Index: binaries/data/mods/public/simulation/ai/petra/attackPlan.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/attackPlan.js +++ binaries/data/mods/public/simulation/ai/petra/attackPlan.js @@ -1064,7 +1064,7 @@ if (!struct.position() || !struct.get("Obstruction") || struct.hasClass("Field")) continue; // we consider that we can reach the target, but nonetheless check that we did not cross any enemy gate - if (dist < radius + 10 && !struct.hasClass("Gates")) + if (dist < radius + 10 && !struct.hasClass("Gate")) continue; // Check that we are really blocked by this structure, i.e. advancing by 1+0.8(clearance)m // in the target direction would bring us inside its obstruction. @@ -1436,15 +1436,15 @@ let targetClassesUnit; let targetClassesSiege; if (this.type == "Rush") - targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall", "Tower", "Fortress"], "vetoEntities": veto }; + targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "Wall", "Tower", "Fortress"], "vetoEntities": veto }; else { if (this.target.hasClass("Fortress")) - targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall"], "vetoEntities": veto }; - else if (this.target.hasClass("Palisade") || this.target.hasClass("StoneWall")) + targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "Wall"], "vetoEntities": veto }; + else if (this.target.hasClass("Palisade") || this.target.hasClass("Wall")) targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Fortress"], "vetoEntities": veto }; else - targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall", "Fortress"], "vetoEntities": veto }; + targetClassesUnit = { "attack": ["Unit", "Structure"], "avoid": ["Palisade", "Wall", "Fortress"], "vetoEntities": veto }; } if (this.target.hasClass("Structure")) targetClassesSiege = { "attack": ["Structure"], "avoid": [], "vetoEntities": veto }; @@ -1561,14 +1561,14 @@ { mStruct.sort((structa, structb) => { let vala = structa.costSum(); - if (structa.hasClass("Gates") && ent.canAttackClass("StoneWall")) + if (structa.hasClass("Gate") && ent.canAttackClass("Wall")) vala += 10000; else if (structa.hasDefensiveFire()) vala += 1000; else if (structa.hasClass("ConquestCritical")) vala += 200; let valb = structb.costSum(); - if (structb.hasClass("Gates") && ent.canAttackClass("StoneWall")) + if (structb.hasClass("Gate") && ent.canAttackClass("Wall")) valb += 10000; else if (structb.hasDefensiveFire()) valb += 1000; @@ -1576,7 +1576,7 @@ valb += 200; return valb - vala; }); - if (mStruct[0].hasClass("Gates")) + if (mStruct[0].hasClass("Gate")) ent.attack(mStruct[0].id(), PETRA.allowCapture(gameState, ent, mStruct[0])); else { @@ -1676,18 +1676,18 @@ { mStruct.sort((structa, structb) => { let vala = structa.costSum(); - if (structa.hasClass("Gates") && ent.canAttackClass("StoneWall")) + if (structa.hasClass("Gate") && ent.canAttackClass("Wall")) vala += 10000; else if (structa.hasClass("ConquestCritical")) vala += 100; let valb = structb.costSum(); - if (structb.hasClass("Gates") && ent.canAttackClass("StoneWall")) + if (structb.hasClass("Gate") && ent.canAttackClass("Wall")) valb += 10000; else if (structb.hasClass("ConquestCritical")) valb += 100; return valb - vala; }); - if (mStruct[0].hasClass("Gates")) + if (mStruct[0].hasClass("Gate")) ent.attack(mStruct[0].id(), false); else { @@ -1833,11 +1833,11 @@ if (!this.path[0][0] || !this.path[0][1]) API3.warn("Start: Problem with path " + uneval(this.path)); // We're stuck, presumably. Check if there are no walls just close to us. - for (let ent of gameState.getEnemyStructures().filter(API3.Filters.byClass(["Palisade", "StoneWall"])).values()) + for (let ent of gameState.getEnemyStructures().filter(API3.Filters.byClass(["Palisade", "Wall"])).values()) { if (API3.SquareVectorDistance(this.position, ent.position()) > 800) continue; - let enemyClass = ent.hasClass("StoneWall") ? "StoneWall" : "Palisade"; + let enemyClass = ent.hasClass("Wall") ? "Wall" : "Palisade"; // there are walls, so check if we can attack if (this.unitCollection.filter(API3.Filters.byCanAttackClass(enemyClass)).hasEntities()) { Index: binaries/data/mods/public/simulation/ai/petra/baseManager.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/baseManager.js +++ binaries/data/mods/public/simulation/ai/petra/baseManager.js @@ -781,7 +781,7 @@ continue; // we do not build fields if (gameState.ai.HQ.isNearInvadingArmy(target.position())) - if (!target.hasClass("CivCentre") && !target.hasClass("StoneWall") && + if (!target.hasClass("CivCentre") && !target.hasClass("Wall") && (!target.hasClass("Wonder") || !gameState.getVictoryConditions().has("wonder"))) continue; @@ -801,7 +801,7 @@ target.getMetadata(PlayerID, "phaseUp") == true) targetNB = 7; else if (target.hasClass("Barracks") || target.hasClass("Range") || target.hasClass("Stable") || - target.hasClass("Tower") || target.hasClass("Market")) + target.hasClass("Tower") || target.hasClass("Market")) targetNB = 4; else if (target.hasClass("House") || target.hasClass("DropsiteWood")) targetNB = 3; @@ -880,7 +880,7 @@ if (gameState.ai.HQ.isNearInvadingArmy(target.position())) { if (target.healthLevel() > 0.5 || - !target.hasClass("CivCentre") && !target.hasClass("StoneWall") && + !target.hasClass("CivCentre") && !target.hasClass("Wall") && (!target.hasClass("Wonder") || !gameState.getVictoryConditions().has("wonder"))) continue; } Index: binaries/data/mods/public/simulation/ai/petra/headquarters.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/headquarters.js +++ binaries/data/mods/public/simulation/ai/petra/headquarters.js @@ -282,7 +282,7 @@ let ent = gameState.getEntityById(evt.newentity); if (!ent || ent.owner() != PlayerID) continue; - if (ent.hasClass("BarterMarket") && this.maxFields) + if (ent.hasClass("Market") && this.maxFields) this.maxFields = false; if (ent.getMetadata(PlayerID, "base") === undefined) continue; @@ -556,7 +556,7 @@ !queues.militaryBuilding.hasQueuedUnits() && !queues.defenseBuilding.hasQueuedUnits()) { - if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities() && + if (!gameState.getOwnEntitiesByClass("Market", true).hasEntities() && this.canBuild(gameState, "structures/{civ}_market")) { plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_market", { "phaseUp": true }); @@ -1281,9 +1281,9 @@ */ PETRA.HQ.prototype.findMarketLocation = function(gameState, template) { - let markets = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Market"), gameState.getExclusiveAllyEntities()).toEntityArray(); + let markets = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Trade"), gameState.getExclusiveAllyEntities()).toEntityArray(); if (!markets.length) - markets = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Market"), gameState.getOwnStructures()).toEntityArray(); + markets = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Trade"), gameState.getOwnStructures()).toEntityArray(); if (!markets.length) // this is the first market. For the time being, place it arbitrarily by the ConstructionPlan return [-1, -1, -1, 0]; @@ -1306,7 +1306,7 @@ let bestDistSq; let bestGainMult; let radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize); - let isNavalMarket = template.hasClass("NavalMarket"); + let isNavalMarket = template.hasClass("Naval") && template.hasClass("Trade"); let width = this.territoryMap.width; let cellSize = this.territoryMap.cellSize; @@ -1335,7 +1335,7 @@ let gainMultiplier; for (let market of markets) { - if (isNavalMarket && market.hasClass("NavalMarket")) + if (isNavalMarket && template.hasClass("Naval") && template.hasClass("Trade")) { if (PETRA.getSeaAccess(gameState, market) != gameState.ai.accessibility.getAccessValue(pos, true)) continue; @@ -1377,13 +1377,13 @@ let expectedGain = Math.round(bestGainMult * TradeGain(bestDistSq, gameState.sharedScript.mapSize)); if (this.Config.debug > 1) API3.warn("this would give a trading gain of " + expectedGain); - // do not keep it if gain is too small, except if this is our first BarterMarket + // Do not keep it if gain is too small, except if this is our first Market. let idx; if (expectedGain < this.tradeManager.minimalGain) { - if (template.hasClass("BarterMarket") && - !gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) - idx = -1; // needed by queueplanBuilding manager to keep that market + if (template.hasClass("Market") && + !gameState.getOwnEntitiesByClass("Market", true).hasEntities()) + idx = -1; // Needed by queueplanBuilding manager to keep that Market. else return false; } @@ -1538,7 +1538,7 @@ // at least one market (which have the same queue) should be build before any temple if (queues.economicBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Temple", true).hasEntities() || - !gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) + !gameState.getOwnEntitiesByClass("Market", true).hasEntities()) return; // Try to build a temple earlier if in regicide to recruit healer guards if (this.currentPhase < 3 && !gameState.getVictoryConditions().has("regicide")) @@ -1554,11 +1554,11 @@ PETRA.HQ.prototype.buildMarket = function(gameState, queues) { - if (gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities() || + if (gameState.getOwnEntitiesByClass("Market", true).hasEntities() || !this.canBuild(gameState, "structures/{civ}_market")) return; - if (queues.economicBuilding.hasQueuedUnitsWithClass("BarterMarket")) + if (queues.economicBuilding.hasQueuedUnitsWithClass("Market")) { if (!queues.economicBuilding.paused) { @@ -1902,7 +1902,7 @@ queues.militaryBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Blacksmith", true).length) return; // Build a market before the blacksmith. - if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) + if (!gameState.getOwnEntitiesByClass("Market", true).hasEntities()) return; if (this.canBuild(gameState, "structures/{civ}_blacksmith")) @@ -2670,7 +2670,7 @@ Engine.ProfileStart("Headquarters update"); this.turnCache = {}; this.territoryMap = PETRA.createTerritoryMap(gameState); - this.canBarter = gameState.getOwnEntitiesByClass("BarterMarket", true).filter(API3.Filters.isBuilt()).hasEntities(); + this.canBarter = gameState.getOwnEntitiesByClass("Market", true).filter(API3.Filters.isBuilt()).hasEntities(); // TODO find a better way to update if (this.currentPhase != gameState.currentPhase()) { Index: binaries/data/mods/public/simulation/ai/petra/navalManager.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/navalManager.js +++ binaries/data/mods/public/simulation/ai/petra/navalManager.js @@ -713,8 +713,8 @@ if (gameState.ai.HQ.getAccountedPopulation(gameState) > this.Config.Economy.popForDock) { - if (queues.dock.countQueuedUnitsWithClass("NavalMarket") === 0 && - !gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.byClass("NavalMarket"), API3.Filters.isFoundation())).hasEntities() && + if (queues.dock.countQueuedUnitsWithClass("Dock") === 0 && + !gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.byClass("Dock"), API3.Filters.isFoundation())).hasEntities() && gameState.ai.HQ.canBuild(gameState, "structures/{civ}_dock")) { let dockStarted = false; @@ -745,8 +745,8 @@ if (!this.docks.filter(API3.Filters.byClass("Dock")).hasEntities() || this.docks.filter(API3.Filters.byClass("Shipyard")).hasEntities()) return; - // Use in priority resources to build a market - if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities() && + // Use in priority resources to build a Market. + if (!gameState.getOwnEntitiesByClass("Market", true).hasEntities() && gameState.ai.HQ.canBuild(gameState, "structures/{civ}_market")) return; let template; Index: binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js +++ binaries/data/mods/public/simulation/ai/petra/queueplanBuilding.js @@ -54,10 +54,10 @@ return; } - if (this.metadata && this.metadata.expectedGain && (!this.template.hasClass("BarterMarket") || - gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities())) + if (this.metadata && this.metadata.expectedGain && (!this.template.hasClass("Market") || + gameState.getOwnEntitiesByClass("Market", true).hasEntities())) { - // Check if this market is still worth building (others may have been built making it useless) + // Check if this Market is still worth building (others may have been built making it useless). let tradeManager = gameState.ai.HQ.tradeManager; tradeManager.checkRoutes(gameState); if (!tradeManager.isNewMarketWorth(this.metadata.expectedGain)) @@ -161,7 +161,7 @@ if (!template.hasClass("Fortress") || gameState.getOwnEntitiesByClass("Fortress", true).hasEntities()) return false; } - else if (template.hasClass("Market")) // Docks (i.e. NavalMarket) are done before + else if (template.hasClass("Market")) // Docks are done before. { let pos = HQ.findMarketLocation(gameState, template); if (pos && pos[2] > 0) @@ -218,29 +218,29 @@ if (struct.resourceDropsiteTypes() && struct.resourceDropsiteTypes().indexOf("food") != -1) { if (template.hasClass("Field") || template.hasClass("Corral")) - placement.addInfluence(x, z, 80/cellSize, 50); + placement.addInfluence(x, z, 80 / cellSize, 50); else // If this is not a field add a negative influence because we want to leave this area for fields - placement.addInfluence(x, z, 80/cellSize, -20); + placement.addInfluence(x, z, 80 / cellSize, -20); } else if (template.hasClass("House")) { if (ent.hasClass("House")) { - placement.addInfluence(x, z, 60/cellSize, 40); // houses are close to other houses + placement.addInfluence(x, z, 60 / cellSize, 40); // houses are close to other houses alreadyHasHouses = true; } - else if (!ent.hasClass("StoneWall") || ent.hasClass("Gates")) - placement.addInfluence(x, z, 60/cellSize, -40); // and further away from other stuffs + else if (!ent.hasClass("Wall") || ent.hasClass("Gate")) + placement.addInfluence(x, z, 60 / cellSize, -40); // and further away from other stuffs } else if (template.hasClass("Farmstead") && (!ent.hasClass("Field") && !ent.hasClass("Corral") && - (!ent.hasClass("StoneWall") || ent.hasClass("Gates")))) - placement.addInfluence(x, z, 100/cellSize, -25); // move farmsteads away to make room (StoneWall test needed for iber) + (!ent.hasClass("Wall") || ent.hasClass("Gate")))) + placement.addInfluence(x, z, 100 / cellSize, -25); // move farmsteads away to make room (Wall test needed for iber) else if (template.hasClass("GarrisonFortress") && ent.hasClass("House")) - placement.addInfluence(x, z, 120/cellSize, -50); + placement.addInfluence(x, z, 120 / cellSize, -50); else if (template.hasClass("Military")) - placement.addInfluence(x, z, 40/cellSize, -40); + placement.addInfluence(x, z, 40 / cellSize, -40); else if (template.genericName() == "Rotary Mill" && ent.hasClass("Field")) - placement.addInfluence(x, z, 60/cellSize, 40); + placement.addInfluence(x, z, 60 / cellSize, 40); }); } if (template.hasClass("Farmstead")) @@ -256,8 +256,8 @@ } // Requires to be inside our territory, and inside our base territory if required - // and if our first market, put it on border if possible to maximize distance with next market - let favorBorder = template.hasClass("BarterMarket"); + // and if our first market, put it on border if possible to maximize distance with next Market. + let favorBorder = template.hasClass("Market"); let disfavorBorder = gameState.currentPhase() > 1 && !template.hasDefensiveFire(); let favoredBase = this.metadata && (this.metadata.favoredBase || (this.metadata.militaryBase ? HQ.findBestBaseForMilitary(gameState) : undefined)); @@ -319,7 +319,7 @@ this.type == gameState.applyCiv("structures/{civ}_elephant_stables")) radius = Math.floor((template.obstructionRadius().max + 8) / obstructions.cellSize); else if (template.resourceDropsiteTypes() === undefined && !template.hasClass("House") && - !template.hasClass("Field") && !template.hasClass("BarterMarket")) + !template.hasClass("Field") && !template.hasClass("Market")) radius = Math.ceil((template.obstructionRadius().max + 4) / obstructions.cellSize); else radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize); Index: binaries/data/mods/public/simulation/ai/petra/researchManager.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/researchManager.js +++ binaries/data/mods/public/simulation/ai/petra/researchManager.js @@ -199,7 +199,7 @@ { let template = techs[i][1]._template; if (template.affects && template.affects.length === 1 && - (template.affects[0] === "Healer" || template.affects[0] === "Outpost" || template.affects[0] === "StoneWall")) + (template.affects[0] === "Healer" || template.affects[0] === "Outpost" || template.affects[0] === "Wall")) { techs.splice(i--, 1); continue; Index: binaries/data/mods/public/simulation/ai/petra/tradeManager.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/tradeManager.js +++ binaries/data/mods/public/simulation/ai/petra/tradeManager.js @@ -91,7 +91,7 @@ else { template = gameState.applyCiv("units/{civ}_support_trader"); - if (!this.tradeRoute.source.hasClass("NavalMarket")) + if (!this.tradeRoute.source.hasClass("Naval")) metadata.base = this.tradeRoute.source.getMetadata(PlayerID, "base"); else metadata.base = this.tradeRoute.target.getMetadata(PlayerID, "base"); @@ -214,7 +214,7 @@ */ PETRA.TradeManager.prototype.performBarter = function(gameState) { - let barterers = gameState.getOwnEntitiesByClass("BarterMarket", true).filter(API3.Filters.isBuilt()).toEntityArray(); + let barterers = gameState.getOwnEntitiesByClass("Barter", true).filter(API3.Filters.isBuilt()).toEntityArray(); if (barterers.length == 0) return false; let resBarterCodes = Resources.GetBarterableCodes(); @@ -335,7 +335,7 @@ for (let evt of events.EntityRenamed) { let ent = gameState.getEntityById(evt.newentity); - if (!ent || !ent.hasClass("Market")) + if (!ent || !ent.hasClass("Trade")) continue; for (let trader of this.traders.values()) { @@ -358,7 +358,7 @@ if (!evt.entityObj) continue; let ent = evt.entityObj; - if (!ent || !ent.hasClass("Market") || !gameState.isPlayerAlly(ent.owner())) + if (!ent || !ent.hasClass("Trade") || !gameState.isPlayerAlly(ent.owner())) continue; this.activateProspection(gameState); return true; @@ -368,7 +368,7 @@ for (let evt of events.Create) { let ent = gameState.getEntityById(evt.entity); - if (!ent || ent.foundationProgress() !== undefined || !ent.hasClass("Market") || + if (!ent || ent.foundationProgress() !== undefined || !ent.hasClass("Trade") || !gameState.isPlayerAlly(ent.owner())) continue; this.activateProspection(gameState); @@ -382,7 +382,7 @@ if (!gameState.isPlayerAlly(evt.from) && !gameState.isPlayerAlly(evt.to)) continue; let ent = gameState.getEntityById(evt.entity); - if (!ent || ent.foundationProgress() !== undefined || !ent.hasClass("Market")) + if (!ent || ent.foundationProgress() !== undefined || !ent.hasClass("Trade")) continue; this.activateProspection(gameState); return true; @@ -419,8 +419,8 @@ return false; } - let market1 = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Market"), gameState.getOwnStructures()); - let market2 = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Market"), gameState.getExclusiveAllyEntities()); + let market1 = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Trade"), gameState.getOwnStructures()); + let market2 = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Trade"), gameState.getExclusiveAllyEntities()); if (market1.length + market2.length < 2) // We have to wait ... markets will be built soon { this.tradeRoute = undefined; @@ -444,7 +444,7 @@ if (!m1.position()) continue; let access1 = PETRA.getLandAccess(gameState, m1); - let sea1 = m1.hasClass("NavalMarket") ? PETRA.getSeaAccess(gameState, m1) : undefined; + let sea1 = m1.hasClass("Naval") ? PETRA.getSeaAccess(gameState, m1) : undefined; for (let m2 of market2.values()) { if (onlyOurs && m1.id() >= m2.id()) @@ -452,7 +452,7 @@ if (!m2.position()) continue; let access2 = PETRA.getLandAccess(gameState, m2); - let sea2 = m2.hasClass("NavalMarket") ? PETRA.getSeaAccess(gameState, m2) : undefined; + let sea2 = m2.hasClass("Naval") ? PETRA.getSeaAccess(gameState, m2) : undefined; let land = access1 == access2 ? access1 : undefined; let sea = sea1 && sea1 == sea2 ? sea1 : undefined; if (!land && !sea) @@ -586,12 +586,12 @@ PETRA.TradeManager.prototype.prospectForNewMarket = function(gameState, queues) { - if (queues.economicBuilding.hasQueuedUnitsWithClass("Market") || queues.dock.hasQueuedUnitsWithClass("Market")) + if (queues.economicBuilding.hasQueuedUnitsWithClass("Trade") || queues.dock.hasQueuedUnitsWithClass("Trade")) return; if (!gameState.ai.HQ.canBuild(gameState, "structures/{civ}_market")) return; - if (!gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Market"), gameState.getOwnStructures()).hasEntities() && - !gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Market"), gameState.getExclusiveAllyEntities()).hasEntities()) + if (!gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Trade"), gameState.getOwnStructures()).hasEntities() && + !gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Trade"), gameState.getExclusiveAllyEntities()).hasEntities()) return; let template = gameState.getTemplate(gameState.applyCiv("structures/{civ}_market")); if (!template) @@ -600,7 +600,7 @@ let marketPos = gameState.ai.HQ.findMarketLocation(gameState, template); if (!marketPos || marketPos[3] == 0) // marketPos[3] is the expected gain { // no position found - if (gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) + if (gameState.getOwnEntitiesByClass("Market", true).hasEntities()) gameState.ai.HQ.buildManager.setUnbuildable(gameState, gameState.applyCiv("structures/{civ}_market")); else this.routeProspection = false; @@ -621,7 +621,7 @@ } if (!this.tradeRoute) - gameState.ai.queueManager.changePriority("economicBuilding", 2*this.Config.priorities.economicBuilding); + gameState.ai.queueManager.changePriority("economicBuilding", 2 * this.Config.priorities.economicBuilding); let plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_market"); if (!this.tradeRoute) plan.queueToReset = "economicBuilding"; Index: binaries/data/mods/public/simulation/components/Barter.js =================================================================== --- binaries/data/mods/public/simulation/components/Barter.js +++ binaries/data/mods/public/simulation/components/Barter.js @@ -55,7 +55,7 @@ { var cmpFoundation = Engine.QueryInterface(entity, IID_Foundation); var cmpIdentity = Engine.QueryInterface(entity, IID_Identity); - if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket")) + if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("Barter")) return true; } return false; Index: binaries/data/mods/public/simulation/components/GuiInterface.js =================================================================== --- binaries/data/mods/public/simulation/components/GuiInterface.js +++ binaries/data/mods/public/simulation/components/GuiInterface.js @@ -489,7 +489,7 @@ "req": cmpPromotion.GetRequiredXp() }; - if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket")) + if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("Barter")) ret.isBarterMarket = true; let cmpHeal = Engine.QueryInterface(ent, IID_Heal); Index: binaries/data/mods/public/simulation/components/Identity.js =================================================================== --- binaries/data/mods/public/simulation/components/Identity.js +++ binaries/data/mods/public/simulation/components/Identity.js @@ -57,7 +57,7 @@ "" + "" + "" + - "" + + "" + "" + "tokens" + "" + @@ -65,7 +65,7 @@ "" + "" + "" + - "" + + "" + "" + "tokens" + "" + Index: binaries/data/mods/public/simulation/data/auras/teambonuses/cart_player_teambonus.json =================================================================== --- binaries/data/mods/public/simulation/data/auras/teambonuses/cart_player_teambonus.json +++ binaries/data/mods/public/simulation/data/auras/teambonuses/cart_player_teambonus.json @@ -1,10 +1,10 @@ { "type": "global", - "affects": ["Market"], + "affects": ["Trade"], "affectedPlayers": ["ExclusiveMutualAlly"], "modifications": [ { "value": "Market/InternationalBonus", "add": 0.1 } ], "auraName": "Trademasters", - "auraDescription": "Allied Markets +10% international trade bonus." + "auraDescription": "Allies +10% international trade bonus." } Index: binaries/data/mods/public/simulation/data/civs/cart.json =================================================================== --- binaries/data/mods/public/simulation/data/civs/cart.json +++ binaries/data/mods/public/simulation/data/civs/cart.json @@ -71,7 +71,7 @@ { "Name": "Trademasters", "History": "The Phoenicians and Carthaginians were broadly known as the greatest trading civilization of the ancient and classical world.", - "Description": "Allied Markets +10% international trade bonus." + "Description": "Allies +10% international trade bonus." } ], "Structures": Index: binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json +++ binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json @@ -7,11 +7,11 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "stone_blocks_brown.png", "researchTime": 40, - "tooltip": "City walls -20% build time, but -1 crush armor level.", + "tooltip": "Walls −20% build time, but −1 crush armor.", "modifications": [ - { "value": "Cost/BuildTime", "multiply": 0.8 }, - { "value": "Armour/Crush", "add": -1 } + { "value": "Armour/Crush", "add": -1 }, + { "value": "Cost/BuildTime", "multiply": 0.8 } ], - "affects": ["StoneWall"], + "affects": ["Wall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json +++ binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json @@ -6,9 +6,9 @@ "tooltip": "Carthaginian Walls +100% build time, +100% stone cost, and +200% health.", "requirements": { "civ": "cart" }, "modifications": [ - { "value": "Health/Max", "multiply": 3 }, { "value": "Cost/BuildTime", "multiply": 2 }, - { "value": "Cost/Resources/stone", "multiply": 2 } + { "value": "Cost/Resources/stone", "multiply": 2 }, + { "value": "Health/Max", "multiply": 3 } ], - "affects": ["StoneWall"] + "affects": ["Wall"] } Index: binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json +++ binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json @@ -6,8 +6,8 @@ "icon": "wooden_walls.png", "tooltip": "Mauryan City Walls −20% build time and −20% health.", "modifications": [ - { "value": "Health/Max", "multiply": 0.8 }, - { "value": "Cost/BuildTime", "multiply": 0.8 } + { "value": "Cost/BuildTime", "multiply": 0.8 }, + { "value": "Health/Max", "multiply": 0.8 } ], - "affects": ["StoneWall"] + "affects": ["Wall"] } Index: binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json +++ binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json @@ -7,11 +7,11 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "stone_blocks.png", "researchTime": 40, - "tooltip": "City walls +2 crush armor levels, but +10% build time.", + "tooltip": "Walls +2 crush armor, but +10% build time.", "modifications": [ - { "value": "Cost/BuildTime", "multiply": 1.1 }, - { "value": "Armour/Crush", "add": 2 } + { "value": "Armour/Crush", "add": 2 }, + { "value": "Cost/BuildTime", "multiply": 1.1 } ], - "affects": ["StoneWall"], + "affects": ["Wall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json +++ binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json @@ -2,14 +2,19 @@ "genericName": "Athenian Long Walls", "description": "The Long Walls of Athens were constructed under the auspices of the wily Themistocles and extended 6 km from the city to the port of Piraeus. This secured the city's sea supply routes and prevented an enemy from starving out the city during a siege.", "cost": { "food": 0, "wood": 0, "stone": 250, "metal": 250 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "athen" }] }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "civ": "athen" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "crenelations.png", "researchTime": 60, - "tooltip": "Build stone walls in neutral territory.", + "tooltip": "Build Walls in own or neutral territory.", "modifications": [ { "value": "BuildRestrictions/Territory", "replace": ["own", "neutral"] } ], - "affects": ["StoneWall"], + "affects": ["Wall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: binaries/data/mods/public/simulation/data/technologies/pair_walls_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/pair_walls_01.json +++ binaries/data/mods/public/simulation/data/technologies/pair_walls_01.json @@ -1,5 +1,5 @@ { - "genericName": "Walls build time vs. Health", + "genericName": "Wall armor vs build time.", "top": "buildtime_walls_rubble", "bottom": "health_walls_geometric_masonry", "requirements": { "notciv": "iber" } Index: binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json +++ binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json @@ -5,8 +5,13 @@ }, "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.", "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 }, - "requirements": { "entity": { "class": "Town", "number": 4 } }, - "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).", + "requirements": { + "entity": { + "class": "Town", + "number": 4 + } + }, + "requirementsTooltip": "Requires 4 Town Structures.", "supersedes": "phase_town_athen", "replaces": ["phase_city"], "icon": "city_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json +++ binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json @@ -6,8 +6,13 @@ }, "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.", "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 }, - "requirements": { "entity": { "class": "Town", "number": 4 } }, - "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).", + "requirements": { + "entity": { + "class": "Town", + "number": 4 + } + }, + "requirementsTooltip": "Requires 4 Town Structures.", "supersedes": "phase_town_generic", "replaces": ["phase_city"], "icon": "city_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json +++ binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json @@ -5,8 +5,13 @@ }, "description": "Advances from a small village to a bustling town, ready to expand rapidly. This is the Athenian town phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.", "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, - "requirements": { "entity": { "class": "Village", "number": 5 } }, - "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).", + "requirements": { + "entity": { + "class": "Village", + "number": 5 + } + }, + "requirementsTooltip": "Requires 5 Village Structures.", "supersedes": "phase_village", "replaces": ["phase_town"], "icon": "town_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json +++ binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json @@ -6,8 +6,13 @@ }, "description": "Advances from a small village to a bustling town, ready to expand rapidly.", "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, - "requirements": { "entity": { "class": "Village", "number": 5 } }, - "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).", + "requirements": { + "entity": { + "class": "Village", + "number": 5 + } + }, + "requirementsTooltip": "Requires 5 Village Structures.", "supersedes": "phase_village", "replaces": ["phase_town"], "icon": "town_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json +++ binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json @@ -6,10 +6,10 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sibylline_books.png", "researchTime": 40, - "tooltip": "Market +10% International Bonus.", + "tooltip": "+10% international trade bonus.", "modifications": [ { "value": "Market/InternationalBonus", "add": 0.1 } ], - "affects": ["Market"], + "affects": ["Trade"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: binaries/data/mods/public/simulation/templates/special/player/player.xml =================================================================== --- binaries/data/mods/public/simulation/templates/special/player/player.xml +++ binaries/data/mods/public/simulation/templates/special/player/player.xml @@ -20,7 +20,7 @@ 10 1 1 - 1 + 1 3 5 0 @@ -29,12 +29,13 @@ 1 1 1 - 1 + 1 2 2 4 2 1 + 1 0 20 Index: binaries/data/mods/public/simulation/templates/structures/athen_gymnasium.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/athen_gymnasium.xml +++ binaries/data/mods/public/simulation/templates/structures/athen_gymnasium.xml @@ -19,10 +19,11 @@ athen - ConquestCritical Gymnasium Gymnasion Train Champions. + ConquestCritical + Gymnasium structures/gymnasium.png Index: binaries/data/mods/public/simulation/templates/structures/athen_prytaneion.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/athen_prytaneion.xml +++ binaries/data/mods/public/simulation/templates/structures/athen_prytaneion.xml @@ -19,10 +19,11 @@ athen - ConquestCritical Council Chamber Prytaneion Train Heroes and research technologies. + ConquestCritical + Council structures/tholos.png Index: binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml +++ binaries/data/mods/public/simulation/templates/structures/brit_crannog.xml @@ -9,12 +9,12 @@ 8.0 - Island Settlement brit - Naval - structures/crannog.png - Increase population limit and defend waterways. + Island Settlement Cranogion + Build upon a shoreline in own, neutral, or allied territory. Acquire large tracts of territory. Territory root. Dropsite for food, wood, stone, and metal. Train Citizens, construct Ships, and research technologies. Garrison Soldiers for additional arrows. + Naval + structures/crannog.png phase_town Index: binaries/data/mods/public/simulation/templates/structures/brit_wall_tower.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/brit_wall_tower.xml +++ binaries/data/mods/public/simulation/templates/structures/brit_wall_tower.xml @@ -9,7 +9,7 @@ brit Uxelon - Does not shoot or garrison. + Index: binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml +++ binaries/data/mods/public/simulation/templates/structures/cart_super_dock.xml @@ -40,11 +40,11 @@ cart - ConquestCritical Naval Shipyard Cothon - -City Shipyard Town - Construct and repair mighty warships. + Build upon a shoreline in own, neutral, or allied territory. Acquire large tracts of territory. Territory root. Construct Warships and research technologies. + ConquestCritical + Naval -City Town Shipyard structures/uber_dock.png phase_town Index: binaries/data/mods/public/simulation/templates/structures/cart_temple.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/cart_temple.xml +++ binaries/data/mods/public/simulation/templates/structures/cart_temple.xml @@ -12,7 +12,7 @@ cart Maqdaš - Train Healers and Champions and research healing technologies. Garrison units to heal them at a quick rate. + Train Healers and Champions and research healing technologies. 80 Index: binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml +++ binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml @@ -9,7 +9,7 @@ gaul Uxelon - Does not shoot or garrison. + Index: binaries/data/mods/public/simulation/templates/structures/iber_monument.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/iber_monument.xml +++ binaries/data/mods/public/simulation/templates/structures/iber_monument.xml @@ -31,9 +31,9 @@ iber Revered Monument Gur Oroigarri - Monument + Territory root. + Monument structures/iberian_bull.png - All units within vision of this monument will fight harder. Buildings in the territory of the monument do not decay. 20 Index: binaries/data/mods/public/simulation/templates/structures/kush_temple.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/kush_temple.xml +++ binaries/data/mods/public/simulation/templates/structures/kush_temple.xml @@ -7,8 +7,8 @@ kush Temple of Apedemak Pr-ʿIprmk - Train priests to heal your troops. Train Meroitic Temple Guards. Garrison units to heal them at a quick rate. - TempleOfApedemak + Train Healers and Apedamak Champions and research healing technologies. + TempleOfApedemak Index: binaries/data/mods/public/simulation/templates/structures/kush_temple_amun.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/kush_temple_amun.xml +++ binaries/data/mods/public/simulation/templates/structures/kush_temple_amun.xml @@ -27,10 +27,9 @@ kush Grand Temple of Amun Pr-ʿImn - Train priests to heal your troops. Train Napatan Temple Guards and research unique technologies. Garrison units to heal them at a quick rate. + Train Healers and Amun Champions and research healing technologies. + -Town City TempleOfAmun structures/temple_epic.png - TempleOfAmun - City -Town phase_city Index: binaries/data/mods/public/simulation/templates/structures/maur_palace.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/maur_palace.xml +++ binaries/data/mods/public/simulation/templates/structures/maur_palace.xml @@ -14,10 +14,11 @@ maur - ConquestCritical Harmya - gaia/special_stoa.png Train Female Citizens, Champions, and Heroes. + ConquestCritical + Palace + gaia/special_stoa.png 40 Index: binaries/data/mods/public/simulation/templates/structures/maur_pillar_ashoka.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/maur_pillar_ashoka.xml +++ binaries/data/mods/public/simulation/templates/structures/maur_pillar_ashoka.xml @@ -31,9 +31,9 @@ maur Edict Pillar of Ashoka Śāsana Stambha Aśokā - Pillar + Territory root. + Pillar structures/ashoka_pillar.png - The famous pillar of Ashoka. Increases the walk speed of traders. Buildings in the territory of the monument do not decay. 20 Index: binaries/data/mods/public/simulation/templates/structures/palisades_curve.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_curve.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_curve.xml @@ -10,9 +10,6 @@ 6 - - Palisade Curve - 2 Index: binaries/data/mods/public/simulation/templates/structures/palisades_end.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_end.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_end.xml @@ -10,9 +10,6 @@ 5 - - Palisade End - 1 Index: binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml @@ -6,7 +6,6 @@ 9.0 - Palisade Fort Wooden Tower structures/palisade_fort.png Palisade Index: binaries/data/mods/public/simulation/templates/structures/palisades_gate.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_gate.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_gate.xml @@ -17,11 +17,11 @@ 0.64 - Gates - Palisade Gate + Palisade Gate structures/palisades_gate + Allow units access through Palisades. Can be locked to prevent access. + Gate structures/wooden_gate.png - Allow units access through a palisade wall. Can be locked to prevent access. 4 Index: binaries/data/mods/public/simulation/templates/structures/palisades_long.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_long.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_long.xml @@ -14,7 +14,7 @@ 0.75 - Palisade + Can be converted into a Palisade Gate. 3 @@ -28,11 +28,11 @@ structures/palisades_gate + Allow units access through Palisades. Can be locked to prevent access. 20 - This will allow you to let units circulate through your fortifications. upgrading Index: binaries/data/mods/public/simulation/templates/structures/palisades_medium.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_medium.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_medium.xml @@ -13,9 +13,6 @@ 0.5 - - Palisade - 2 Index: binaries/data/mods/public/simulation/templates/structures/palisades_short.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_short.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_short.xml @@ -13,9 +13,6 @@ 0.25 - - Palisade - 1 Index: binaries/data/mods/public/simulation/templates/structures/palisades_spike_angle.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_spike_angle.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_spike_angle.xml @@ -14,7 +14,7 @@ 0.5 - Angle Spike + Angle Spike 1 Index: binaries/data/mods/public/simulation/templates/structures/palisades_spikes_small.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_spikes_small.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_spikes_small.xml @@ -14,7 +14,7 @@ 0.2 - Small Spikes + Small Spikes 1 Index: binaries/data/mods/public/simulation/templates/structures/palisades_spikes_tall.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_spikes_tall.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_spikes_tall.xml @@ -14,7 +14,7 @@ 0.5 - Tall Spikes + Tall Spikes 2 Index: binaries/data/mods/public/simulation/templates/structures/palisades_straight.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_straight.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_straight.xml @@ -10,9 +10,6 @@ 6 - - Palisade - 2 Index: binaries/data/mods/public/simulation/templates/structures/palisades_tower.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_tower.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_tower.xml @@ -13,10 +13,6 @@ 0.75 - - Palisade - Tower - 1 Index: binaries/data/mods/public/simulation/templates/structures/palisades_watchtower.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/palisades_watchtower.xml +++ binaries/data/mods/public/simulation/templates/structures/palisades_watchtower.xml @@ -11,7 +11,7 @@ 12.0 - Watchtower + Watchtower 3 Index: binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml +++ binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml @@ -1,7 +1,7 @@ - Apadana + Palace 300 @@ -26,9 +26,10 @@ pers Throne Hall Apadāna - Apadana ConquestCritical Palace + Train Champions and Heroes. + ConquestCritical + Palace structures/palace.png - "Satrapy Tribute": Gain a trickle of food, wood, stone, and metal resources. Train Champions and Heroes. 60 Index: binaries/data/mods/public/simulation/templates/structures/pers_hall.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/pers_hall.xml +++ binaries/data/mods/public/simulation/templates/structures/pers_hall.xml @@ -23,9 +23,10 @@ pers - ConquestCritical Gate of All Nations Duvarθi Visadahyu + ConquestCritical + Hall structures/pers_hall.png Train Champions. Index: binaries/data/mods/public/simulation/templates/structures/pers_ishtar_gate.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/pers_ishtar_gate.xml +++ binaries/data/mods/public/simulation/templates/structures/pers_ishtar_gate.xml @@ -4,7 +4,7 @@ structures/loyalty_regen - UniqueBuilding + IshtarGate @@ -26,10 +26,10 @@ pers - Persian Special Building - Ishtar Gate of Babylon - Increases the loyalty regeneration of nearby structures, making them harder to capture. + Ishtar Gate of Babylon + Territory root. ConquestCritical + IshtarGate structures/pers_gate.png Index: binaries/data/mods/public/simulation/templates/structures/pers_tacara.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/pers_tacara.xml +++ binaries/data/mods/public/simulation/templates/structures/pers_tacara.xml @@ -23,7 +23,8 @@ pers Palace Taçara - ConquestCritical Palace + ConquestCritical + Palace structures/palace.png Index: binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml +++ binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml @@ -23,9 +23,8 @@ ptol Lighthouse Pharos - Lighthouse - -City Town - Build along the shore to reveal the shorelines over the entire map. Very large vision range: 180 meters. + Build upon a shoreline in own, neutral, or allied territory. Reveal the shorelines over the entire map. Very large vision range. + -City Town Lighthouse structures/lighthouse.png phase_town Index: binaries/data/mods/public/simulation/templates/structures/ptol_military_colony.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/ptol_military_colony.xml +++ binaries/data/mods/public/simulation/templates/structures/ptol_military_colony.xml @@ -7,7 +7,6 @@ ptol Klērouchia - This is the Ptolemaic expansion building, similar to Civic Centers for other factions. It is weaker and carries a smaller territory influence, but is cheaper and built faster. Train settler-soldiers of various nationalities. Index: binaries/data/mods/public/simulation/templates/structures/rome_arch.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_arch.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_arch.xml @@ -20,7 +20,8 @@ rome Triumphal Arch Arcus Triumphālis - ConquestCritical + Territory root. + TriumphalArch structures/arch.png Index: binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml @@ -79,9 +79,10 @@ rome Army Camp Castra - ArmyCamp ConquestCritical - structures/roman_camp.png Build in neutral or enemy territory. Train Citizen-Soldiers and construct Siege Engines. Garrison Soldiers for additional arrows. + ConquestCritical + ArmyCamp + structures/roman_camp.png 100 Index: binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_gate.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_gate.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_gate.xml @@ -30,7 +30,7 @@ rome Siege Wall Gate Porta Circummūnītiōnis - SiegeWall + SiegeWall structures/wooden_gate.png Index: binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_long.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_long.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_long.xml @@ -60,9 +60,8 @@ structures/rome_wallset_siege Siege Wall Mūrus Circummūnītiōnis - SiegeWall + SiegeWall structures/siege_wall.png - A wooden and turf palisade buildable in enemy and neutral territories. 12 Index: binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_medium.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_medium.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_medium.xml @@ -50,9 +50,8 @@ structures/rome_wallset_siege Siege Wall Mūrus Circummūnītiōnis - SiegeWall + SiegeWall structures/siege_wall.png - A wooden and turf palisade buildable in enemy and neutral territories. 8 Index: binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_short.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_short.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_short.xml @@ -31,9 +31,8 @@ structures/rome_wallset_siege Siege Wall Mūrus Circummūnītiōnis - SiegeWall + SiegeWall structures/siege_wall.png - A wooden and turf palisade buildable in enemy and neutral territories. 4 Index: binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_tower.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_tower.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_siege_wall_tower.xml @@ -30,7 +30,7 @@ rome Siege Wall Tower Turris Circummūnītiōnis - SiegeWall + SiegeWall structures/siege_wall.png Index: binaries/data/mods/public/simulation/templates/structures/rome_temple_mars.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_temple_mars.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_temple_mars.xml @@ -11,6 +11,8 @@ rome Temple of Mars Aedēs Mārtiālis + -Town City TempleOfMars + phase_city Index: binaries/data/mods/public/simulation/templates/structures/rome_temple_vesta.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_temple_vesta.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_temple_vesta.xml @@ -4,7 +4,7 @@ structures/loyalty_regen - UniqueBuilding + TempleOfVesta @@ -15,8 +15,9 @@ Temple of Vesta - structures/temple_vesta.png Aedēs Vestālis + TempleOfVesta + structures/temple_vesta.png Index: binaries/data/mods/public/simulation/templates/structures/rome_wallset_siege.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/rome_wallset_siege.xml +++ binaries/data/mods/public/simulation/templates/structures/rome_wallset_siege.xml @@ -4,8 +4,9 @@ rome Siege Wall Mūrus Circummūnītiōnis + Wall off an area. Build in own, neutral, or enemy territory. + SiegeWall structures/siege_wall.png - A wooden and turf palisade buildable in enemy and neutral territories. phase_city Index: binaries/data/mods/public/simulation/templates/structures/sele_military_colony.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/sele_military_colony.xml +++ binaries/data/mods/public/simulation/templates/structures/sele_military_colony.xml @@ -7,7 +7,6 @@ sele Klērouchia - This is the Seleucid expansion building, similar to Civic Centers for other factions. It is weaker and carries a smaller territory influence, but is cheaper and built faster. Train settler-soldiers of various nationalities. Index: binaries/data/mods/public/simulation/templates/structures/spart_gerousia.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/spart_gerousia.xml +++ binaries/data/mods/public/simulation/templates/structures/spart_gerousia.xml @@ -1,5 +1,8 @@ + + Council + 200 @@ -16,10 +19,11 @@ spart - ConquestCritical Spartan Senate Gerousia Train Heroes. + ConquestCritical + Council structures/tholos.png Index: binaries/data/mods/public/simulation/templates/structures/spart_syssiton.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/spart_syssiton.xml +++ binaries/data/mods/public/simulation/templates/structures/spart_syssiton.xml @@ -20,10 +20,11 @@ spart - ConquestCritical Syssiton Military Mess Hall Syssition Train Champions and Heroes. + ConquestCritical + Syssiton structures/syssition.png Index: binaries/data/mods/public/simulation/templates/structures/wallset_palisade.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/wallset_palisade.xml +++ binaries/data/mods/public/simulation/templates/structures/wallset_palisade.xml @@ -1,9 +1,8 @@ - Wooden Wall - Palisade - -StoneWall Palisade + Palisade + -Wall Palisade structures/palisade_wall.png phase_village 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 @@ -86,7 +86,7 @@ Civic Center template_structure_civic_civil_centre - Build to acquire large tracts of territory. Train citizens. + Build in own or neutral territory. Acquire large tracts of territory. Territory root. Dropsite for food, wood, stone, and metal. Train Citizens and research technologies. Garrison Soldiers for additional arrows. CivCentre Defensive CivilCentre structures/civic_centre.png 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 @@ -25,8 +25,8 @@ Military Colony - Colony template_structure_civic_civil_centre_military_colony + Colony structures/military_settlement.png phase_town Index: binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml +++ binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml @@ -32,10 +32,10 @@ House - Increase the population limit. - Village House template_structure_civic_house + Village House structures/house.png + phase_village 15 Index: binaries/data/mods/public/simulation/templates/template_structure_civic_stoa.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_civic_stoa.xml +++ binaries/data/mods/public/simulation/templates/template_structure_civic_stoa.xml @@ -30,10 +30,10 @@ Stoa template_structure_civic_stoa - Recruit special units. + Train Mercenary Champions. + Town Stoa gaia/special_stoa.png phase_town - Town 20 Index: binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml +++ binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml @@ -32,7 +32,7 @@ Temple template_structure_civic_temple - Train Healers and research healing technologies. Garrison units to heal them at a quick rate. + Train Healers and research healing technologies. Town Temple structures/temple.png phase_town Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml @@ -17,12 +17,11 @@ decay|rubble/rubble_stone_2x2 - Palisade - Wooden Wall + Palisade template_structure_defensive_palisade - Wall off your town for a stout defense. + Wall off an area. + Palisade gaia/special_palisade.png - phase_village Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml @@ -49,6 +49,7 @@ decay|rubble/rubble_stone_2x2 + Tower Tower Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_outpost.xml @@ -51,7 +51,7 @@ Outpost template_structure_defensive_tower_outpost Build in own or neutral territory. Slowly converts to Gaia while in neutral territory. - Village -Tower Outpost + -Tower Outpost structures/outpost.png Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml @@ -37,6 +37,7 @@ Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot. Village SentryTower structures/sentry_tower.png + phase_village 20 Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml @@ -28,7 +28,7 @@ 1000 - Defense Tower + Stone Tower template_structure_defensive_tower_stone Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot. Town StoneTower Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml @@ -12,10 +12,10 @@ 8.0 - StoneWall - Stone Wall + Wall template_structure_defensive_wall Wall off your town for a stout defense. + Wall structures/wall.png phase_town Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_gate.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_gate.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_gate.xml @@ -16,11 +16,11 @@ decay|rubble/rubble_stone_wall_long - Gates - City Gate + Gate template_structure_defensive_wall_gate + Allow units access through Walls. Can be locked to prevent access. + Gate structures/gate.png - Allow units access through a city wall. Can be locked to prevent access. 12 Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_long.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_long.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_long.xml @@ -22,8 +22,8 @@ decay|rubble/rubble_stone_wall_long - LongWall - Long wall segments can be converted to gates. + Can be converted into a Gate. + WallLong 7 @@ -32,7 +32,7 @@ structures/{civ}_wall_gate - This will allow you to let units circulate through your fortifications. + Allow units access through Walls. Can be locked to prevent access. 60 Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_medium.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_medium.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_medium.xml @@ -21,6 +21,9 @@ 2000 decay|rubble/rubble_stone_wall_medium + + WallMedium + 5 Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_short.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_short.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_short.xml @@ -10,6 +10,9 @@ 1000 decay|rubble/rubble_stone_wall_short + + WallShort + 3 Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml +++ binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml @@ -53,7 +53,7 @@ Wall Turret template_structure_defensive_wall_tower - Garrison Infantry for additional arrows. Needs the “Murder Holes” technology to protect its foot. + Garrison Infantry for additional arrows. WallTower structures/tower.png Index: binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml +++ binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml @@ -26,12 +26,13 @@ decay|rubble/rubble_stone_4x4 - DropsiteFood Farmstead template_structure_economic_farmstead - structures/farmstead.png - Dropsite for the food resource. Research food gathering improvements. + Dropsite for food. Research food gathering technologies. + DropsiteFood Village Farmstead + structures/farmstead.png + phase_village 20 Index: binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml +++ binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml @@ -24,13 +24,13 @@ decay|rubble/rubble_stone_5x5 - BarterMarket Market template_structure_economic_market + Barter resources. Establish trade routes. Train Traders and research trade and barter technologies. + Barter + Trade Town Market structures/market.png phase_town - Create trade units to trade between other markets. Barter resources. Research trading and bartering improvements. - Town Market 60 Index: binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml +++ binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml @@ -27,12 +27,13 @@ decay|rubble/rubble_stone_3x3 - DropsiteWood DropsiteMetal DropsiteStone Storehouse template_structure_economic_storehouse - structures/storehouse.png - Dropsite for wood, stone, and metal resources. Research gathering improvements for these resources. + Dropsite for wood, stone, and metal. Research gathering technologies. + DropsiteWood DropsiteMetal DropsiteStone Village Storehouse + structures/storehouse.png + phase_village 20 Index: binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml +++ binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml @@ -25,7 +25,7 @@ Barracks template_structure_military_barracks - Train citizen-soldiers. Research training improvements. + Train Citizen Soldiers and research technologies. Village Barracks structures/barracks.png phase_village Index: binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml +++ binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml @@ -24,9 +24,8 @@ Dock template_structure_military_dock - Build upon a shoreline to construct naval vessels and to open sea trade. Research naval improvements. - Naval NavalMarket - Economic Village Market Dock + Build upon a shoreline in own, neutral, or allied territory. Dropsite for food, wood, stone, and metal. Establish trade routes. Construct Ships and research Ship technologies. + Economic Naval Trade Village Dock structures/dock.png Index: binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml +++ binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml @@ -17,9 +17,10 @@ Corral template_structure_resource_corral - Raise herd animals for food. Task domestic animals here to gain a trickle of food or other bonus (Not yet implemented). + Raise Domestic Animals for food. Village Corral structures/corral.png + phase_village 20 Index: binaries/data/mods/public/simulation/templates/template_structure_special.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_special.xml +++ binaries/data/mods/public/simulation/templates/template_structure_special.xml @@ -30,9 +30,7 @@ decay|rubble/rubble_stone_6x6 - Special Building - This is a special building unique to a particular civilization. - SpecialBuilding + Special Structure City phase_city Index: binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml +++ binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml @@ -18,9 +18,9 @@ 2000 - Amphitheater Amphitheater template_structure_special_amphitheater + Amphitheater structures/theater.png Index: binaries/data/mods/public/simulation/templates/template_structure_special_library.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_special_library.xml +++ binaries/data/mods/public/simulation/templates/template_structure_special_library.xml @@ -23,7 +23,7 @@ Library template_structure_special_library - Research special technologies. + Library structures/library_scroll.png Index: binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml +++ binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml @@ -19,6 +19,7 @@ Rotary Mill template_structure_special_rotarymill + RotaryMill structures/rotarymill.png Index: binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml +++ binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml @@ -21,9 +21,9 @@ 2000 - Theater Theater template_structure_special_theater + Theater structures/theater.png Index: binaries/data/mods/public/simulation/templates/template_structure_wonder.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_structure_wonder.xml +++ binaries/data/mods/public/simulation/templates/template_structure_wonder.xml @@ -46,10 +46,10 @@ decay|rubble/rubble_stone_6x6 - ConquestCritical Wonder template_structure_wonder Bring glory to your civilization and add large tracts of land to your empire. + ConquestCritical City Wonder structures/wonder.png phase_city Index: binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml +++ binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml @@ -10,7 +10,7 @@ 2.5 4 1000 - Field Palisade SiegeWall StoneWall + Field Palisade Wall Index: binaries/data/mods/public/simulation/templates/template_unit_champion.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_unit_champion.xml +++ binaries/data/mods/public/simulation/templates/template_unit_champion.xml @@ -5,7 +5,7 @@ 5 4 1000 - Field Palisade SiegeWall StoneWall + Field Palisade Wall Index: binaries/data/mods/public/simulation/templates/template_unit_hero.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_unit_hero.xml +++ binaries/data/mods/public/simulation/templates/template_unit_hero.xml @@ -10,7 +10,7 @@ 10 4 1000 - Field Palisade SiegeWall StoneWall + Field Palisade Wall Index: binaries/data/mods/public/simulation/templates/template_unit_infantry.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_unit_infantry.xml +++ binaries/data/mods/public/simulation/templates/template_unit_infantry.xml @@ -10,7 +10,7 @@ 2.5 4 1000 - Field Palisade SiegeWall StoneWall + Field Palisade Wall Index: binaries/data/mods/public/simulation/templates/template_unit_siege_ram.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_unit_siege_ram.xml +++ binaries/data/mods/public/simulation/templates/template_unit_siege_ram.xml @@ -10,7 +10,7 @@ 6.5 750 1500 - Gates Defensive Structure + Gate Defensive Structure Field Organic Index: binaries/data/mods/public/simulation/templates/template_wallset.xml =================================================================== --- binaries/data/mods/public/simulation/templates/template_wallset.xml +++ binaries/data/mods/public/simulation/templates/template_wallset.xml @@ -6,11 +6,11 @@ gaia - StoneWall - City Wall + Wall + Wall off an area. + Wall structures/wall.png phase_town - Wall off your town for a stout defense. true