Index: binaries/data/mods/public/simulation/data/technologies/civic_center_guard_01.json
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/data/technologies/civic_center_guard_01.json
@@ -0,0 +1,16 @@
+{
+ "genericName": "Village Guard",
+ "description": "Assign a permanent sentry to help protecting your settlement.",
+ "cost": { "food": 150, "wood": 0, "stone": 0, "metal": 50 },
+ "requirements": { "tech": "phase_village" },
+ "requirementsTooltip": "Unlocked in Village Phase.",
+ "icon": "helmet_corinthian_bronze_old.png",
+ "researchTime": 30,
+ "tooltip": "Civic Centers +1 default arrow count and +5 capture points regeneration rate.",
+ "modifications": [
+ { "value": "BuildingAI/DefaultArrowCount", "add": 1 },
+ { "value": "Capturable/RegenRate", "add": 5 }
+ ],
+ "affects": ["CivilCentre"],
+ "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
+}
Index: binaries/data/mods/public/simulation/data/technologies/civic_center_guard_02.json
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/data/technologies/civic_center_guard_02.json
@@ -0,0 +1,17 @@
+{
+ "genericName": "Town Guard",
+ "description": "Increase the number of sentries protecting your settlement.",
+ "cost": { "food": 300, "wood": 0, "stone": 0, "metal": 100 },
+ "supersedes": "civic_center_guard_01",
+ "requirements": { "tech": "phase_town" },
+ "requirementsTooltip": "Unlocked in Town Phase.",
+ "icon": "helmet_corinthian_silver_old.png",
+ "researchTime": 45,
+ "tooltip": "Civic Centers +1 default arrow count and +5 capture points regeneration rate.",
+ "modifications": [
+ { "value": "BuildingAI/DefaultArrowCount", "add": 1 },
+ { "value": "Capturable/RegenRate", "add": 5 }
+ ],
+ "affects": ["CivilCentre"],
+ "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
+}
Index: binaries/data/mods/public/simulation/data/technologies/civic_center_guard_03.json
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/data/technologies/civic_center_guard_03.json
@@ -0,0 +1,17 @@
+{
+ "genericName": "City Guard",
+ "description": "Larger settlements can afford more sentries.",
+ "cost": { "food": 450, "wood": 0, "stone": 0, "metal": 150 },
+ "supersedes": "civic_center_guard_02",
+ "requirements": { "tech": "phase_city" },
+ "requirementsTooltip": "Unlocked in City Phase.",
+ "icon": "helmet_corinthian_gold_old.png",
+ "researchTime": 60,
+ "tooltip": "Civic Centers +1 default arrow count and +5 capture points regeneration rate.",
+ "modifications": [
+ { "value": "BuildingAI/DefaultArrowCount", "add": 1 },
+ { "value": "Capturable/RegenRate", "add": 5 }
+ ],
+ "affects": ["CivilCentre"],
+ "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
+}
Index: binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
@@ -35,7 +35,6 @@
- 3
1
Soldier
@@ -49,7 +48,6 @@
2500
- 5.0
500
@@ -102,6 +100,9 @@
phase_town_{civ}
phase_city_{civ}
+ civic_center_guard_01
+ civic_center_guard_02
+ civic_center_guard_03
unlock_spies
spy_counter
archery_tradition
Index: binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml
@@ -1,8 +1,5 @@
-
- 1
-
own neutral
Colony