24 List_Entities_Player_Structures
Angen edited this page 2020-07-01 08:39:28 +00:00

''

STANDARD STRUCTURES

STARTING STRUCTURE

Civic Centre (Village Centre

  • Territory Radius: 180 meters. Is a Root structure.
  • Footprint: 30x30 meters.
  • Vision: 90 meters.
  • Dropsite: Food Wood Stone Metal.
  • Housing: +20.
  • Garrison: 20 (Support, Infantry, Cavalry).
  • Has Ranged Attack: Yes.
  • **Train: **
    • 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ).
    • Female Citizen.
  • Advancement:
    • Upgrade to Town Centre (requires 2 different Village production structures: Farmstead and Mill).
    • Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock).
  • **Special: **
    • Is a building, meaning it prevents territory decay for those structures congruent with the CC's territory.
    • Starting structure. Also buildable by citizens in the #TOWNPHASE.

VILLAGE PHASE

House

  • Requirements: Own Territory.
  • Territory Radius: 20 meters.
  • Footprint: 10x10 meters (Barbarian). 14x14 meters (Civilized),
  • Vision: 20 meters.
  • Housing: +5 for Barbarian factions. +10 for Civilized factions.

Farmstead

  • Requirements: Own Territory.
  • Territory Radius: 20 meters.
  • Footprint: Varies. Roughly 14x14 meters.
  • Vision: 20 meters.
  • Dropsite: Food.
  • Garrison: 5 (Foot, Support).
  • **Special: **
    • Unlocks Field.
    • Unlocks Corral.
    • Is a required structure for Advancement to Town Phase.

Field

  • Requirements: Farmstead. Own Territory.
  • Territory Radius: 0 meters.
  • Footprint: 28x28 meters.
  • Vision: 0 meters.
  • Garrison: 5 (Infantry Citizen Soldier, Female Citizen).
  • Production: Food.
  • Special:
    • Unlocked by Farmstead.
    • Garrisoned units "gather" to generate Food. Gather rate diminishes for each subsequent gatherer.
    • Finite supply, unless seeded onto

Corral

  • Requirements: Farmstead. Own Territory.
  • Territory Radius: 0 meters.
  • Footprint: Varies. Roughly 12x12 meters.
  • Vision: 20 meters.
  • Garrison: 10 (Herdable animals). All propped and perform idle/graze animation.
  • Train: Depends on Faction.
    • Cattle, Sheep, Goat.
  • **Special: **
    • Unlocked by Farmstead.
    • Garrisoned animals generate Food at a slow rate.

Mill

  • Requirements: Own Territory.
  • Territory Radius: 16 meters.
  • Footprint: 14x14 meters.
  • Vision: 20 meters.
  • Dropsite: Wood Stone Metal.
  • **Special: **
    • Is a required structure for Advancement to Town Phase.

Outpost

  • Requirements: Own or Neutral Territory.
  • Territory Radius: 0 meters.
  • Footprint: 7x7 meters.
  • Vision: 80 meters.
  • Garrison: 1 (Infantry, Support).

Palisade Wall

  • Requirements: Own Territory.
  • Territory Radius: 0 meters.
  • Footprint: 4x8 meters, 4x12 meters, 4x16 meters.
  • Vision: 0 meters.
  • **Special: **
    • Long segments (4x16) may be upgraded to Palisade Gates.

Palisade Joint

  • Requirements: Palisade Wall.
  • Territory Radius: 0 meters.
  • Footprint: 6x6 meters.
  • Vision: 0 meters.
  • Special:
    • Cannot be built. Automatically inserted at end-points of Palisades and at joints between Palisade Wall segments.

Palisade Gate (Upgrade)

  • Requirements: Unbroken Palisade of required length.
  • Territory Radius: 0 meters.
  • Footprint: .
  • Vision: 0 meters.
  • **Special: **
    • Palisade Gate automatically opens to allow passage of player and allied units. Has Lock ability to prevent unwanted passage of units.

TOWN PHASE

Upgrading to "Town" Phase at the Civic Centre unlocks the following structures for construction.

Civic Centre (Town Centre

  • Requirements: 180 meters Distance from nearest other Civic Centre. Own or Neutral Territory.

Dock

  • Requirements: Town Centre. Shoreline.
  • Territory Radius: 0 meters.
  • Footprint: Varies. Roughly 20x20 meters.
  • Vision: 40 meters.
  • Dropsite: Food Wood Stone Metal.
  • Housing: +5.
  • Train: Fisherman, Merchantman, Bireme, Trireme, Quinquereme.
  • Special:
    • Must be built on shoreline. No other territory restrictions or effects.
    • Merchantmen use them as waypoints in trade route.
    • Fishermen use them as dropsites for food.
    • Is a required structure for Advancement to City Phase.

Market

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 40 meters.
  • Footprint: Varies. Roughly 24x24 meters.
  • Vision: 32.
  • Train: Trader.
  • Special:
    • Traders use them as waypoints in trade route. 
    • Has special market interface to barter resources.
    • Is a required structure for Advancement to City Phase.

Barracks

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 38 meters.
  • Footprint: Varies. Roughly 18x18 meters.
  • Vision: 32 meters.
  • Garrison: 10 (Infantry, Cavalry).
  • Train:
    • Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.
    • Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
  • Special:
    • Research building for Military Improvements.
    • Is a required structure for Advancement to City Phase.

Temple

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 40 meters.
  • Footprint: Varies. Roughly 18x24 meters.
  • Vision: 40 meters.
  • Housing: +5.
  • Garrison: 15 (Organic).
  • Train: Healer.
  • Special:
    • "Heal" Aura regenerates health of nearby damaged organic units. Garrison up to 15 units inside for even faster healing.
    • Is a required structure for Advancement to City Phase.

Defense Tower

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 40 meters.
  • Footprint: 8x8 meters.
  • Vision: 80 meters.
  • Garrison: 5 (Support, Infantry).
  • Has Ranged Attack: Yes. Each garrisoned Infantry unit adds 1 arrow to the turret's ranged attack.
  • Special:
    • .

Wall

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 0 meters.
  • Footprint: 6x12 meters, 6x18 meters, 6x24 meters.
  • Vision: 20 meters.
  • Special:
    • Can be built in shallows.

Wall Turret

  • Requirements: Wall.
  • Territory Radius: 0 meters.
  • Footprint: 8x8 meters.
  • Vision: 60 meters.
  • Garrison: 5 (Support, Infantry).
  • Has Ranged Attack: Yes. Each garrisoned Infantry unit adds 1 arrow to the turret's ranged attack.
  • Special:
    • Cannot be built. Automatically inserted at end-points of walls and at joints between wall segments.

City Gate (Upgrade)

  • Requirements: Unbroken wall of specified length.
  • Territory Radius: 0 meters.
  • Footprint: 6x24 meters.
  • **Vision: **1.
  • Special:
    • Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed).

CITY PHASE 

Upgrading to "City" Phase at the Civic Centre unlocks the following structures for construction.

Fortress

  • Requirements: City Centre. Own Territory.
  • Territory Radius: 100 meters.
  • Footprint: 25x25 meters.
  • Vision: 80 meters.
  • Housing: +20.
  • Garrison: 20 (Support, Infantry, Cavalry, Siege).
  • Has Ranged Attack: Yes. Each garrisoned Infantry unit adds 1 arrow to the Fortress' ranged attack.
  • Train:
    • Champion Infantry Unit, Champion Cavalry/Siege Unit.
    • Hero1, Hero2, Hero3.
    • Onager, Ballista, Ram, Siege Tower.

SPECIAL STRUCTURES

The following structures are unique to the individual factions, and have unique abilities and features.

Carthaginians

All of their Special Structures become available in the Town Phase.

Commercial Port (Replaces "Dock")

  • Requirements: Town Centre. Shoreline.
  • Territory Radius: 0 meters.
  • Footprint: 30x20 meters.
  • Vision: 40 meters.
  • Dropsite: Food Wood Stone Metal.
  • Housing: +5.
  • Train: Fisherman, Merchantman.
  • Special:
    • Must be built on shoreline. No other territory restrictions or effects.
    • Merchantmen use them as waypoints in trade route.
    • Fishermen use them as dropsites for food.
    • Is a required structure for Advancement to City Phase.
    • Unlike the standard "Dock," the Commercial Port only trains Fishermen and Merchantmen.

Naval Shipyard (Replaces "Dock")

  • Requirements: Town Centre. Shoreline.
  • Territory Radius: 0 meters.
  • Footprint: 42x58 meters.
  • Vision: 100 meters.
  • Housing: +10.
  • Train: Bireme, Trireme, Quinquereme.
  • Special:
    • Must be built on shoreline. No other territory restrictions or effects.
    • Unlike the standard "Dock," the Naval Shipyard only trains warships.

Embassies (Celtic, Iberian, Italic)

  • Requirements: Town Centre. Own Territory.
  • Territory Radius: 38 meters.
  • Footprint: 16x16 meters.
  • Vision: 24 meters.
  • Train:
    • Infantry Swordsman x 2, Infantry Javelinist, Infantry Slinger.
    • Cavalry Swordsman x 2, Cavalry Spearman.
  • Special:
    • These three structures are in addition to the Carthaginian Barracks, which trains North African units.
    • Each embassy trains soldiers of their respective ethnicities (Celtic, Iberian, Italic).
    • Each embassy researches military improvements for units of their respective ethnicities only.

Celts

Both Celtic Special Structures are available in the Village Phase.

Rotary Mill

Kennel

Hellenes

All Hellenic Special Structures are available in the City Phase.

Gymnasium

Council Chamber

Theater

Iberians

Venerated Monument

Persians

Stables

Palace

Romans

The Roman Special Structures are available in the City Phase.

Siege Walls (Replaces "Palisade Wall")

Siege Wall Tower (Replaces "Palisade Joint")

Siege Wall Gate (Upgrade. Replaces "Palisade Gate")

Entrenched Army Camp

IMAGES

Carthaginians

Celts

Hellenes

Iberians

Persians

Romans