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