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forked from 0ad/0ad

Went through all building and unit entities and added their unique names and histories. Also removed structure and unit entities that aren't used (eg Special Buildings, some defensive structures), and refined build and train lists to match civ profiles.

This was SVN commit r1643.
This commit is contained in:
Acumen 2005-01-05 19:55:32 +00:00
parent dbfc576458
commit c04a18f627
12 changed files with 29 additions and 24 deletions

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@ -7,9 +7,14 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
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="isw_b;ijv_b;cjv_b;fem"
/>
</Actions>
<Actor>Celt Civil Center</Actor>
</Entity>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
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>Celt Farmstead</Actor>

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@ -7,7 +7,7 @@
civ="Celts"
internal_only="false"
specific="(Name)"
specific="Broch"
history="(Insert History Here)"
/>
</Traits>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
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>Celt Temple</Actor>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
specific="Annedd"
history="Celts generally lived in round stone or wattle and daub walled structures with thatched roof."
/>
</Traits>
<Actor>Celt House A</Actor>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
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>Celt Barracks</Actor>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
specific="Porthladd"
history=" I could not find any evidence of a celtic port, but I’m giving them one for gameplay reasons."
/>
</Traits>
<Actor>Celt Dock</Actor>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
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>Celt Mill</Actor>

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@ -7,9 +7,9 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
specific="Ffactri"
history="The Celts developed the first rotary flour mill."
/>
</Traits>
<Actor>Celt Theatron</Actor>
<Actor>Celt Ffactri</Actor>
</Entity>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
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>Celt Market</Actor>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
specific="Tyrau"
history="I could not find any evidence of a celtic tower, but I’m giving them one for gameplay reasons."
/>
</Traits>
<Actor>Celt Scout Tower</Actor>

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@ -7,8 +7,8 @@
civ="Celts"
internal_only="false"
specific="(Name)"
history="(Insert History Here)"
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>Celt Wall Section</Actor>