Index: public/art/actors/units/persians/infantry_spearman_c4.xml =================================================================== --- public/art/actors/units/persians/infantry_spearman_c4.xml +++ public/art/actors/units/persians/infantry_spearman_c4.xml @@ -0,0 +1,82 @@ + + + + + + skeletal/new/m_armor_pants_tunic_long.dae + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + player_trans_spec_helmet.xml + Index: public/simulation/data/civs/pers.json =================================================================== --- public/simulation/data/civs/pers.json +++ public/simulation/data/civs/pers.json @@ -29,6 +29,11 @@ "Name": "Large Rams", "History": "", "Description": "Battering Rams +20% attack damage and +2 garrison capacity." + }, + { + "Name": "Time of War", + "History": "", + "Description": "Stable -10% batch training time per phase advance." } ], "WallSets": [ Index: public/simulation/data/technologies/barracks_batch_training.json =================================================================== --- public/simulation/data/technologies/barracks_batch_training.json +++ public/simulation/data/technologies/barracks_batch_training.json @@ -4,7 +4,12 @@ "cost": { "food": 500 }, - "requirements": { "tech": "phase_city" }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "notciv": "pers" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "fist_spear_fire.png", "researchTime": 40, Index: public/simulation/data/technologies/immortals.json =================================================================== --- public/simulation/data/technologies/immortals.json +++ public/simulation/data/technologies/immortals.json @@ -14,10 +14,9 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "immortals.png", "researchTime": 60, - "tooltip": "Immortals −50% training time, but −10% health.", + "tooltip": "Immortals −50% training time.", "modifications": [ - { "value": "Cost/BuildTime", "multiply": 0.5 }, - { "value": "Health/Max", "multiply": 0.9 } + { "value": "Cost/BuildTime", "multiply": 0.5 } ], "affects": ["Immortal"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: public/simulation/data/technologies/phase_city_pers.json =================================================================== --- public/simulation/data/technologies/phase_city_pers.json +++ public/simulation/data/technologies/phase_city_pers.json @@ -0,0 +1,26 @@ +{ + "genericName": "City Phase", + "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Persian city phase, where stable training rates are decreased because of the 'Times of War' bonus.", + "cost": { + "stone": 750, + "metal": 750 + }, + "requirements": { + "entity": { + "class": "Town", + "number": 3 + } + }, + "requirementsTooltip": "Requires three Town Structures.", + "supersedes": "phase_town_pers", + "replaces": ["phase_city"], + "icon": "city_phase.png", + "researchTime": 60, + "tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +50% territory influence radius. Structures +9 capture points regeneration rate per garrisoned unit. Stable -10% batch training time.", + "modifications": [ + { "value": "Capturable/GarrisonRegenRate", "add": 9, "affects": "Structure" }, + { "value": "Trainer/BatchTimeModifier", "add": -0.1, "affects": "Stable" }, + { "value": "TerritoryInfluence/Radius", "multiply": 1.5, "affects": "CivCentre" } + ], + "soundComplete": "interface/alarm/alarm_phase.xml" +} Index: public/simulation/data/technologies/phase_town_pers.json =================================================================== --- public/simulation/data/technologies/phase_town_pers.json +++ public/simulation/data/technologies/phase_town_pers.json @@ -0,0 +1,26 @@ +{ + "genericName": "Town Phase", + "description": "Advances from a small village to a bustling town, ready to expand rapidly. This is the Athenian town phase, where stable training rates are decreased because of the 'Times of War' bonus.", + "cost": { + "food": 500, + "wood": 500 + }, + "requirements": { + "entity": { + "class": "Village", + "number": 5 + } + }, + "requirementsTooltip": "Requires five Village Structures.", + "supersedes": "phase_village", + "replaces": ["phase_town"], + "icon": "town_phase.png", + "researchTime": 30, + "tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +30% territory influence radius. Structures +7 capture points regeneration rate per garrisoned unit. Stable -10% batch training time.", + "modifications": [ + { "value": "Capturable/GarrisonRegenRate", "add": 7, "affects": "Structure" }, + { "value": "Trainer/BatchTimeModifier", "add": -0.1, "affects": "Stable" }, + { "value": "TerritoryInfluence/Radius", "multiply": 1.3, "affects": "CivCentre" } + ], + "soundComplete": "interface/alarm/alarm_phase.xml" +} Index: public/simulation/data/technologies/stable_batch_training.json =================================================================== --- public/simulation/data/technologies/stable_batch_training.json +++ public/simulation/data/technologies/stable_batch_training.json @@ -4,7 +4,12 @@ "cost": { "food": 500 }, - "requirements": { "tech": "phase_city" }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "notciv": "pers" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "horseshoe_gold.png", "researchTime": 40, Index: public/simulation/data/technologies/trickle_food_pers.json =================================================================== --- public/simulation/data/technologies/trickle_food_pers.json +++ public/simulation/data/technologies/trickle_food_pers.json @@ -0,0 +1,23 @@ +{ + "genericName": "Subterraneam Aqueducts", + "description": "Increases the trickle of food.", + "cost": { + "wood": 300, + "stone": 300 + }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "civ": "pers" } + ] + }, + "requirementsTooltip": "Unlocked in City Phase.", + "icon": "cornucopia.png", + "researchTime": 40, + "tooltip": "IceHouse +1 trickle food rate per second.", + "modifications": [ + { "value": "ResourceTrickle/Rates/food", "add": 1 } + ], + "affects": ["IceHouse"], + "soundComplete": "interface/alarm/alarm_upgradearmory.xml" +} Index: public/simulation/templates/structures/pers/apadana.xml =================================================================== --- public/simulation/templates/structures/pers/apadana.xml +++ public/simulation/templates/structures/pers/apadana.xml @@ -6,7 +6,7 @@ 300 - 300 + 200 200 @@ -31,7 +31,7 @@ structures/palace.png - 60 + 40 40 @@ -45,12 +45,10 @@ - 1.0 - 1.0 - 0.75 - 0.75 + 1.0 + 1.0 - 2000 + 1000 Index: public/simulation/templates/structures/pers/civil_centre.xml =================================================================== --- public/simulation/templates/structures/pers/civil_centre.xml +++ public/simulation/templates/structures/pers/civil_centre.xml @@ -17,7 +17,12 @@ units/{civ}/infantry_spearman_b units/{civ}/infantry_archer_b + units/{civ}/cavalry_axeman_b + units/{civ}/cavalry_swordsman_b + units/{civ}/cavalry_spearman_b units/{civ}/cavalry_javelineer_b + units/{civ}/cavalry_archer_b + units/{civ}/cavalry_crossbowman_b Index: public/simulation/templates/structures/pers/ice_house.xml =================================================================== --- public/simulation/templates/structures/pers/ice_house.xml +++ public/simulation/templates/structures/pers/ice_house.xml @@ -1,15 +1,14 @@ - own neutral + own Yakhchal - 100 + 50 + 100 100 - 100 - 0 @@ -16,7 +15,9 @@ 12.0 - + + 3 + 800 decay|rubble/rubble_stone_3x3 @@ -25,6 +26,7 @@ pers Ice House Yakhchāl + Gain a small amount of food per second. Village IceHouse CivSpecific @@ -32,9 +34,25 @@ phase_village structures/yakhchal.png + + 20 + 20 + + + + + trickle_food_pers + + + + + 1.0 + + 1000 + Index: public/simulation/templates/template_structure_military_barracks.xml =================================================================== --- public/simulation/templates/template_structure_military_barracks.xml +++ public/simulation/templates/template_structure_military_barracks.xml @@ -16,7 +16,7 @@ 10 - Infantry + Infantry Cavalry 2000 @@ -41,8 +41,7 @@ barracks_batch_training - infantry_cost_time - unlock_champion_infantry + unlock_champion_infantry pair_unlock_champions_sele Index: public/simulation/templates/template_structure_military_stable.xml =================================================================== --- public/simulation/templates/template_structure_military_stable.xml +++ public/simulation/templates/template_structure_military_stable.xml @@ -41,8 +41,7 @@ stable_batch_training - cavalry_cost_time - cavalry_movement_speed + cavalry_movement_speed cavalry_health nisean_horses unlock_champion_cavalry Index: public/simulation/templates/units/pers/cavalry_spearman_b.xml =================================================================== --- public/simulation/templates/units/pers/cavalry_spearman_b.xml +++ public/simulation/templates/units/pers/cavalry_spearman_b.xml @@ -7,7 +7,6 @@ Cappadocian Cavalry Asabāra Katpatuka units/pers_cavalry_spearman.png - phase_town units/pers/cavalry_spearman_a Index: public/simulation/templates/units/pers/champion_infantry.xml =================================================================== --- public/simulation/templates/units/pers/champion_infantry.xml +++ public/simulation/templates/units/pers/champion_infantry.xml @@ -1,5 +1,8 @@ + + 140 + pers persian @@ -8,6 +11,22 @@ Immortal units/pers_champion_infantry.png + + + + -3 + -3 + + + + + + units/pers/champion_infantry_archer + Upgrade to immortal archer. + upgrading + + + units/persians/infantry_spearman_c2.xml Index: public/simulation/templates/units/pers/champion_infantry_archer.xml =================================================================== --- public/simulation/templates/units/pers/champion_infantry_archer.xml +++ public/simulation/templates/units/pers/champion_infantry_archer.xml @@ -0,0 +1,25 @@ + + + + 140 + + + pers + persian + Persian Immortal + Anušiya + Immortal + units/pers_champion_infantry_archer.png + + + + units/pers/champion_infantry + Upgrade to immortal spearman. + upgrading + + + + + units/persians/infantry_spearman_c4.xml + + Index: public/simulation/templates/units/pers/infantry_archer_b.xml =================================================================== --- public/simulation/templates/units/pers/infantry_archer_b.xml +++ public/simulation/templates/units/pers/infantry_archer_b.xml @@ -3,6 +3,7 @@ structures/pers/apadana + structures/pers/ice_house Index: public/simulation/templates/units/pers/infantry_javelineer_b.xml =================================================================== --- public/simulation/templates/units/pers/infantry_javelineer_b.xml +++ public/simulation/templates/units/pers/infantry_javelineer_b.xml @@ -3,7 +3,8 @@ structures/pers/apadana - + structures/pers/ice_house + pers Index: public/simulation/templates/units/pers/infantry_spearman_b.xml =================================================================== --- public/simulation/templates/units/pers/infantry_spearman_b.xml +++ public/simulation/templates/units/pers/infantry_spearman_b.xml @@ -3,6 +3,7 @@ structures/pers/apadana + structures/pers/ice_house Index: public/simulation/templates/units/pers/support_female_citizen.xml =================================================================== --- public/simulation/templates/units/pers/support_female_citizen.xml +++ public/simulation/templates/units/pers/support_female_citizen.xml @@ -3,7 +3,8 @@ structures/pers/apadana - + structures/pers/ice_house + pers