forked from 0ad/0ad
Mythos_Ruler
f4abcd2ef9
Britons get: Rotary Mill. So, now all Celts get Rotary Mill, but also a unique unit-producing building. Britons now have a better demo "sandbox" map. Ptolemies now play like they are intended. Just need tons of new artwork. ;) Try them out on the demo map: Sandbox - The Ptolemaic Egyptians. Some highlights: Their Nubian Archers train very fast, but have a finite life. The Lighthouse can be built on the shoreline (but looks like a library). Their Military Settlement works as intended (can be built in neutral territory, but min distance of 80 meters). Testing out: Farm field limits (+8 per Farmstead, +2 per civ center). This was SVN commit r13909.
54 lines
1.6 KiB
XML
54 lines
1.6 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_special">
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<Cost>
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<BuildTime>100</BuildTime>
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<PopulationBonus>2</PopulationBonus>
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<Resources>
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<food>0</food>
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<wood>200</wood>
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<stone>100</stone>
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<metal>0</metal>
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</Resources>
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</Cost>
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<Footprint replace="">
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<Circle radius="9.0"/>
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<Height>6.0</Height>
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</Footprint>
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<GarrisonHolder disable=""/>
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<Identity>
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<Civ>Brit</Civ>
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<GenericName>Rotary Mill</GenericName>
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<SpecificName>Melonas</SpecificName>
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<Tooltip>Increase nearby farming output +25%. (Currently, a special technology can be researched to serve this function)</Tooltip>
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<History>The Celts developed the first rotary flour mill.</History>
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<Icon>structures/sb1.png</Icon>
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</Identity>
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<Obstruction>
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<Static width="16.0" depth="16.0"/>
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</Obstruction>
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<ProductionQueue>
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<BatchTimeModifier>0.8</BatchTimeModifier>
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<Technologies datatype="tokens">
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celts/special_gather_crop_rotation
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</Technologies>
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</ProductionQueue>
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<RallyPoint disable=""/>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_ffactri.xml</select>
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<constructed>interface/complete/building/complete_ffactri.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>8.0</HeightOffset>
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</StatusBars>
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<TerritoryInfluence>
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<Radius>32</Radius>
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</TerritoryInfluence>
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<VisualActor>
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<Actor>structures/celts/special.xml</Actor>
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<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
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</VisualActor>
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</Entity>
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