const oWhale = "gaia/fauna_whale_humpback";
+const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
+const oStoneSmall = "gaia/geology_stone_mediterranean";
+const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
+const oShipwreck = "other/special_treasure_shipwreck";
+const oShipDebris = "other/special_treasure_shipwreck_debris";
+
+// decorative props
+const aBushLargeDry = "actor|props/flora/bush_medit_la_dry.xml";
+const aBushLarge = "actor|props/flora/bush_medit_la.xml";
+const aBushMedDry = "actor|props/flora/bush_medit_me_dry.xml";
+const aBushMed = "actor|props/flora/bush_medit_me.xml";
+const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
+const aBushSmallDry = "actor|props/flora/bush_medit_sm_dry.xml";
+const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
+const aGrassDry = "actor|props/flora/grass_soft_dry_large_tall.xml";
+const aRockLarge = "actor|geology/stone_granite_large.xml";
+const aRockMed = "actor|geology/stone_granite_med.xml";
+const aRockSmall = "actor|geology/stone_granite_small.xml";
+
+
+// terrain + entity (for painting)
+var pPalmForest = [tForestFloor+TERRAIN_SEPARATOR+oPalm, tGrass];
+var pPineForest = [tForestFloor+TERRAIN_SEPARATOR+oPine, tGrass];
+var pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass];
+var pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass];
+// initialize map
+
+log("Initializing map...");
+
+InitMap();
+
+var numPlayers = getNumPlayers();
+var mapSize = getMapSize();
+
+// create tile classes
+
+var clCoral = createTileClass();
+var clPlayer = createTileClass();
+var clIsland = createTileClass();
+var clCity = createTileClass();
+var clDirt = createTileClass();
+var clHill = createTileClass();
+var clForest = createTileClass();
+var clWater = createTileClass();
+var clRock = createTileClass();
+var clMetal = createTileClass();
+var clFood = createTileClass();
+var clBaseResource = createTileClass();
+
+//array holding starting islands based on number of players
+var startingPlaces=[[0],[0,3],[0,2,4],[0,1,3,4],[0,1,2,3,4],[0,1,2,3,4,5]];
+
+//figure out how many spoke islands
+var numIslands =6;
+if(numPlayers<6){
+ numIslands=6;
+}else{
+ numIslands=numPlayers;
+}
+
+//figure out coordinates of spoke islands
+var islandX = new Array(numIslands);
+var islandZ = new Array(numIslands);
+var islandAngle = new Array(numIslands);
+//holds all land areas
+var areas = [];
+
+var startAngle = randFloat() * 2 * PI;
+for (var i=0; i < numIslands; i++)
+{
+ islandAngle[i] = startAngle + i*2*PI/numIslands;
+ islandX[i] = 0.5 + 0.39*cos(islandAngle[i]);
+ islandZ[i] = 0.5 + 0.39*sin(islandAngle[i]);
+}
+
+
+for(var i=0;i=6)||(i==startingPlaces[numPlayers-1][nPlayer])){
+
+ // get the x and z in tiles
+ var fx = fractionToTiles(islandX[i]);
+ var fz = fractionToTiles(islandZ[i]);
+ var ix = round(fx);
+ var iz = round(fz);
+
+ //create city patch
+ var cityRadius = 6;
+ var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
+ var painter = new LayeredPainter([tGrass, tCity], [1]);
+ createArea(placer, [painter,paintClass(clCity)], null);
+
+
+ // get civ specific starting entities
+ var civEntities = getStartingEntities(nPlayer);
+
+ // create the TC
+ var angletemple = 1.5*PI-islandAngle[i];
+ angletemple = 0.75*PI;
+ //angletemple = (angletemple<0)?angletemple+2*PI:angletemple;
+ var group = new SimpleGroup( // elements (type, min/max count, min/max distance)
+ [new SimpleObject(civEntities[0].Template, 1,1, 0,0, angletemple, angletemple)],
+ true, null, ix, iz
+ );
+ createObjectGroup(group, nPlayer+1);
+
+ // create starting units
+ var uDist = 8;
+ var uAngle = islandAngle[i] + PI + randFloat(-PI/8, PI/8);
+
+ for (var j = 1; j < civEntities.length; ++j)
+ {
+ var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
+ var ux = round(fx + uDist * cos(uAngle));
+ var uz = round(fz + uDist * sin(uAngle));
+ group = new SimpleGroup( // elements (type, min/max count, min/max distance)
+ [new SimpleObject(civEntities[j].Template, count,count, 1,ceil(count/2))],
+ true, null, ux, uz
+ );
+ createObjectGroup(group, nPlayer+1);
+ uAngle += PI/4;
+ }
+
+ nPlayer++;
+}
+}
+
+
+RMS.SetProgress(15);
+
+
+// get the x and z in tiles
+
+var nCenter=floor(scaleByMapSize(1,4))
+var startAngle = randFloat() * 2 * PI;
+for (var i=0; i < nCenter; i++)
+{
+ var fx=.5;
+ var fz=.5;
+ if(nCenter==1){
+ fx=.5;
+ fz=.5;
+ }else{
+ var isangle = startAngle + i*2*PI/nCenter+randFloat(-PI/8,PI/8);
+ var dRadius = randFloat(.1,.16);
+ fx = 0.5 + dRadius*cos(isangle);
+ fz = 0.5 + dRadius*sin(isangle);
+ }
+ var ix = round(fractionToTiles(fx));
+ var iz = round(fractionToTiles(fz));
+
+ var radius = scaleByMapSize(15,30);
+ var coral= 2;
+ var wet = 3;
+ var dry = 1;
+ var gbeach = 2;
+ var elevation = 3;
+
+ var islandSize = PI*radius*radius;
+ var islandBottom=PI*(radius+coral)*(radius+coral);
+
+ //create base
+ var placer = new ClumpPlacer(islandBottom, .7, .1, 10, ix, iz);
+ var terrainPainter = new LayeredPainter(
+ [tOceanRockDeep, tOceanCoral],
+ [5]
+ );
+ createArea(placer, [terrainPainter, paintClass(clCoral)],avoidClasses(clCoral,0,clPlayer,0));
+
+ // create island
+ var placer = new ClumpPlacer(islandSize, .7, .1, 10, ix, iz);
+ var terrainPainter = new LayeredPainter(
+ [tOceanCoral,tBeachWet, tBeachDry, tBeach, tBeachBlend, tGrass],
+ [1,wet,dry,1,gbeach]
+ );
+ var elevationPainter = new SmoothElevationPainter(
+ ELEVATION_SET,
+ elevation,
+ 5
+ );
+ var temp = createArea(placer, [terrainPainter, paintClass(clIsland), elevationPainter],avoidClasses(clPlayer,0));
+
+ areas.push(temp);
+}
+RMS.SetProgress(30);
+
+// create bumps
+log("Creating bumps...");
+placer = new ClumpPlacer(scaleByMapSize(20, 60), 0.3, 0.06, 1);
+painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 3);
+createAreasInAreas(
+ placer,
+ painter,
+ avoidClasses(clCity, 0),
+ scaleByMapSize(25, 75),15,
+ areas
+);
+
+// create hills
+log("Creating hills...");
+placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
+terrainPainter = new LayeredPainter(
+ [tCliff, tCliffShrubs], // terrains
+ [2] // widths
+);
+elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
+createAreasInAreas(
+ placer,
+ [terrainPainter, elevationPainter, paintClass(clHill)],
+ avoidClasses(clCity, 15, clHill, 15),
+ scaleByMapSize(5, 30), 15,
+ areas
+);
+
+RMS.SetProgress(40);
+//find all water
+for (var ix = 0; ix < mapSize; ix++)
+{
+ for (var iz = 0; iz < mapSize; iz++)
+ {
+ if(getHeight(ix,iz)<0){
+ addToClass(ix,iz,clWater);
+ }
+ }
+}
+
+// create forests
+log("Creating forests...");
+var types = [
+ [[tForestFloor, tGrass, pPalmForest], [tForestFloor, pPalmForest]],
+ [[tForestFloor, tGrass, pPineForest], [tForestFloor, pPineForest]],
+ [[tForestFloor, tGrass, pPoplarForest], [tForestFloor, pPoplarForest]],
+ [[tForestFloor, tGrass, pMainForest], [tForestFloor, pMainForest]]
+]; // some variation
+var size = 5; //size
+var num = scaleByMapSize(10, 64); //number
+for (var i = 0; i < types.length; ++i)
+{
+ placer = new ClumpPlacer(6+randInt(12), 0.1, 0.1, 1);
+ painter = new LayeredPainter(
+ types[i], // terrains
+ [2] // widths
+ );
+ createAreasInAreas(
+ placer,
+ [painter, paintClass(clForest)],
+ avoidClasses(clCity, 1, clWater, 3, clForest, 3, clHill, 0),
+ num, 20, areas
+ );
+}
+
+RMS.SetProgress(60);
+
+log("Creating stone mines...");
+// create large stone quarries
+group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
+createObjectGroupsByAreas(group, 0,
+ [avoidClasses(clWater, 0, clForest, 0, clHill, 0, clPlayer, 5, clRock, 1)],
+ scaleByMapSize(4,16), 200, areas
+);
+
+// create small stone quarries
+group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
+createObjectGroupsByAreas(group, 0,
+ [avoidClasses(clWater, 0, clForest, 0, clHill, 0, clPlayer, 5, clRock, 2)],
+ scaleByMapSize(4,16), 200, areas
+);
+RMS.SetProgress(70);
+
+log("Creating metal mines...");
+// create large metal quarries
+group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
+createObjectGroupsByAreas(group, 0,
+ [avoidClasses(clWater, 0, clForest, 0, clHill, 0, clPlayer, 5, clMetal, 2, clRock, 1)],
+ scaleByMapSize(4,16), 200, areas
+);
+
+RMS.SetProgress(80);
+
+
+
+//create shrub patches
+log("Creating shrub patches...");
+var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
+for (var i = 0; i < sizes.length; i++)
+{
+ placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
+ painter = new LayeredPainter([tBeachBlend,tGrassShrubs],[1]);
+ createAreasInAreas(
+ placer,
+ [painter, paintClass(clDirt)],
+ avoidClasses(clWater, 3, clHill, 0, clDirt, 6, clCity, 0),
+ scaleByMapSize(4, 16), 20, areas
+ );
+}
+
+//create grass patches
+log("Creating grass patches...");
+var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
+for (var i = 0; i < sizes.length; i++)
+{
+ placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
+ painter = new LayeredPainter([tGrassDry],[]);
+ createAreasInAreas(
+ placer,
+ [painter, paintClass(clDirt)],
+ avoidClasses(clWater, 3, clHill, 0, clDirt, 6, clCity, 0),
+ scaleByMapSize(4, 16), 20, areas
+ );
+}
+
+RMS.SetProgress(90);
+
+log("Creating straggler trees...");
+// create straggler trees
+var trees = [oCarob, oBeech, oLombardyPoplar, oLombardyPoplar, oPine];
+for (var t in trees)
+{
+ group = new SimpleGroup([new SimpleObject(trees[t], 1,1, 0,1)], true, clForest);
+ createObjectGroupsByAreas(group, 0,
+ avoidClasses(clWater, 2, clForest, 2, clCity, 3, clBaseResource, 1, clRock, 1, clMetal, 1),
+ scaleByMapSize(2, 38), 50, areas
+ );
+}
+
+
+// create straggler cypresses
+group = new SimpleGroup(
+ [new SimpleObject(oCypress2, 1,3, 0,3), new SimpleObject(oCypress1, 0,2, 0,2)],
+ true
+);
+createObjectGroupsByAreas(group, 0,
+ avoidClasses(clWater, 2, clForest, 2, clCity, 3, clBaseResource, 1, clRock, 1, clMetal, 1),
+ scaleByMapSize(5, 75), 50, areas
+);
+
+
+// create straggler date palms
+group = new SimpleGroup(
+ [new SimpleObject(oDateS, 1,3, 0,3), new SimpleObject(oDateT, 0,2, 0,2)],
+ true
+);
+createObjectGroupsByAreas(group, 0,
+ avoidClasses(clWater, 2, clForest, 1, clCity, 0, clBaseResource, 1, clRock, 1, clMetal, 1),
+ scaleByMapSize(5, 75), 50, areas
+);
+
+log("Creating rocks...");
+// create rocks
+group = new SimpleGroup(
+ [new SimpleObject(aRockSmall, 0,3, 0,2), new SimpleObject(aRockMed, 0,2, 0,2),
+ new SimpleObject(aRockLarge, 0,1, 0,2)]
+);
+createObjectGroups(group, 0,
+ avoidClasses(clWater, 0, clCity, 0),
+ scaleByMapSize(30, 180), 50
+);
+
+// create deer
+log("Creating deer...");
+group = new SimpleGroup(
+ [new SimpleObject(oDeer, 5,7, 0,4)],
+ true, clFood
+);
+createObjectGroups(group, 0,
+ avoidClasses(clWater, 5, clForest, 1, clHill, 1, clCity, 10, clMetal, 2, clRock, 2, clFood, 8),
+ 3 * numPlayers, 50
+);
+
+RMS.SetProgress(95);
+
+log("Creating berry bushes...");
+// create berry bushes
+group = new SimpleGroup([new SimpleObject(oBerryBush, 5,7, 0,3)], true, clFood);
+createObjectGroups(group, 0,
+ avoidClasses(clWater, 2, clForest, 1, clHill, 1, clCity, 10, clMetal, 2, clRock, 2, clFood, 8),
+ 1.5 * numPlayers, 100
+);
+
+log("Creating Fish...");
+// create Fish
+group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,3)], true, clFood);
+createObjectGroups(group, 0,
+ [stayClasses(clWater,1),avoidClasses(clFood, 8)],
+ scaleByMapSize(40,200), 100
+);
+
+log("Creating Whales...");
+// create Whales
+group = new SimpleGroup([new SimpleObject(oWhale, 1,1, 0,3)], true, clFood);
+createObjectGroups(group, 0,
+ [stayClasses(clWater,1),avoidClasses(clFood, 8, clPlayer,4,clIsland,4)],
+ scaleByMapSize(10,40), 100
+);
+
+log("Creating shipwrecks...");
+// create shipwreck
+group = new SimpleGroup([new SimpleObject(oShipwreck, 1,1, 0,3)], true, clFood);
+createObjectGroups(group, 0,
+ [stayClasses(clWater,1),avoidClasses(clFood, 8)],
+ scaleByMapSize(6,16), 100
+);
+
+log("Creating shipwreck debris...");
+// create shipwreck debris
+group = new SimpleGroup([new SimpleObject(oShipDebris, 1,2, 0,4)], true, clFood);
+createObjectGroups(group, 0,
+ [stayClasses(clWater,1),avoidClasses(clFood, 8)],
+ scaleByMapSize(10,20), 100
+);
+
+// Adjust environment
+setSkySet("sunny");
+setWaterMurkiness(0.626953);
+setWaterShininess(0.732422);
+setWaterTint(0, 0.501961, 0.501961);
+setWaterReflectionTint(0.313726, 0.376471, 0.521569);
+setWaterReflectionTintStrength(0.615234);
+
+// Export map data
+ExportMap();
diff --git a/binaries/data/mods/public/maps/random/islands.json b/binaries/data/mods/public/maps/random/islands.json
new file mode 100644
index 0000000000..aa6fa06f9c
--- /dev/null
+++ b/binaries/data/mods/public/maps/random/islands.json
@@ -0,0 +1,11 @@
+{
+ "settings" : {
+ "Name" : "Islands",
+ "Script" : "islands.js",
+ "Description" : "Each player starts on an island surrounded by water.",
+ "BaseTerrain" : ["medit_sea_depths"],
+ "BaseHeight" : -5,
+ "CircularMap" : true,
+ "XXXXXX" : "Optionally define other things here, like we would for a scenario"
+ }
+}
diff --git a/binaries/data/mods/public/maps/scenarios/Oasis II.xml b/binaries/data/mods/public/maps/scenarios/Oasis II.xml
index 3a5a7e03b7..d8aa955843 100644
--- a/binaries/data/mods/public/maps/scenarios/Oasis II.xml
+++ b/binaries/data/mods/public/maps/scenarios/Oasis II.xml
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:080781ea0cb19e18b4565272f4185c2aa11709a8e642bfaef9484bf722edd178
-size 200780
+oid sha256:2d6e67218f8d0a99b992e332f76f267047daba785ce6581097c61248ec9f18aa
+size 200603
diff --git a/binaries/data/mods/public/maps/scenarios/Oasis III.xml b/binaries/data/mods/public/maps/scenarios/Oasis III.xml
index 38b18daff5..a098f87ef1 100644
--- a/binaries/data/mods/public/maps/scenarios/Oasis III.xml
+++ b/binaries/data/mods/public/maps/scenarios/Oasis III.xml
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:ef185d75096333ae55fc670f74f4dfc3db62d324b025b2efb079aee1ba01a612
-size 200797
+oid sha256:d3321aed1c2e4ebf04209468e90ccbe6aef5d9bf8da99bdf611ba657eeba8642
+size 200446
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 6984bd4820..c283670d73 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
@@ -11,7 +11,7 @@
/Naval Shipyard/
The structure is based upon the centre island of the inner harbour constructed to house the war fleet of the Carthaginian navy at Carthage.
Construct and repair mighty warships.
- structures/dock.png
+ structures/shipyard.png
10