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