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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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