Index: ps/trunk/binaries/data/mods/public/simulation/ai/petra/attackManager.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/ai/petra/attackManager.js
+++ ps/trunk/binaries/data/mods/public/simulation/ai/petra/attackManager.js
@@ -475,7 +475,7 @@
continue;
let enemyDefense = 0;
for (let ent of gameState.getEnemyStructures(i).values())
- if (ent.hasClass("Tower") || ent.hasClass("Fortress"))
+ if (ent.hasClass("Tower") || ent.hasClass("WallTower") || ent.hasClass("Fortress"))
enemyDefense++;
if (enemyDefense > 6)
veto[i] = true;
Index: ps/trunk/binaries/data/mods/public/simulation/ai/petra/baseManager.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/ai/petra/baseManager.js
+++ ps/trunk/binaries/data/mods/public/simulation/ai/petra/baseManager.js
@@ -801,7 +801,7 @@
target.getMetadata(PlayerID, "phaseUp") == true)
targetNB = 7;
else if (target.hasClass("Barracks") || target.hasClass("Range") || target.hasClass("Stable") ||
- target.hasClass("DefenseTower") || target.hasClass("Market"))
+ target.hasClass("Tower") || target.hasClass("Market"))
targetNB = 4;
else if (target.hasClass("House") || target.hasClass("DropsiteWood"))
targetNB = 3;
Index: ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js
+++ ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js
@@ -23,14 +23,14 @@
this.firstBaseConfig = false;
this.currentBase = 0; // Only one base (from baseManager) is run every turn.
- // Workers configuration
+ // Workers configuration.
this.targetNumWorkers = this.Config.Economy.targetNumWorkers;
this.supportRatio = this.Config.Economy.supportRatio;
- this.fortStartTime = 180; // sentry defense towers, will start at fortStartTime + towerLapseTime
- this.towerStartTime = 0; // stone defense towers, will start as soon as available
+ this.fortStartTime = 180; // Sentry towers, will start at fortStartTime + towerLapseTime.
+ this.towerStartTime = 0; // Stone towers, will start as soon as available (town phase).
this.towerLapseTime = this.Config.Military.towerLapseTime;
- this.fortressStartTime = 0; // will start as soon as available
+ this.fortressStartTime = 0; // Fortresses, will start as soon as available (city phase).
this.fortressLapseTime = this.Config.Military.fortressLapseTime;
this.extraTowers = Math.round(Math.min(this.Config.difficulty, 3) * this.Config.personality.defensive);
this.extraFortresses = Math.round(Math.max(Math.min(this.Config.difficulty - 1, 2), 0) * this.Config.personality.defensive);
@@ -1084,7 +1084,7 @@
if (this.borderMap.map[j] & PETRA.fullBorder_Mask) // disfavor the borders of the map
norm *= 0.5;
- let val = 2*gameState.sharedScript.ccResourceMaps[resource].map[j];
+ let val = 2 * gameState.sharedScript.ccResourceMaps[resource].map[j];
for (let res in gameState.sharedScript.resourceMaps)
if (res != "food")
val += gameState.sharedScript.ccResourceMaps[res].map[j];
@@ -1136,7 +1136,7 @@
PETRA.HQ.prototype.findStrategicCCLocation = function(gameState, template)
{
// This builds a map. The procedure is fairly simple.
- // We minimize the Sum((dist-300)**2) where the sum is on the three nearest allied CC
+ // We minimize the Sum((dist - 300)^2) where the sum is on the three nearest allied CC
// with the constraints that all CC have dist > 200 and at least one have dist < 400
// This needs at least 2 CC. Otherwise, go back to economic CC.
@@ -1491,7 +1491,7 @@
if (!strPos)
continue;
let dist = API3.SquareVectorDistance(strPos, pos);
- if (dist < 6400) // TODO check on true attack range instead of this 80*80
+ if (dist < 6400) // TODO check on true attack range instead of this 80×80
{
minDist = -1;
break;
@@ -1502,7 +1502,7 @@
if (minDist < 0)
continue;
- let cutDist = 900; // 30*30 TODO maybe increase it
+ let cutDist = 900; // 30×30 TODO maybe increase it
for (let str of ownStructures)
{
let strPos = str.position();
@@ -1581,7 +1581,7 @@
return;
}
- gameState.ai.queueManager.changePriority("economicBuilding", 3*this.Config.priorities.economicBuilding);
+ gameState.ai.queueManager.changePriority("economicBuilding", 3 * this.Config.priorities.economicBuilding);
let plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_market");
plan.queueToReset = "economicBuilding";
queues.economicBuilding.addPlan(plan);
@@ -1647,7 +1647,7 @@
let nCorral = gameState.getOwnEntitiesByClass("Corral", true).length;
if (!nCorral || !gameState.isTemplateAvailable(gameState.applyCiv("structures/{civ}_field")) &&
- nCorral < this.currentPhase && gameState.getPopulation() > 30*nCorral)
+ nCorral < this.currentPhase && gameState.getPopulation() > 30 * nCorral)
{
if (this.canBuild(gameState, "structures/{civ}_corral"))
{
@@ -1760,7 +1760,7 @@
this.researchManager.researchPopulationBonus(gameState, queues);
}
else
- priority = 2*this.Config.priorities.house;
+ priority = 2 * this.Config.priorities.house;
}
else
priority = this.Config.priorities.house;
@@ -1844,18 +1844,18 @@
if (!this.saveResources && (this.currentPhase > 2 || gameState.isResearching(gameState.getPhaseName(3))))
{
- // try to build fortresses
+ // Try to build fortresses.
if (this.canBuild(gameState, "structures/{civ}_fortress"))
{
let numFortresses = gameState.getOwnEntitiesByClass("Fortress", true).length;
- if ((!numFortresses || gameState.ai.elapsedTime > (1 + 0.10*numFortresses)*this.fortressLapseTime + this.fortressStartTime) &&
+ if ((!numFortresses || gameState.ai.elapsedTime > (1 + 0.10 * numFortresses) * this.fortressLapseTime + this.fortressStartTime) &&
numFortresses < this.numActiveBases() + 1 + this.extraFortresses &&
numFortresses < Math.floor(gameState.getPopulation() / 25) &&
gameState.getOwnFoundationsByClass("Fortress").length < 2)
{
this.fortressStartTime = gameState.ai.elapsedTime;
if (!numFortresses)
- gameState.ai.queueManager.changePriority("defenseBuilding", 2*this.Config.priorities.defenseBuilding);
+ gameState.ai.queueManager.changePriority("defenseBuilding", 2 * this.Config.priorities.defenseBuilding);
let plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_fortress");
plan.queueToReset = "defenseBuilding";
queues.defenseBuilding.addPlan(plan);
@@ -1866,8 +1866,9 @@
if (this.Config.Military.numSentryTowers && this.currentPhase < 2 && this.canBuild(gameState, "structures/{civ}_sentry_tower"))
{
- let numTowers = gameState.getOwnEntitiesByClass("Tower", true).length; // we count all towers, including wall towers
- let towerLapseTime = this.saveResource ? (1 + 0.5*numTowers) * this.towerLapseTime : this.towerLapseTime;
+ // Count all towers + wall towers.
+ let numTowers = gameState.getOwnEntitiesByClass("Tower", true).length + gameState.getOwnEntitiesByClass("WallTower", true).length;
+ let towerLapseTime = this.saveResource ? (1 + 0.5 * numTowers) * this.towerLapseTime : this.towerLapseTime;
if (numTowers < this.Config.Military.numSentryTowers && gameState.ai.elapsedTime > towerLapseTime + this.fortStartTime)
{
this.fortStartTime = gameState.ai.elapsedTime;
@@ -1881,14 +1882,14 @@
let numTowers = gameState.getOwnEntitiesByClass("StoneTower", true).length;
let towerLapseTime = this.saveResource ? (1 + numTowers) * this.towerLapseTime : this.towerLapseTime;
- if ((!numTowers || gameState.ai.elapsedTime > (1 + 0.1*numTowers)*towerLapseTime + this.towerStartTime) &&
+ if ((!numTowers || gameState.ai.elapsedTime > (1 + 0.1 * numTowers) * towerLapseTime + this.towerStartTime) &&
numTowers < 2 * this.numActiveBases() + 3 + this.extraTowers &&
numTowers < Math.floor(gameState.getPopulation() / 8) &&
- gameState.getOwnFoundationsByClass("DefenseTower").length < 3)
+ gameState.getOwnFoundationsByClass("Tower").length < 3)
{
this.towerStartTime = gameState.ai.elapsedTime;
if (numTowers > 2 * this.numActiveBases() + 3)
- gameState.ai.queueManager.changePriority("defenseBuilding", Math.round(0.7*this.Config.priorities.defenseBuilding));
+ gameState.ai.queueManager.changePriority("defenseBuilding", Math.round(0.7 * this.Config.priorities.defenseBuilding));
let plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_defense_tower");
plan.queueToReset = "defenseBuilding";
queues.defenseBuilding.addPlan(plan);
@@ -1900,7 +1901,7 @@
if (this.getAccountedPopulation(gameState) < this.Config.Military.popForBlacksmith ||
queues.militaryBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Blacksmith", true).length)
return;
- // build a market before the blacksmith
+ // Build a market before the blacksmith.
if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities())
return;
Index: ps/trunk/binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js
+++ ps/trunk/binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js
@@ -152,7 +152,7 @@
}
return false;
}
- else if (template.hasClass("DefenseTower") || template.hasClass("Fortress") || template.hasClass("ArmyCamp"))
+ else if (template.hasClass("Tower") || template.hasClass("Fortress") || template.hasClass("ArmyCamp"))
{
let pos = HQ.findDefensiveLocation(gameState, template);
if (pos)
Index: ps/trunk/binaries/data/mods/public/simulation/components/BuildRestrictions.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/BuildRestrictions.js
+++ ps/trunk/binaries/data/mods/public/simulation/components/BuildRestrictions.js
@@ -32,7 +32,7 @@
"" +
"" +
"" +
- "" +
+ "" +
"" +
"" +
"" +
Index: ps/trunk/binaries/data/mods/public/simulation/components/EntityLimits.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/EntityLimits.js
+++ ps/trunk/binaries/data/mods/public/simulation/components/EntityLimits.js
@@ -4,12 +4,12 @@
"Specifies per category limits on number of entities (buildings or units) that can be created for each player" +
"" +
"" +
- "25" +
+ "1" +
"10" +
- "1" +
"1" +
- "1" +
"5" +
+ "25" +
+ "1" +
"" +
"" +
"" +
Index: ps/trunk/binaries/data/mods/public/simulation/components/Identity.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Identity.js
+++ ps/trunk/binaries/data/mods/public/simulation/components/Identity.js
@@ -57,7 +57,7 @@
"" +
"" +
"" +
- "" +
+ "" +
"" +
"tokens" +
"" +
@@ -65,7 +65,7 @@
"" +
"" +
"" +
- "" +
+ "" +
"" +
"tokens" +
"" +
Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_armour.json
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_armour.json
+++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_armour.json
@@ -6,12 +6,12 @@
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "architecture.png",
"researchTime": 40,
- "tooltip": "Increases armor of defensive towers by 2 levels.",
+ "tooltip": "Towers +2 armor.",
"modifications": [
{ "value": "Armour/Hack", "add": 2 },
{ "value": "Armour/Pierce", "add": 2 },
{ "value": "Armour/Crush", "add": 2 }
],
- "affects": ["DefenseTower"],
+ "affects": ["Tower"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}
Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json
+++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json
@@ -6,10 +6,10 @@
"requirementsTooltip": "Unlocked in Town Phase.",
"icon": "crenelations.png",
"researchTime": 40,
- "tooltip": "Install crenellations and murder holes to have 40% more arrows fired per garrisoned soldier.",
+ "tooltip": "Sentry and Stone Towers +40% more arrows per garrisoned Soldier.",
"modifications": [
{ "value": "BuildingAI/GarrisonArrowMultiplier", "multiply": 1.4 }
],
- "affects": ["DefenseTower"],
+ "affects": ["SentryTower", "StoneTower"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}
Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_decay.json
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_decay.json
+++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_decay.json
@@ -6,7 +6,7 @@
"requirementsTooltip": "Unlocked in Town Phase.",
"icon": "blocks_three.png",
"researchTime": 40,
- "tooltip": "Outposts -50% territory decay rate.",
+ "tooltip": "Outposts −50% territory decay rate.",
"modifications": [
{ "value": "TerritoryDecay/DecayRate", "multiply": 0.5 }
],
Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json
+++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json
@@ -6,10 +6,10 @@
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "murder_holes.png",
"researchTime": 40,
- "tooltip": "Removes defensive towers' minimum range.",
+ "tooltip": "Sentry and Stone Towers have 0 minimum attack range.",
"modifications": [
{ "value": "Attack/Ranged/MinRange", "replace": 0 }
],
- "affects": ["DefenseTower"],
+ "affects": ["SentryTower", "StoneTower"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}
Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json
+++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json
@@ -6,11 +6,11 @@
"requirementsTooltip": "Unlocked in Town Phase.",
"icon": "arrow.png",
"researchTime": 40,
- "tooltip": "Increases defensive towers' maximum range by 8 meters.",
+ "tooltip": "Sentry and Stone Towers +8 attack range.",
"modifications": [
{ "value": "Attack/Ranged/MaxRange", "add": 8 },
{ "value": "Vision/Range","add": 8 }
],
- "affects": ["DefenseTower"],
+ "affects": ["SentryTower", "StoneTower"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}
Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json
+++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json
@@ -14,10 +14,10 @@
"requirementsTooltip": "Unlocked in Village Phase.",
"icon": "helmet_corinthian_bronze.png",
"researchTime": 40,
- "tooltip": "Post sentries to add one arrow to defensive towers.",
+ "tooltip": "Sentry and Stone Towers +1 default arrow count.",
"modifications": [
{ "value": "BuildingAI/DefaultArrowCount", "add": 1 }
],
- "affects": ["DefenseTower"],
+ "affects": ["SentryTower", "StoneTower"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}
Index: ps/trunk/binaries/data/mods/public/simulation/templates/special/player/player.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/special/player/player.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/special/player/player.xml
@@ -16,7 +16,7 @@
1
- 30
+ 30
10
1
1
Index: ps/trunk/binaries/data/mods/public/simulation/templates/structures/rome_tent.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/structures/rome_tent.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/structures/rome_tent.xml
@@ -37,14 +37,7 @@
-
- 1.0
-
- -units/{civ}_support_female_citizen_house
-
-
-
-
+
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure.xml
@@ -93,6 +93,7 @@
6.0
+ 1.0
1.0
1.0
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
@@ -85,10 +85,10 @@
Civic Center
- Build to acquire large tracts of territory. Train citizens.
- Defensive CivCentre
- CivilCentre
template_structure_civic_civil_centre
+ Build to acquire large tracts of territory. Train citizens.
+ CivCentre
+ Defensive CivilCentre
structures/civic_centre.png
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
@@ -44,7 +44,6 @@
- 1.0
units/{civ}_support_female_citizen_house
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive.xml
@@ -12,7 +12,7 @@
Defensive Structure
- Defensive
+ Defensive
100
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml
@@ -31,9 +31,9 @@
Infantry
- DefenseTower
+ Tower
- DefenseTower
+ Tower
60
@@ -49,11 +49,8 @@
decay|rubble/rubble_stone_2x2
- Tower
+ Tower
-
- 0.7
-
interface/complete/building/complete_tower.xml
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_artillery.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_artillery.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_artillery.xml
@@ -56,9 +56,7 @@
Artillery Tower
template_structure_defensive_tower_artillery
- Catapults stones. Needs the murder holes tech to protect its foot.
- GarrisonTower
- City DefenseTower StoneTower
+ City ArtilleryTower
structures/tower_artillery.png
phase_city
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_bolt.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_bolt.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_bolt.xml
@@ -55,9 +55,7 @@
Bolt Tower
template_structure_defensive_tower_bolt
- Shoots bolts. Faster reaction time against raiding units than the artillery tower, weak to all siege weapons and mass melee. Needs the murder holes tech to protect its foot.
- GarrisonTower
- City DefenseTower StoneTower
+ City BoltTower
structures/tower_bolt.png
phase_city
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml
@@ -50,8 +50,8 @@
Outpost
template_structure_defensive_tower_outpost
- Build in neutral and own territories to scout areas of the map. Slowly converts to Gaia while in neutral territory.
- Village Outpost
+ Build in own or neutral territory. Slowly converts to Gaia while in neutral territory.
+ Village -Tower Outpost
structures/outpost.png
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml
@@ -34,10 +34,9 @@
Sentry Tower
template_structure_defensive_tower_sentry
+ Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot.
+ Village SentryTower
structures/sentry_tower.png
- GarrisonTower
- Village DefenseTower SentryTower
- Shoots arrows. Garrison to provide extra defence. Needs the murder holes tech to protect its foot. Upgradeable to stone tower.
20
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml
@@ -30,9 +30,8 @@
Defense Tower
template_structure_defensive_tower_stone
- Shoots arrows. Garrison to provide extra defence. Needs the murder holes tech to protect its foot.
- GarrisonTower
- Town DefenseTower StoneTower
+ Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot.
+ Town StoneTower
structures/defense_tower.png
phase_town
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml
@@ -53,8 +53,8 @@
Wall Turret
template_structure_defensive_wall_tower
- Shoots arrows. Garrison to defend a city wall against attackers.
- Tower
+ Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot.
+ WallTower
structures/tower.png
@@ -64,7 +64,6 @@
- 0.8
pair_walls_01
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
@@ -37,7 +37,6 @@
20
- 0.7
gather_wicker_baskets
gather_farming_plows
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml
@@ -41,7 +41,6 @@
- 0.7
gather_lumbering_ironaxes
gather_lumbering_strongeraxes
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_blacksmith.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_blacksmith.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_blacksmith.xml
@@ -34,7 +34,6 @@
- 0.8
attack_infantry_melee_01
attack_infantry_melee_02
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
@@ -69,13 +69,13 @@
decay|rubble/rubble_stone_6x6
- Defensive Fortress GarrisonFortress
- City
Fortress
template_structure_military_fortress
+ Train Champions and Heroes and research technologies. Garrison Soldiers for additional arrows.
+ GarrisonFortress
+ Defensive City Fortress
structures/fortress.png
phase_city
- Train Champions and Heroes and research technologies. Garrison Soldiers for additional arrows.
100
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_special_library.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_special_library.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_special_library.xml
@@ -34,7 +34,6 @@
- 0.7
successors/special_hellenistic_metropolis
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_wonder.xml
@@ -64,7 +64,6 @@
- 0.7
pop_wonder