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